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DarkGrievous7945 — Internet Battle Game WIP #3

Published: 2017-07-03 05:52:25 +0000 UTC; Views: 326; Favourites: 11; Downloads: 0
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Description Prob going to call it a night for now...

So the game is intended to model the power struggle over Net Neutrality.
The power meter has a range negative to positive, currently planned to be capped at 100. "Tokens" , as I've called them in the code, spawn randomly at the top of the screen. They either can increase or decrease the power meter upon reaching the bottom. Generally speaking, it's not going to be easy to remove the enemy tokens, and the primary strategy will be to place your own so that the power meter gradually shifts in your direction. I might make this playable from both the perspective of Net Neutrality supporters and "Big Cable". We'll see. For now, the objective is to protect it. I am only focusing on having the game engine done, for now, then I'll make things more specific, and add the final graphics (yet to be drawn, naturally). Many of my projects, past and present do tend to suffer from scope creep. Anyways, moving on... There will be a total score, and some form of currency system. Score will be computed based on which player tokens reach the bottom. Money isn't entirely figured-out, it will probably be based on things like the power meter and score. Certain tokens may also grant some funds.

To be perfectly honest, I am highly skeptical how my gameplay model will work out... I've never tried anything like this before, and I'm also creating a system that is EXTREMELY dependent on balancing and RGN's...

About this screenshot:
I have moved the debugging text to top left corner of screen
Tokens now have a type, good or bad. (blue:good,orange:bad)
The power meter is partially implemented, but doesn't do anything.
Good tokens give +1 power, bad take -3 (This seems to be reasonable, for now)
debugging stuff (if interested):
  objects: how many tokens, make sure we're not creating TOO many
  rate: approximately how frequently tokens are spawned, capped at 30%
  timer: every time it reaches 1000, the rate multiplies by 1.10 of itself
  enemy rate: how many tokens should be "bad", fixed at 25% (for now)
  power: I haven't yet constrained it, it took a few minutes to reach -100
 
Next goals:
1. visual progress bar for power
2. win/lose
3. maybe more balancing
4. start making into an actual game, and not an animation with variables
5. possibly clean some code up
6. RNG isn't behaving the greatest, it caused a serious bug when giving tokens types, set me back quite a while just trying to make it work properly

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