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Need a name for this game idea

09-06-2005, 04:24 PM#1
FyreDaug
EDIT: Link: http://maps.worldofwar.net/maps.php?id=9124

So I just came up with this now, Ive got all the resources (20 so far) laid out and everything. Im installing wc3 right now so I can start editing, here is the "plot" so far:

Quote:
First 10minutes of gameplay, everyone is allied. Which gives time to find a nearby mine, and start off the basis of the game. Creeps are randomly spawned from caves in the mining area, so building
some sort of defense around your mining area is a good idea. Also helps if players try to take over your mine. Miners are cheap, but they are slow. So you find minerals, refine them and sell them
(or use them) to make money some how. Inflation is taken into consideration, if the game knows that alot of silver has been found, selling it isnt the best idea as its worth would be down. Theres
always good times and bad times to sell resources. Anything very refined, is always worth alot, its value rarely decreased (again, that is because of its higher rarity in a refined form)

You can fuse any 2 resources together at your fusing plant. The fusing plant is only as efficient as the technology involved in fusing. Upgrading your fusing technology increases (well,
un-decreases) your chance of success, reduces the time involved in fusing, and you have to upgrade to certain knowledges before you know how to use a certain resource. (By doing this, you need to
hire a certain unit, have the said resource available to you to study (the more the better)). You can also upgrade your unit to be smarter and more efficient and faster at learning.

At first, its a tech race, see who can get the most resources and the highest technology to start building units. The goal is to take over the entire map, owning all the resources, you will learn
this as your nearby source starts to deplete and you need to find more to continue on.

Every resource has its ups and downs, and you can fuse 2 together to make a new resource (or an explosion, killing some of your units, a useless material or soemthing toxic). All of which can
happen if you dont know them. If you dont research what happens when you mix xenium and silver together and you try it anyways, anything can happen during the fusing process. If you learn that 2
certain resources fused together makes an indestructable armor when added to a base metal, you can use that to your advantage. Or if you know that adding Breatium and Terbian together causes an
explosion - dont do it. You can learn all of these things by having the resource present, and getting someone to study it.

Once you have enough resources coming in and have a desirable amount of money, you can start building things. Building things costs wood, which is a natural resource all throughout the map. You can
even fuse wood with another resource to increase its strength etc.

All of your current resources (typically alot at a time) are stored in your base, which you should protect from other people. Because even as your refine them and fuse them together, they are still
left "out in the open" in your base for the other players to take if invaded. Typically attacks are meant just to slow down the efficiency of another player to get the upper hand.

Some resources act as an invisibility charm when carried. And every resource has its anti resource. If you are invisible using a certain resource, and someone has that anti-resource lying around in
their base at certain points, it will disable the invisibility in a given range (depending on its refining)

Armies can be built, items can be purchased and blood can be shed.

Anything is possible, just dont let your guard down and you will be safe. Remember to keep a tab on your resources, they are everywhere but they can still be depleted.

This game is fairly big and has alot of objects on at once, so its probably a good idea to play this game only if you have a decent amount of ram (512+)

Its fairly vague, but it gives an idea of whats going on. What do you figure would be a good name for something like this? If its too vague for you, I can clarify anything

EDIT: Its an 8 player map, with huge map dimensions
09-10-2005, 06:15 PM#2
Ant
I wouldn't exactly classify a name as a very important piority in something like this. Make it first, finish if, when you're satisfied and still haven't named it... then well... maybe naming THEN is important.

But anyways... here are some, with catchy acronyms to boot:
- Game of Backstab (GoB)
- Empire Extravaganza (EE)
- Defense of Technical Advantage (You guessed it, DOTA. Yes I'm kidding)
- The awfully meaninglessly irritantingly named map (Taminm)

I'd rather base it on the tileset and the general terrain theme though:
- Cities of Ice (CoI)

Or something vague and short:
- Kingdoms
- Fusion

As a side note, I have no idea what your game is about or how it's played. Even after reading all that. I think it's just me.
09-19-2005, 09:51 PM#3
FyreDaug
Well its all done, and a little more background about it. I'm at work so it'll be a little vague. I like the name Fusion.

All 20 resources.. lets see if I can name them all off my head now
Asthesium
Breatium
Calarium
Copper
Defusium
Earthetium
Gold
Iforian
Iranium
Mercurian
Nelium
Platinum
Saturniam
Xenium
Yurium
Zertium

... well theres 4 more I cant remember the names of, but thats not important right now.

Depending on how many players are playing there is an equation to randomly create mines in the mining field. There are 3 different types of mines which hold different rarities of resources. Each resource can be refined 20 times to make it perfect. Every time its refined its value goes up, and when forged, increases the bonuses it yields.

A resource on its own (raw resource) does nothing but hold value. Its only when you forge 2 resources together (210 possibilities, each with independant bonuses, and each refining level adds/expands bonuses) when it becomes useful. The value of a forged resource is worth more than just the 2 raw materials together.

There are 2 "types" of units, workers and attack-type units. Each resource affects each type differently. What adds health to a worker unit could add damage to an attack-type, or lower the health etc. Each item is independant of another.

There are 3 tiers (so far) of attack-type units, each tier holding 4 units and 2 upgrades, each upgrade (6 in total so far) affect all attack-type units.

Worker units can expire, meaning that during their duties working they age, and eventually die. You can research mythical upgrades at the mythical center, which so far only consists of luck and age. The max mana of a worker unit is its max life, worker units are cheap anyways. When you upgrade their life it doesnt affect already existing units, only those that are newly trained ("trained better" or whatever you want to call it. This was done for a reason).

Also, certain items carried by certain units will kill them. So be careful what you mix together.

You can build a market which will act as a way to sell the resources you dont want (or need). The market keeps track of all raw resources sold, but so far its going to take alot of triggering to keep track of all forged, so thats left out for now anyways (and its 210 things to display...)

I can go on and on about it, but once me and my roommate do some balance testing I'll release a public beta. So far I'm pretty amazed at the flexibilities of the game and there are quite alot of features involved in it.

Another thing as I mentioned earlier, if alot of 1 resource is being sold all game, its value will slowly depreciate as it gets more and more common, this doesnt affect forged resource (yet anyways...)

There are alot of map-wide upgrades to do aswell, but after certain levels you need certain resources for it to keep upgrading, and the higher your upgrades get the more refined the resources have to be. Say level 15 weapons takes 2 stones of platinum, level 16 could take 2 stones refined to level 3 etc. (not exactly, and its not totally implemented yet anyways)

Hopefully within a week there should've been atleast 1 public beta.
09-26-2005, 12:01 PM#4
Balthamos
Hmmm, well, it's similar to a map I made and tinkered with. I don't think fusion is the best name though, it sounds a little futuristic, I know that's not what you mean, as in you're not referring to nuclear fusion or anything. But it still has that feeling to it.

I suggest you go for something more traditional, like I did! :P
Alchemy is pretty much what you're talking about here I think, I was using the name-- well, I named my map Alchemists or something, but since I never really published my map I think it'd work well for yours.
09-28-2005, 04:36 PM#5
Thunder_Eye
Quote:
Originally Posted by Balthamos
Alchemy is pretty much what you're talking about here I think,

Alchemy isnt really mixing metals together, Its more herb mixing, I would use Fusion or atleast something with Fusion within it.
Just try to not make It to "noobish" name like many games has.
09-28-2005, 07:36 PM#6
Anitarf
Quote:
Originally Posted by Thunder_Eye
Alchemy isnt really mixing metals together, Its more herb mixing,...
Not really, Alchemy is a lot about metals as well. One of the most desired (or at least most known) achievements that alchemists were trying to make was turning lead to gold. Alchemy was all about the basic elements... herbs are above that, they're organic substances.
10-03-2005, 01:50 PM#7
Thunder_Eye
Ok sry weren't fully "awake" when I wrote that :P
Time zones you know
10-07-2005, 06:44 PM#8
FyreDaug
Sorry I havent replied guys, its gone through a complete pre-beta testing with me and my roommates and its almost ready for a beta, we had a couple problems with some wierd things happening that has been taken care of. Almost done
10-07-2005, 08:18 PM#9
FyreDaug
Well it's done, I submitted it to maps.worldofwar.net. Unless I can add it on here, thats probably the only place you will find it. When they approve it anyways.

I can email it to anyone if they want. My email is [email protected]
10-10-2005, 06:19 PM#10
FyreDaug
worldofwar uploaded it, found here: http://maps.worldofwar.net/maps.php?id=9124
10-10-2005, 11:51 PM#11
Tooolbox
Sorry man, great concept but 3/10. It coulda been a lot better. Here's some things that you should note.

The mining system is slow, inefficient and too complicated to deal with while you are trying to fight a war. I did this on single-player and it still was hard to build as well as mine. The worker expire thing was crap, too. I had to build a bunch more workers at one point to send out after all mine died...

I like the way buildings use lumber and everything else uses gold. That's a plus. The amount of workers and buildings was a mistake. Don't make seperate buildings for everything, make the Encampment upgrade into the um...well, yeah. Make each of the three barracks upgrade into each other. Use the whole Troll Headhunters --> Troll Berserkers upgrade to make workers improve with upgrades. Imo, make the forge a refinery as well. That will simplify it a lot for starters.

Improving the mining system is a big point. There are waaayyy too many item types. The only one that seems to ever be used in upgrades is copper. There were like 3 other ones. Perhaps I missed the really esoteric combinations that would get you terrific items, but how could I possibly know? And I didn't have the attention to pick out specific combos, have my workers get them, and (this system sucked, btw) get him over to the...Up Hut? Or something? Then put the stuff in and test it out...and memorize/write down the equation...it was a pain in the ass...and I couldn't find any copper anyway.

The elements are too diverse and the combo system has no rules. You sound like a college kid who loves chemistry ("me and my roommates") but you must realize even the periodic table has rules...each element should have, perhaps, a characteristic, and each one should have a domination factor. The more dominating one takes "precedence" as the "base" element. The other, combining elements change something about the standard behavior of the base element. As far as I could see, the only use for elements was combining/refining them and selling them...perhaps that's what they're for, but you quite hyped the notion of creating godly items.

Sorry if I'm harsh, and I may be speaking to someone my senior, but I don't think it really matters. Your map seems pretty cool, but your thinking is not in line with the engine. Warcraft doesn't do well with complicated systems like this. Have you ever played Spellcraft? Yes, you combine items in very complicated ways to achieve specific effects...but you don't need workers, teleporting structures, refineries, forges and marketplaces! It's a lot more simple and that's why I would like it more than this map.

There are several things you can do to (right off the bat) improve this map. You may be absolutely innocent of its apparent faults, and may dislike me stating that it's full of holes, but it's fixable. First, do the thing I mentioned with the Troll upgrade. Each worker (except perhaps the miner) should be just another version of the first. The "Advanced Worker" was crap, he just built towers. So make an upgrade you get (with DIVERSE element costs, not just copper...) that makes it so you train the Advanced Worker instead of...the previous one...every time you train a worker. The Advanced Worker would build all the normal structures *and* the towers. That makes him worthwhile...

The other thing you need to fix is the mining system. I liked your thing where you kill the mine and it drops items. It's smart. There is one thing you need to consider on that. Sooner or later, the elements are going to run out. I don't know if that ever happens with 8 players.

The thing where you teleport is decent (and I like it) but it's too slow. You should probably change it.

Something you might consider is this: keep the teleportation system. The way mines work (as far as I can tell) is when you're using harvest on a gold mine, it first 1) Loads the unit into the mine, waits 1 second, loads it out. 2) Puts some sort of variable on the unit and orders it to go back to its town hall. 3) Creates floating text, yadda yadda, adds 10/7/4 gold to your mine. So by using triggers, you could recreate that effect, only use a set of variables for each element. Then certain items or upgrades etc. require the different elements, and when you try and buy them it only lets you if, let's say, your Copper variable is high enough. That's only a suggestion and you obviously don't have to take it, but realize what I'm shooting for: ease of use. With my proposed system (really not workable with so many elements, I suppose) you would simply have to find a mine and set workers to mining it. Different mines of different types would give you different elements. Voila!

Despite the failures (that I see) in your design (and note that someone who replied to your post at the download site kinda flamed your game and told you it made him sleepy -_-) it would be a cool game. The units seem well thought out and diverse, the icons and tooltips are all in place, no real spelling or grammar errors I can see, and there are some neat quirks (I forged Zathanium and something...when i gave it to my worker he exploded ^_^). So if you streamline everything and reduce the complexity level you might have a winner.
10-18-2005, 10:14 PM#12
FyreDaug
Thanks for the reply, I know the mining system is a little slow and annoying, and I hope to fix it somehow. Might ditch the expiring miners thing, or atleast make it longer. The mines are really just units and the guys attack them, when it dies it drops an item-type pertaining to the type of mine it is (there are 4 different types of mines). The upgrades for attacks and stuff are copper for 5 levels, silver for 5, gold and platinum etc.

The idea was if you build watch towers in the mining area you can just shift-right click all the visible mines and not have to worry about mining each one, aslong as they are visible you can queue the attacks on the mines, so you can set up 5-6mines at a time, later go back and pick up any good resources and take them back. Alot of things can be queued so you dont have to worry about it, I guess I played it alot when I was testing and learned them all.

EDIT: I like the building upgrade idea, I'll try it out. This was the first release though, so things should work out eventually.