InfernalKeith Posted November 2, 2010 Share Posted November 2, 2010 Okay, I'm probably gonna regret even mentioning it, but I went off on a designing tangent tonight, and I've sketched out the bare bones of what will be a new Extended BASIC game called DEAD STATION. It's inspired by Adamandtyr's Dark Maze game, as well as the Dungeon Key game I mentioned a few days ago. In it, two players (two humans or one vs. computer) each control two robot units. Your robots have been teleported into a "dead station," a space station complex that has suffered a total system failure. Due to the intense radiation, your robots' visual sensors won't work, and even a scan of the station reveals nothing. Each of the bots has been transported into one corner of the station, but you don't even know which robot is in which corner -- only which direction it's facing. To make matters worse, the robots have a finite amount of power, which is being compromised by the high radlevels. Every time your robot moves, or even turns 90 degrees, it uses power. Running into objects drains its strength still faster, and your opponent's robots can leave exploding traps for you, shoot at you, or even start a nuclear chain reaction, all to drain your power. When your robot's power reaches zero, it shuts off and cannot be used or recovered. However, your robots are equipped with crude sonar. You can send a ping in front of your robot, and you'll get an audio cue back depending on if there's a wall, an object, or clear space in front of you. Your object -- to find important artifacts in the ruins of the station, activate the self-destruct, and get your robots to the transporter pods to beam out before your opponent does. The game will feature multiple space station maps, which will load from disk, and the ability to save a game in progress. The computer AI can be set to aggressive (focuses more on attacking your bots) or defensive (avoids your bots, focuses on finding artifacts and completing the mission). Here's a screenshot of one station map, completely revealed. (There are still some game elements missing.) But what you'll see when the game actually begins is this: You have to stumble around in the dark, using the sonar, for a bit, though encountering the yellow triangles will illuminate portions of the station. I'm envisioning it revealing itself in patches, so you could be in a clear zone, sending sonar down a hallway and listening for audio cues to see if your opponent's robot, or an object you need, is down that path. I literally just started on this tonight, so a lot of the game elements could change as I progress. I'm gonna make a real effort to stay on this and have at least a rough working version of it done sooner than later. Keith Quote Link to comment Share on other sites More sharing options...
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