Author Topic: Jumping in the deep end...browser turn based strategy development?  (Read 999 times)

  • Offline zpyder

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*manic laugh*

I so crave a game which is playable in intervals which is similar to a tabletop wargame, that Im pondering developing one myself.

I think one or two might exist out there in the form of online risk, but even these might require a constant session.

The problem is, Im pretty much a failed computer geek, I know enough about the basics and what kind of thing is required, but the technical stuff is pretty much a blank void.

So, this thread asks multiple questions.

#1
Is anyone even remotely interested in helping out? In any shape or form (graphics, database, website, suggestions etc)

#2
Where do I start?

Next post to detail what Ive brainstormed so far / set out what I think will need doing and how...

  • Offline zpyder

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So, basic premise:

Playing area is a hex grid, of some size allowing for a degree of freedom in terms of maneuverability. The grid/landscape would have objects that either block movement, fire, or both, and this could be a partial blockage, or complete. (So, streams and swamps = 50% movement, low walls = 50% accuracy and no movement etc).

Units can vary in stats, IE Health, Action Points (Which could be used for both moving and shooting), accuracy, range and damage. Either armies or individual units could be chosen at the start, armies would allow for balance from the start, whilst individuals would need a points based system.

The system would be set up so it is quick and easy to start a game, inviting a friend and setting some basic rules (turn time limit, objectives, army size, map etc) and allow for easy off and on gameplay, so if both people are at a computer, turns can be played pretty much one after the other. If they arent the system stores the scenario, allowing for the user to log in later and load up the game.


More advanced stuff:

To animate or not to animate? I guess the choice of static/animated would then decide on how it is made, flash, or php/html stuff. Another key factor in this is the fact I am relying on getting a graphics designer friend involved to do all the UI/Graphical elements hehe.

Obviously animated would be more fun to play, but at the same time I am only going for a basic game which is playable over time like a chessgame through the post. Yeah battlechess was fun, but it had limited playability till it was just another chess game.

Is the game likely to be resource heavy? I mean, itll be storing an entire mapset with all the stats of all the units per game, and having to load them each time someone logs into a game. Are overhead costs for servers going to be high? An alternative is to make it offline, and have move information sent via email, though obviously there is a high risk of this being exploited and viruses being inserted into the turn data attachment.

And finally, obviously a lot of the structure of the game is pretty much ripping off warhammer style games. So long as I dont use units, names, and terminology specific to GW games, is there any risk of copyright theft cases? I mean, can you copyright a method of gameplay?

  • Offline Pete

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Start simple. Build a skeleton so youve got 1 type of unit, 1 type of landscape object.

It sounds hideously ambitious/complicated to me. Resources, if you did with proper tables it wouldnt be too bad.. Id possibly be interested - depending on the platform you wanted to use - but I dont have a lot of spare time.
I know sh*ts bad right now with all that starving bullsh*t and the dust storms and we are running out of french fries and burrito coverings.

  • Offline Serious

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I did one a very long time ago, although it wasnt internet based. Go basic to start off with but also dont forget to build in expansion, include a proper table for the various units capabilities even if you only use the first row. I suggest using email for the turns, although you might have to make sure against cheating.

  • Offline zpyder

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Yeah, it is overly ambitious I know. Its not something I intend on just getting straight into, its more of an "ultimate goal" so to speak, using all the things Ill need to do as a means of getting to learn the specific required technical things :D

It also turns out my graphic designer friends web games company is currently working on something pretty much identical to this, so I might hold fire for a little while longer to see whether it satisfies my cravings!

  • Offline zpyder

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Ok, heres a spin-off idea.

Some kind of framework for bringing Warhammer and the likes to the internet?

Im thinking along the lines of some means to allow gamers to basically photograph their own units and input the stats on them. The framework would basically be a blank canvas with some basic rules, and a map etc, so players can set a size area, generate some obstacles, and then get photos of their units input in a standard format (top down to start with).

The reason I am saying photos/user generated icons, is copyrighted material. I just have this feeling that some things Im overlooking are copyrighted to GW. By making all the stats and icons used user inputted, the painted figures are the users own, and the stats may not necessarily be GW stats etc. People could make their own icons and stories up as well, and it would open the way to other turn based games?

I think this might be quite a cool way of opening the tabletop game up for people who dont know anyone in real life to play against, or are too embarressed to play in the shops etc...


  • Offline Serious

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You would be better off doing some rules of your own rather than risking GW copyright.

Theres plenty of alternative options out there from ancient to futuristic.

  • Offline zpyder

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Aye. Tbh the GW rules would be needed if it was basically a means of introducing tabletop games to the computer world. Yeah GW has released RTS games based off of those things, but to be honest Id like to be able to play my friends who are into the hobby without transporting my pieces or having to travel huge distances.

Is it worth actually approaching GW about this? I mean, Id have thought they might be up for it on the basis that its a way of them cashing in on the hobby/painting side of things, as well as (probably) making money out of the software?

  • Offline Serious

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I doubt it, it would have to be a commercial game to get them interested. The rules are complex and there are simpler alternatives. The real problem is randomisation and honesty, theoretically you could set up the boards on a checkered surface and send your movement by photographing and email. The issue is both sides needs the pieces. You then would only need randomisation of fighting results, which could be done on a server. The only problem with this is cost, you need two armies. You could simply use representation markers though.

  • Offline zpyder

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Aye.

I thought of the "both sides have it set up" routine, but things like LOS come into play and if they arent in the exact same position and orientation no doubts arguements would ensure. Also with the size of the playing area and possible length of a game, you dont want it set up for 2 months in your lounge...

I guess markers would do for starters, as once the structure is there to have the images replaced, its up to people what they do with them. A small bit in a help section could explain how to change the icons etc.

The question is, this is now looking to be more of a software development, than a web-based one. What is the current pick of programming languages for making programs capable of doing the above?

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