Author Topic: Post Nuclear World (BBG)  (Read 1640 times)

Offline Chris

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Post Nuclear World (BBG)
« on: November 21, 2009, 05:10:28 AM »
I have a domain: http://postnuclearworld.com/, the game name would be obviously Post Nuclear World :D

Target audience: I found a nice forum with players of post-apocalyptic games (almost only Fallout). I plan to get a subforum there and get a majority of traffic from there (so more like a game for already existing community). They can be considered rather hardcore players, most probably don't play BBG, some could potentialy dislike them and see as an inferior form of gaming. Fortunatelly, they are familiar with login/register/etc stuff :)

Now I need a game... :D



Basic design choices:
- reset every 1-3 months (the longer the better)
- gameplay must be competitive (strive to reach high place on the scoreboard)
- must provide plenty of strategic choices
- I would prefer to avoid RPG (but can live with it), since these are not my strongest point, but not sure if strategy type would really fit to the genre and audience.

Offline Nox

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Re: Post Nuclear World (BBG)
« Reply #1 on: November 21, 2009, 06:01:36 AM »
Postapocalyptic game, great :)
Reset range is fine imho.... but I'm also not sure about strategy type since...these theme is imho a lot about the feel and RPG is likely to have better immersion into the world, it could surely be done in strategy too but... it's up to you, I'd probably vote for RPG but both ways are possible.

And about hc players... if you present it in a proper way, carefully chosen words :) they could give it a try
... then I'd really concentrate on the postap feel, try to get the most of it

I really enjoyed CoD4's Chernobyl mission or Fallout 3... in the latter I was mostly just walking and admiring the world :)
Meet us at an IRC irc.freenode.net #bbg as well
Enjoy http://spiritbeacon.noxart.cz/ !

Offline jannesiera

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Re: Post Nuclear World (BBG)
« Reply #2 on: November 21, 2009, 10:53:53 AM »
Scenario:

The player needs to survive, but because there is danger everywhere he can't stay on one place. So he keeps running, rests sometimes. He might encounter others, find something, do something, ... when he is on his way. Weapons, food, supplies and transport a the most important resources off course.

Gameplay:

When the player is logged he looks at the "playing screen". Each number of seconds (let's say 10) something happens, with other words he encounters something or someone (he represents himself running around in an unknown world, but the is no map / character). Each player is running around in this world, and sometimes you can encounter another player.

On each "tick" you need to make a (strategic) decision on how to react to the situation, in order to gain something / loose less / just survive.

Goal:

Gather the most "life points" by making the right decisions.

---

That could be the beginning of a game. You can do lots with it: players could form groups when they encounter / steal from each other / trade / ...

Make cities / villages and give players the option to travel to them once they have discovered it...

It was just a small idea I had, might be worth a thought.

Offline dbest

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Re: Post Nuclear World (BBG)
« Reply #3 on: November 21, 2009, 11:41:01 AM »
I have a design document for an RTS (not PBBG) that is based in a post-nuclear world. A brief about the plot is here:

It is the year 2099 AD. The world, as we know now, does not exist. Conflicts that were not settled in the early 2000's escalated to a boiling point in the year 2055 AD. It started with a small time incursion in the Middle East and soon the entire world was engulfed in the conflict. The countries of the world were separated into 3 factions; the Ethnics, the Mulvers and the Neocons. In the year 2075 AD, the nuclear weapons were unleashed and soon the world was laid to waste.

Game Objectives
a) Either defeat all the other factions to ensure that you have control over the land
b) Research technology to take you to Mars

I think the game's design could be tailored to suit an online browser based setup.


Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #4 on: November 21, 2009, 04:44:25 PM »
MadMax:
You are leader of wasteland gang, you recruit cronies, get cars/bikes and loot for fuel and food.

Shelter/Vault manager:
You are running an underground shelter, sending teams to loot for things, build something on the surface, defend against mutants and improve your shelter.


More ideas! More ideas please!
Also, you could evaluate the ideas of the other people, especialy if you consider yourself a post nuclear freak :D

Offline saljutin

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Re: Post Nuclear World (BBG)
« Reply #5 on: November 22, 2009, 04:47:03 AM »
but where is user interaction in both MadMax & Shelter Manager?
every BBG needs it, better user interaction better is game, because to be honest there are plenty better and graphically more advanced SP games to play

Offline dbest

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Re: Post Nuclear World (BBG)
« Reply #6 on: November 22, 2009, 05:14:21 AM »
I have a design document for an RTS (not PBBG) that is based in a post-nuclear world. A brief about the plot is here:

It is the year 2099 AD. The world, as we know now, does not exist. Conflicts that were not settled in the early 2000's escalated to a boiling point in the year 2055 AD. It started with a small time incursion in the Middle East and soon the entire world was engulfed in the conflict. The countries of the world were separated into 3 factions; the Ethnics, the Mulvers and the Neocons. In the year 2075 AD, the nuclear weapons were unleashed and soon the world was laid to waste.

Game Objectives
a) Either defeat all the other factions to ensure that you have control over the land
b) Research technology to take you to Mars

I think the game's design could be tailored to suit an online browser based setup.

A few more broken down objectives of the game:

1. Explore the land, looking out for water puddles to setup Water Processing Units.
2. With Water, build a cloning center - clones are possible - you need one unit of each type to clone them
3. With water, research new technology - needs atleast 1 scientist
4. With water, build a weapon factory
5. Find enemies or enemies find you
5a. Send armies to kill the other units
5b. Protect your own units

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #7 on: November 22, 2009, 07:19:36 AM »
but where is user interaction in both MadMax & Shelter Manager?
every BBG needs it, better user interaction better is game, because to be honest there are plenty better and graphically more advanced SP games to play
That's why I like posting on this forum. Normal players would say "cool idea" and then asked if there will be a shotgun and geiger counter in the game :D

Indeed, user interaction is the weakest chain in all the ideas regarding this game. And I really want to avoid PvE, it simply does not work in BBGs (except KoL, but I would be crazy to spend every year till I die creating new content for one game). I have both PvP and PvE games so I can see the difference. All non PvE (not necessarily PvP) are better idea in general.

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #8 on: November 25, 2009, 08:59:49 AM »
No one else? Comment or idea... I'm having a hard time deciding about the core of this game.

Help, Help! :D

Offline saljutin

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Re: Post Nuclear World (BBG)
« Reply #9 on: November 25, 2009, 09:20:20 AM »
I think that you should select HTML,PHP,MySQL as core for this game.

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #10 on: November 27, 2009, 10:23:33 AM »
I think that you should select HTML,PHP,MySQL as core for this game.
I was thinking about core gameplay activity. What players will do most of the time (attacking, exploring, reallocating units, etc).

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #11 on: November 28, 2009, 06:49:06 PM »
Got this idea.



LOCATIONS:
There are 12 locations (6 available, 6 unlocked later). Each location has up to 2 resources (fuel, water, food, ammunition, people, medicine), there are several NPCs travelling across these locations (randomly/semi randomly). Players would have a limited inventory storage, also some NPCs should be visited on regular basis (no visiting doctor in 10 days, free disease/mutation granted :D), so constant travel would be obligatory.

Player has travel points (regenerated daily), also spending additional fuel might make travel more efficient. On average, 1 location a day might be visited only.

Player can establish 2x cache (a place to store things), 1x base/shelter (can store some things but less than in cache, easier/free rest here), 3x control marker (means that this location is under player's influence, provide score). Nothing can be established on the same location with cache (it is a hidden super secret storage so player can not do fancy things there to not let thieves know where it is). Cache is always 100% safe, base is quite safe, control marker are very easy to lose.


COMBAT:
* Gather Resources (how???) - use Stamina points - get resources
* Challenge (select opponent) - use Duel points - get reputation
* Control (select control market & opponent defends) - use ??? - enemy marker removed, yours established, there is a limited number of control markers that could be put on each location

Control marker's power is 150% if player is in the same location, if left falls to 100% immediatelly and additional -10% per day.


TIME:
Each day player plays (not day of the round, player's day) he is granted "free" radiation, permanent health decrease and other usual wasteland goodies :D Well, skill points are granted too, I'm feeling generous today :D

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #12 on: December 09, 2009, 09:59:28 AM »
PVP idea
- players mostly engange in PvE exploring locations to get resources, during these they could fight bandits/mutants. No experience is provided.
- players can engange in PvP with players. This provide no resources but experience and respect.
- when a player visit location all present players are ranked by respect, the players with most respect get more resources from PvE (others avoid interfering and competing with their exploration for limited resources)

In short: PvE provide resources (crucial for survival), PvP levels up (all things easier) and provides respect (more resources from PvE).


Additional:
- players have temporary respect which falls/rises more drasticly than permanent respect. It goes back to permanent respect value over time, also when changing locations it is reset.
This way it is desired to kick several buts after arrival to show who is the boss and then start collecting resources :D

Offline Chris

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Re: Post Nuclear World (BBG)
« Reply #13 on: January 04, 2010, 04:14:19 PM »
4-th post in a row by me... people, have mercy, I look like a schizophrenic here :D


I was thinking and came to conclusion that I would die if I were to make another RPG right now :D It simply has to be something different. Strategy, post apocalyptic trader, whatever. Just not the RPG!!!
It also has to be heavy on PvP side.

Any ideas?


My first thought is a motor gang going around building forces, fighting each other and stealing resources. The strongest is the winner.

Players would be divided into 2 types: raiders and settlers. Raiders would get good offensive, settlers would have good economy and be more peaceful (and maybe nomads that would be jacks of all trades). Hmmm, maybe add Guardins/Paladins/Rangers that would get bonus vs raiders but were unable to attack settlers?

 


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