thought experiment: robuts in SPESS!!!
Posted: Mon Mar 20, 2017 6:43 am
Yes, lol, "Robots in Space" is a cool idea for a game.
Not that I would know how to create one, just fun to hypothesise, as a thought experiment. I was originally considering to enter a simple game in this format for the multicart compilation, but it seems the deadline is near/gone and I am not quite skilled enough to bring such a vision to fruition.
I present it here in the hopes that it would be of inspiration and education of some form.
Most of all, I wouldn't mind hearing your thoughts on a simple implementation of such features, or their feasibility. AFAIK everything I've suggested here should be possible in CUSTOM, albeit with a lot of coding (momentum for example is a PITA)
Firstly, being set in space is awesome.
Every movement the player takes feels like floating or flying in space. It's a cool feeling.
The player would be a giant robot (or possibly a space ship) piloted by a (?) human, which possibly has it's own gameplay elements associated with it.
Possibly the giant robot is a vehicle or craft, using the vehicle feature of CUSTOM.
There would be distinct gameplay for human, foot-based sections, and sections where you pilot a ship or robot. It would help break up the monotony, and distinguishes thematically between social/human themes and technological/space themes.
There could be a third gameplay type integrated into both, such as hacking. (more on that in a bit)
STUFF A ROBOT CAN DO
can move around using thrusters or boosters, possibly with faster movement, perhaps constrained by resources such as fuel etc.
can fight other giant robots, either by firing projectiles on the map, or closing in to do melee stuff (let's face it: military technology tends towards blowing stuff up from far away, not building increasingly bigger swords, even if that is what our minds expect. still cool thematically tho!)
then I had some cool ideas which I am happy to share with you:
There could be obstacles in space, such as meteors, drifting around, or possibly pushable, and with a crude momentum system. Objects in motion stay in motion until acted on by another force!
Then there could be more interesting obstacles such as man-made weaponry or defense systems.
there could be turrets or lasers, and the player's giant robot could have special capabilities to avoid being detected, negate damage, or disable an attacker.
Hacking is a cool thing to implement in an rpg or game, and requires very little graphics to pull off! it's mostly words and numbers, lists, icons, that kind of thing, and creating even a rudimentary hacking sim is a MUST project (perhaps we can have a contest later?) to increase your skillz and improve a games depth.
Where was I? Oh yes, space robots.
The robot could dock, interface, cloak, and have sensory capabilities such as EM, infrared, radar, etc.
The player would avoid dangers such as rockets and mines (more on that in a bit) using evasive maneuvers and technological abilities, such as chaff, scrambling, hacking, or some virtual/digital solution to this theoretical problem. Being set in the future means we can make it up, but it should be reasonable.
Rockets would follow you, be seeking or tracking or guided, and a player would have to destroy the source or flee.
A player could explore space ruins, such as destroyed vessels, scavenge, salvage and loot crafts, space stations, whether in disrepair or manned by civilians, or occupied by military forces. Limitless possibilities. IN SPESS
Mines. Ah. There should be different kinds of mines. The player robot should be able to deactivate them, and maybe reprogram them.
There would be different kinds of mines, such as hidden or invisible types which require special software/hardware to detect or pick up.
Ones that activate when you are nearby and head towards you (scary!)
They should differ, and some more dangerous examples with larger blast radii should be included, as well as different types of damage, such as explosion, ballistic, laser, thermal, energy, all that jazz.
Players would buy, upgrade and maintain armour for various circumstances.
It doesn't have to be purely giant-robot based!
I think space-mines are a cool idea and having many different types of obstacle would make traversing space exciting!
Now onto narrative stuff. For me, games are an artform of expression.
There should be heavy political vibes and themes. Everything must be relevant scientifically and in a societal sense. Things must make sense.
Space is vast and empty, with tiny pockets of activity. Something like this should be worked into a space-based game to be realistic.
There are all kinds of physical laws to consider.
For a simple game, suspension of disbelief may stop the programmers brain from bleeding onto the keyboard.
Basically, being set in space provides rich and ample opportunity to visit far flung destinations and exotic locales. This is hella cool
The game has tonnes of room for upgrades, expansions, whether to the player, robot, craft, hacking, weaponry, sensors, modules etc. and being set across space might lead to some very complicated situations involving various factions.
Technology would create diverse reasonings and destinations.
Space stations, satellites, research stations, foreign planets, space craft of various kinds, such as mercantile ships, military craft, freighters etc.
Basically, it's Gundam Wing. Yup. All political machinations, told against interstellar societal upheaval and class struggles, as illustrated through the concepts of warfare via technological instruments such as GIANT SPESS ROBUTS
It's also Cowboy Bebop. Imagine you're like a secret agent or spy, in interestellar conflicts with more factions than you can keep track of, and you run around and infiltrate bases and shizz (did not know that slime was a wordfilter until recently :p) and in the spare time you pilot a giant robot or craft and fly across space avoiding rockets and mines and other giant robots, and you loot and scavenge the decaying husks of technological ruins of varying and assorted degrees.
So, I wouldn't mind hearing your thoughts on the feasbility of such a game.
Something like the hacking section would be easiest to create.
Shooting and running around is definitely possible in the engine, I just have no idea how to do it in a sane and concise way (as opposed to insane and overly elaborate, messy , dysfunctional manner)
Perhaps the most difficult thing to implement would be a physics systems that closely mimics what actual space travel is like. It'd have to be a Master of Ur-Quan type dealy (not that I liked that game... well, it was cool)
Every thing else would be relatively simple. Rockets and Mines only need to seek the player. They can also detect when the hero enters their range. Relatively simple.
There are some limitations, for example, on what you can set the move speed to be.
If it were pixel based, it would mitigate some of that (perhaps)
In a simple implementation, it could be a game about a giant robot that has to do clean up duty of derelicts and wrecks in space and has to avoid mines, defense systems and more. It would be simple narratively too, just like a space janitor. IN SPESS wait I already said that. Well, could be a scavenger too, no need to go heavy on the ol' THEMES for a simple 8-bit game (unless that's your style) (that's my style)
Enemy defense systems could simply spawn NPCs until they are turned off.
Not that I would know how to create one, just fun to hypothesise, as a thought experiment. I was originally considering to enter a simple game in this format for the multicart compilation, but it seems the deadline is near/gone and I am not quite skilled enough to bring such a vision to fruition.
I present it here in the hopes that it would be of inspiration and education of some form.
Most of all, I wouldn't mind hearing your thoughts on a simple implementation of such features, or their feasibility. AFAIK everything I've suggested here should be possible in CUSTOM, albeit with a lot of coding (momentum for example is a PITA)
Firstly, being set in space is awesome.
Every movement the player takes feels like floating or flying in space. It's a cool feeling.
The player would be a giant robot (or possibly a space ship) piloted by a (?) human, which possibly has it's own gameplay elements associated with it.
Possibly the giant robot is a vehicle or craft, using the vehicle feature of CUSTOM.
There would be distinct gameplay for human, foot-based sections, and sections where you pilot a ship or robot. It would help break up the monotony, and distinguishes thematically between social/human themes and technological/space themes.
There could be a third gameplay type integrated into both, such as hacking. (more on that in a bit)
STUFF A ROBOT CAN DO
can move around using thrusters or boosters, possibly with faster movement, perhaps constrained by resources such as fuel etc.
can fight other giant robots, either by firing projectiles on the map, or closing in to do melee stuff (let's face it: military technology tends towards blowing stuff up from far away, not building increasingly bigger swords, even if that is what our minds expect. still cool thematically tho!)
then I had some cool ideas which I am happy to share with you:
There could be obstacles in space, such as meteors, drifting around, or possibly pushable, and with a crude momentum system. Objects in motion stay in motion until acted on by another force!
Then there could be more interesting obstacles such as man-made weaponry or defense systems.
there could be turrets or lasers, and the player's giant robot could have special capabilities to avoid being detected, negate damage, or disable an attacker.
Hacking is a cool thing to implement in an rpg or game, and requires very little graphics to pull off! it's mostly words and numbers, lists, icons, that kind of thing, and creating even a rudimentary hacking sim is a MUST project (perhaps we can have a contest later?) to increase your skillz and improve a games depth.
Where was I? Oh yes, space robots.
The robot could dock, interface, cloak, and have sensory capabilities such as EM, infrared, radar, etc.
The player would avoid dangers such as rockets and mines (more on that in a bit) using evasive maneuvers and technological abilities, such as chaff, scrambling, hacking, or some virtual/digital solution to this theoretical problem. Being set in the future means we can make it up, but it should be reasonable.
Rockets would follow you, be seeking or tracking or guided, and a player would have to destroy the source or flee.
A player could explore space ruins, such as destroyed vessels, scavenge, salvage and loot crafts, space stations, whether in disrepair or manned by civilians, or occupied by military forces. Limitless possibilities. IN SPESS
Mines. Ah. There should be different kinds of mines. The player robot should be able to deactivate them, and maybe reprogram them.
There would be different kinds of mines, such as hidden or invisible types which require special software/hardware to detect or pick up.
Ones that activate when you are nearby and head towards you (scary!)
They should differ, and some more dangerous examples with larger blast radii should be included, as well as different types of damage, such as explosion, ballistic, laser, thermal, energy, all that jazz.
Players would buy, upgrade and maintain armour for various circumstances.
It doesn't have to be purely giant-robot based!
I think space-mines are a cool idea and having many different types of obstacle would make traversing space exciting!
Now onto narrative stuff. For me, games are an artform of expression.
There should be heavy political vibes and themes. Everything must be relevant scientifically and in a societal sense. Things must make sense.
Space is vast and empty, with tiny pockets of activity. Something like this should be worked into a space-based game to be realistic.
There are all kinds of physical laws to consider.
For a simple game, suspension of disbelief may stop the programmers brain from bleeding onto the keyboard.
Basically, being set in space provides rich and ample opportunity to visit far flung destinations and exotic locales. This is hella cool
The game has tonnes of room for upgrades, expansions, whether to the player, robot, craft, hacking, weaponry, sensors, modules etc. and being set across space might lead to some very complicated situations involving various factions.
Technology would create diverse reasonings and destinations.
Space stations, satellites, research stations, foreign planets, space craft of various kinds, such as mercantile ships, military craft, freighters etc.
Basically, it's Gundam Wing. Yup. All political machinations, told against interstellar societal upheaval and class struggles, as illustrated through the concepts of warfare via technological instruments such as GIANT SPESS ROBUTS
It's also Cowboy Bebop. Imagine you're like a secret agent or spy, in interestellar conflicts with more factions than you can keep track of, and you run around and infiltrate bases and shizz (did not know that slime was a wordfilter until recently :p) and in the spare time you pilot a giant robot or craft and fly across space avoiding rockets and mines and other giant robots, and you loot and scavenge the decaying husks of technological ruins of varying and assorted degrees.
So, I wouldn't mind hearing your thoughts on the feasbility of such a game.
Something like the hacking section would be easiest to create.
Shooting and running around is definitely possible in the engine, I just have no idea how to do it in a sane and concise way (as opposed to insane and overly elaborate, messy , dysfunctional manner)
Perhaps the most difficult thing to implement would be a physics systems that closely mimics what actual space travel is like. It'd have to be a Master of Ur-Quan type dealy (not that I liked that game... well, it was cool)
Every thing else would be relatively simple. Rockets and Mines only need to seek the player. They can also detect when the hero enters their range. Relatively simple.
There are some limitations, for example, on what you can set the move speed to be.
If it were pixel based, it would mitigate some of that (perhaps)
In a simple implementation, it could be a game about a giant robot that has to do clean up duty of derelicts and wrecks in space and has to avoid mines, defense systems and more. It would be simple narratively too, just like a space janitor. IN SPESS wait I already said that. Well, could be a scavenger too, no need to go heavy on the ol' THEMES for a simple 8-bit game (unless that's your style) (that's my style)
Enemy defense systems could simply spawn NPCs until they are turned off.