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Stay tuned y'all... | Mon Apr 16, 2012 10:44 pm by mrmajikbus45 | I return in 2 weeks. I'm better than ever. Rested. Recovered completely now from my medical issues... See you soon.
| Comments: 3 |
| | Army Shooter | |
| | Author | Message |
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Leon Admin
PSN : GG4LYF Posts : 269 Location : Chicago
| Subject: Army Shooter Thu Feb 25, 2010 10:16 pm | |
| Storyboards are up if anyone is interested. | |
| | | Alex
PSN : Lougle Posts : 23 Location : Chicago
| Subject: Re: Army Shooter Fri Feb 26, 2010 12:50 pm | |
| Can you turn Bow, Catapults and Descrubification Cannon to shoot at diff directions? | |
| | | Leon Admin
PSN : GG4LYF Posts : 269 Location : Chicago
| Subject: Re: Army Shooter Fri Feb 26, 2010 1:09 pm | |
| yea the user can choose what degree they want to shoot at by dragging the weapons left and right | |
| | | Dong
Posts : 24
| Subject: Re: Army Shooter Fri Feb 26, 2010 4:17 pm | |
| Here are my suggestions.
There should also be income. (If this wasn't mentioned yet)
For example, income comes every 10 seconds, the default income is 10 gold. Every soldier you spawn will give you +1 income. So, the next time you receive income, you will get 20 gold if you used up all 10 gold (if soldiers cost 1 gold each).
Soldiers cost: 2 gold, gives +1 income, on kill gives +1 Tanks cost: 5 gold, gives +3 income, on kill gives +3 Battlecruiser: 15 gold, gives +10 income, on kill gives +10
Also another suggestion would be to randomly generate 5 patches of fields before the start of the game. Let's say we have mountains that was randomly generated to be on the center of the field. Tanks will automatically go around it (tanks can't go through mountains) whereas soldiers will decrease in life and slow down as it walks towards it and when out of the mountains, it will receive normal running speed. Some ideas for fields would be mountains, plains, forest, and lakes. Sadly, nothing prevents the BC as it is the strongest unit in this game.
My third suggestion is upgrades to weapons and armor. This will give more room for strategies and another method to spend gold on when a player has way too much gold. By having upgrades it will prevent stalements early game and late game. | |
| | | Leon Admin
PSN : GG4LYF Posts : 269 Location : Chicago
| Subject: Re: Army Shooter Sat Feb 27, 2010 1:01 pm | |
| Great suggestions. Income is a must and the terrain is very interesting. Upgrades and stuff can come later on. | |
| | | DGWeasel
PSN : DGWeasel Posts : 560 Location : Elkhart, Indiana
| Subject: Re: Army Shooter Sat Mar 13, 2010 6:21 am | |
| If I could make a few suggestions to this idea. (Merely food for thought)
The ability to purchase walls to hinder your opponent, possibly with 3 stages of existence, say: New Wall, impassible by tanks and infantry, takes x amount of dmg to change to: Failing Wall, impassible by tanks, slows infantry, takes x amount of dmg to change to: Rubble, slows tanks and infantry, can be rebuilt to Failing Wall for x amount of gold(Say, 50% the cost to build a new wall) A/O cleared for x amount of gold(Small sum) so you can build a new wall.
The ability to purchase and lay upto a certain number of landmines to weaken and slow tanks, and destroy foolish infantry.
And, the ability to purchase and place 1 powerful and expensive AA Tower, to be controlled automaticaly to specificaly go after the uhh... battle cruiser thingies. But give it NO ground based defense(Protect it yourself) and fairly low health(PROTECT IT!!!).
Again, merely food for thought. I could possibly think up hundreds of more additions. I have ALOT of free time, and tons of creativity, so feel free to poke around in my brain for stuff, lol | |
| | | Leon Admin
PSN : GG4LYF Posts : 269 Location : Chicago
| Subject: Re: Army Shooter Sat Mar 13, 2010 6:41 pm | |
| this idea is good but because time is very limited for this project and we wanna keep the game fast pace and simple. but if we decide to take this game farther in the future, this is definitely one of the ideas to consider. Thanks | |
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