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Very Simple Game Spec #122447
04/08/07 21:22
04/08/07 21:22
Joined: Apr 2007
Posts: 4
H
Highwarlord Offline OP
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Highwarlord  Offline OP
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Joined: Apr 2007
Posts: 4
Just a very simple 2d game. If you make it, please e-mail me a link or file.
allhighwarlord (at) yahoo.com

Arena-
By Simeon Wyle

Arena is a 2-dimensional game. It is a side-view based arena in which the goal is quite simply to kill your opponents or fulfill other objectives, as set by the scenario. Its dimensions are up/down and left/right. Most maps have gravity, but much of the game is customizable per the map.

Menu:
First, there are “options” or “player profiles” where players can make characters to save and set their keys.
Two options, Single and Multiplayer.

Multiplayer:
Four options (to select for game play)

1. Duel Mode: A given number of lives. Whoever runs out is out. There can be team settings, with teams pooling number of lives or with having everyone on a team win if everyone on the other team runs out of lives. Lives, teams, and map are set after choosing this mode of game play.
2. Slaughter-fest: Everyone has infinite number of lives. You get a point for every kill you make (or your team makes on team mode). Whoever has the most points at the end wins. Teams, time, and map are selected after choosing this mode.
3. Capture the Flag: The typical capture the flag team game. There is a “carrier” mode, in which a random player on each team has the flag, and killing him gets the point, and the classic variant, in which a flag is placed in each base. Maps are more limited as only some will have set bases, but due to ease of creation, there should still be a variety of maps to choose. Number of captures to win or time settings can be set, along with the map and team.
4. King of the Hill: Another classic. Go to the “hill.” Two variants: Total, and running. In total, a total amount of hill time is needed to win. Hill time is when you are in the central area. In running, you must spend the amount of time set in a row. That is, you, or a member of your team, must remain in the hill for the set amount of time. It can be set to “Member of team in a row” or “player in a row” when running is set. Almost all maps should be applicable for this style of play.

After the options are selected, each player designs his character or uses one of his saved characters. (See below). Then, the game begins.

Single Player:
All of the above options are available, except that AIs replace players on the teams. There is also one additional mode:

I Am the Greatest Mode: In this mode, an infinite number of AIs are spawned, each slightly different than the previous. There will be up to 7 on the map. They are all on a team and hostile to you. You must survive this horde for as long as possible. Time is points and the highest points will be on the high score list.

Game Play:
To make it simple, the game is based on squares. A player occupies one square. You may move through players, but not remain on the same square.
Keys for movement and attacks should be customizable in the player profiles.
The needed moves to be set are left, right, up down, attack a, and attack b. Attacks deal damage if a player is in the square an attack is being directed or moves into the square. Some weapon choices will only allow for one attack mode.
Most moves are self explanatory, but “up” is a jump move unless under a ladder or in water. Down is only applicable when standing over or on a ladder.
Base speed is two squares per second, but fall speed is seven squares per second, unless otherwise defined in the map. (See below)

Character design:
A key part of the game is the customization available to each character.
Each character has a “Focus,” and two weapon slots which he can fill.
Each character has a base of 200 hp, but this can be altered.
Weapon speed is in squares per three seconds.

Focuses:
Fire: +15 damage and fire obstacles (see environment) do not damage the player. Damage is doubled if wielding a two handed weapon.
Ice: +30 hp, Moves only Four squares per three second. Hits make opponents move at 1 square per second for two seconds. Only applies once every three seconds. Ice obstacles does not affect Ice player.
Water: Water and acid obstacles do not slow down the player. Regeneration of 10 per second while in water.
Air: Speed of 3 squares per second.
Earth: +150 hp, moves only four squares per three seconds. Player can walk through brick terrain as though empty. When in brick and being hit, half the damage is dealt to the obstacle and half to the player. Ranged weapons cannot be used while player is in brick, but melee weapons can and they deal full damage. Ranged attacks can still hurt the player as melee attacks can.
Iron: All damage is reduced by 10, +20 hp
Poison: 5 damage per second for 5 seconds after hit. Acid obstacles do not deal damage. (Iron resistance DOES apply to this)
Animal: Can “summon” one animal per level (see below).

Weapons:
Shield:
Requires 1 slot
No damage or attack
All opponents’ attacks have a ½ chance of failing to deal damage

Sword:
Requires 1 slot
25 damage
1 attack per second

Spear
Requires 2 slots
35 damage
Range: 3 squares
Range speed: Semi-Instantaneous
1 attack per 2 seconds
Attack knocks opponent back 2 squares

Dagger:
Requires 1 slot
10 damage
2 attacks per second

Axe:
Requires 2 slots
50 damage
1 attack per second
If jump is used just prior to an attack, damage is doubled

Bow:
Requires 2 slots
Range: 10 squares
Range speed: 4 squares per second
1 attack per second
30 damage for first five squares of range. If opponent is five to ten squares away, damage is halved (15).
Ammunition: 20, but they can be recovered if they miss

Gun:
Requires 1 slot
Range: 5 squares
Range speed: 4 squares per second
1 attack for every two seconds
25 damage
Ammunition: 10, not recoverable

Whip:
Requires 1 slot
15 damage
Range: 2 squares
Range speed: Semi-instantaneous
1 attack per second

Magic
Requires 1 slot
Gives special ability dependant on focus.
Fire: Creates burst of flame as the terrain obstacle on the five squares in front of the player. Disappears after one burst
Earth: Creates brick in the three squares in front of the player. Disappears when destroyed
Iron: Creates spikes (as terrain obstacle) on two squares to either side of the player. Disappears after 6 seconds
Water: Creates water on the square the player is on and two squares to either side. Disappears after 6 seconds
Ice: Opponents on either side of the opponent within three squares are frozen entirely. They cannot move until attacked or until six seconds later, whichever comes first
Air: Player flies with Up movement for six seconds.
Animal: Uses summon
Poison: Poison damage on weapons is doubled for 12 seconds. Affects players already poisoned

Each magic ability can be used three times (NOTE: Unsure as to how effective these will be in terms of balance. May be lowered or increased)

Morningstar:
Requires 1 slot
15 damage
Range: 1 square
Range speed: Semi instantaneous
1 attack per second
If 3 attacks are made within 6 seconds, the enemy is stunned for 2 seconds.

Great Flail:
Requires 2 slots
25 damage
Range: 4 squares
Range speed: 2 squares per second
Speed: 1 attack per second
Hits make opponent stunned for one second and knocks back a square. The stun ability only affects player once every 10 seconds

Terrain features:
Stone: Base template, cannot be passed through. Standing on a stone square is normal
Empty: Can be passed through, fall speed is normal
Brick: As stone, but can be destroyed if hit for 200 damage. Earth can pass through it
Ladder: Allows stone or brick to be climbed through (up or down)
Water: Movement speed halved. Fall speed reduced to half movement speed too. Up movement moves the player up at half speed.
Acid (liquid): As water, but also deals 15 damage per second. Iron damage resistance does not apply.
Burst of flame: On empty template. Every second to half second, flame shoot up dealing 20 damage. Iron resistance does not apply to this.
Permanent Flame: As empty, but appears as a flame. Passing through it deals 20 damage. Iron resistance does not apply.
Spikes: Appears as stone, but when standing on this stone, spikes are visible and they deal 10 damage per second.
Ice: As stone, but once stepped on, player continues moving across it until he reaches the end of the ice or hits into another player. If he hits another player, he slides back in the opposite direction.
Healing font: When standing on top of this object, the player heals at ten damage per second.
Restock: Restores health by ten points and refills ammo (but not magic uses). Some are permanent, some disappear
Magic font: Restores health by ten per second. If player has magic and has used one or more of his uses, the font is destroyed. Also can refill animal summons with same idea.
Cage: Releases a random pet (good or evil). Can only have one spawned creature on the map at a time. Can be destroyed
Cage v2: Releases an evil pet. Reappears after a while
Cage v3: Releases evil pets every one to two minutes without requiring player activation until destroyed.
Updraft: As empty, but you fall up. No visual difference

Animals:
Players with the animal ability will be able to use their ability (typically a substitute for Attack B, though it can be set to be a different key) to summon a Friendly creature. These creatures can also be spawned from a cage. Friendly creatures go in search of the opponents of the one who summoned them and attempt to kill them (poor, direct chase AI) If a Friendly creature walks through a fire obstacle or spikes, it immediately becomes an Evil creature of the variant based off of the Friendly. They are unharmed by other obstacles. Evil creatures can also be summoned by any of the three cages. Evil creatures will automatically chase after the nearest player. They are unharmed by terrain obstacles.
Friendly creatures:
Dog:
Attacks per second: 2
Damage: 20
Hit points: 50
Speed: Normal

Alligator:
Attacks per second: 1
Damage: 50
Hit points: 100
Speed: ½

Bat:
Attacks per second: 3
Damage: 10
Hit points: 25
Speed: Double
Special: Can go up or down in an updraft or air as whatever would take them closer to opponent

Evil:

Hound from Hell:
Attacks per second: 4
Damage: 20
Hit points: 150 but is drained of five every second (so it will eventually go away)
Speed: Double

Drake:
Attacks per second: 2
Damage: 50
Speed: Normal
Hit points: 200 but is drained of 5 every second

Mephit:
Attacks per second: 6
Damage: 10
Hit points: 100 but is drained of 5 every second
Speed: 4x (Quadruple if you must know the word)
Special: Can go up or down in an updraft or air as whatever would take them closer to nearest player


Maps:
There are base maps that come with the game and more maps are unlocked with victories. A map editor program would be possible, what with it being a square based game, but it wouldn’t be a necessary feature. The base size for a map would be 20 by 20 squares, but it could get fairly large, because the game is scrolling. Map size can be small, though. An 8 x 8 map with many ladders and levels could be fairly fun.

Re: Very Simple Game Spec [Re: Highwarlord] #122448
04/08/07 22:09
04/08/07 22:09
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
WTF?...

Uh, what r u doing? Asking someone to make this game for you? lol...


xXxGuitar511
- Programmer
Re: Very Simple Game Spec [Re: xXxGuitar511] #122449
04/08/07 22:40
04/08/07 22:40
Joined: Apr 2007
Posts: 4
H
Highwarlord Offline OP
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Highwarlord  Offline OP
Guest
H

Joined: Apr 2007
Posts: 4
Just posting it if anyone wants to make this game. It's a full spec for those who are not feeling particularly imaginative. That's all. I basically wrote it with no ambitions of using the game, so I am posting it here.


Moderated by  checkbutton, mk_1 

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