The Grey Jack Frost

The Grey Jack Frost

Sunday, October 26, 2014

Sci-fi game part 2

Hello peoples. Today I'm finally getting back to that sci-fi game I had been thinking about that I talked about a while ago. Here it goes.

So the biggest part of this game is the customization and the combat. For a game that I want to be this customizable there has to be a lot of weapons also. So as I was thinking about this I had come up with a total of 5 weapons. Pitiful. So I determined a way for me to progressively come up with more and more weapons. The system is based off of a weapon being two parts. The first, the transmission of how it's delivered, and the second the effect it has on the target. After this I came up with around 8 or 9 transmissions and 7 effects 9•7=54, then I discovered that two of the effects could be divided into themselves to create many more which lead to create 25 fictional and real energies and 25 fictional growths. Growths are a kind of programmable substance that would automatically repair parts of your ship with itself if your ship was damaged, or if weaponized would attack the enemy ship like a virus. So now in total I have 55 effects and by now around 12 transmissions. At this point I used the same technique I used on the effects, realizing my transmissions were to broad and divided those as well leaving me with 100 transmissions. You would think that 55•100 would leave me with 5,500 weapons but unfortunately some effects would not work with certain transmissions, for instance if every bullet fired had the gravity effect things would get pretty crazy so once you multiply all the possible effects with a certain transmission you add together all those numbers for a grand total of...


2129. Over 2000 weapons. With varying intensities. Oh right and some of them have their own customizable area of affect. Feeling quite proud of myself and the incomprehensible scrawl that developed over my crumpled sheet of paper I realized another thing.


Mother of god. With such a wide range of weapons with a wider range of damage I would have to come up with many ways to keep the defense of the ships progressing upwards also so it wouldn't just be a game of who can shoot first.

So the first thing I did was hit the internets and look at lists of fictional metals. Then I took the prefix, the part before the -ium and put it in a word scrambler. Now then if I couldn't get my idea directly from the anagram of the word it would at least spark thoughts about some cool names for fictional metals. So after doing this for a while I came up with 100 fictional metals, all completely original.

Here was my next dilemma. The game would also focus around gathering these metals yourself and making then yourself so if you could easily forge a metal into the shape you wanted then your forge would have to be as powerful as the weapons themselves. So I hurdled that by coming up with this. An example metal may not be as strong as it's predecessor but it would have more potential. This potential would be for a fictional machine that could make the molecules in a substance more and more rigid and structured, increasing the hardness, the more potential a metal had the more the machine could structure the metals. So in the game you would forge your metal into a shape for your ship and then make it hard with your machine. Now 100 metals is still a small number compared to over 2000 weapons so to prevent the damage of the weapons overcoming the hull metals there will also be different protective shields so that the next defensive step for your ship would often alternate between a new metal or a new shield.

Wow that was a rant. Bye.


- By Ashton

No comments:

Post a Comment