Illustrated below are a few elements that I believe would help to make our game very fun and provide much needed replay value.
Essentially we are looking at a side-view 2d RTS with some limited side-scroll elements. A player can upgrade the main base in order to pump out various units. These upgrades could come in the form of nifty addons to the tree house concept such as a satellite dish to entice nerds or a basketball hoop for the jocks. Units will spawn continuously from this base and pursue the enemy. A player may place various other "buildings" for added defense and to act as roadblocks for the enemy. The player may also use his or her preselected abilities in order to trash the opponents forces or buff his own. This game would mesh DOTA and RTS elements while maintaining simplistic controls yet offering many strategic choices and outcomes.
Jolladay Game Dev
Wednesday, September 7, 2011
Tuesday, September 6, 2011
RTS Idea
Dota/Tug of War:
We could blend LoL/HoN type games in that all the basic units are just created and sent to attack (you only decide which units and can upgrade them etc) but you could have one main hero type unit over which you have finer control. Part of the strategy could come from choosing what abilities or spells you want to use remembering that you can't choose all of them.
- No need for complex pathing (saves tons of programming time)
- Not having fog of war is perfectly OK.
- (Hopefully) easier art because it is 100% 2d.
- Very easy and intuitive controls. Would work very well on mobile devices with limited real estate.
We want to take advantage of the great tools Unity 3D offers:
Wednesday, August 24, 2011
Porta Potty Innovations
The porta potty is a great invention that has saved most of us a time or two. However, it can be our worst nightmare in some cases. Whether it be an extra high wind, something heavy bumping the wrong way or a cruel prank, a porta potty can tip over and the hapless individual inside is in for a nasty treat -- especially if the porta potty lands door-down. To remedy these unfortunate situations, I have devised two improvements to the standard porta potty design. The Escape Hatch and the Pressure Latch.
The Escape Hatch is implemented with a removable roof. Regardless of which side the porta potty lands on in a fall, the victim can crawl to the top where a well-marked ceiling can be easily removed. The person can then crawl out to freedom.
"But wait!" you say, "The person will still get covered in human waste and chemical!" This is where the Pressure Latch comes in.
The bowl of the toilet will have a half-sphere cover that is by default closed. When a person enters the porta potty, their weight (whether standing or sitting) will open this latch by triggering a quarter rotation of the cover, thus opening the toilet bowl. If the porta potty were to tip over, the person's weight would leave the trigger areas and the latch would shut, stopping any matter from leaving the container and drenching the person. This device would also help greatly to prevent odor emanating from the bowl when the porta potty is unoccupied.
The Escape Hatch is implemented with a removable roof. Regardless of which side the porta potty lands on in a fall, the victim can crawl to the top where a well-marked ceiling can be easily removed. The person can then crawl out to freedom.
"But wait!" you say, "The person will still get covered in human waste and chemical!" This is where the Pressure Latch comes in.
The bowl of the toilet will have a half-sphere cover that is by default closed. When a person enters the porta potty, their weight (whether standing or sitting) will open this latch by triggering a quarter rotation of the cover, thus opening the toilet bowl. If the porta potty were to tip over, the person's weight would leave the trigger areas and the latch would shut, stopping any matter from leaving the container and drenching the person. This device would also help greatly to prevent odor emanating from the bowl when the porta potty is unoccupied.
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