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Thread: Mech-Game

  1. #1
    Senior Member TeroLebe's Avatar
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    Mech-Game

    I've planned this Mech-game for about 1 Year.
    I decided to make battles in this game as a turn-based. My biggest problem is now that I don't know any (...how do I say it...), variables for the mechs pilot. Example: experience, hitpoints, and so on.

    I've decided to make this game with Flash MX and the map graphics are rendered with Bryce and vehicles are made with Lightwave (.Png).

    There will be more vehicles than just mechs.

    So do any of You think more of these Variables?

    Here is make-up-screenshot made with photoshop.
    Just to show what kind of Game this should be.


  2. #2
    MOD wannabe
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    Heuuu... What's your question?

    You have an idea... you know how it will look... you can do the desing... but have no idea of the coding and want some help... is that your message??

  3. #3
    Senior Member ushino's Avatar
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    hey try open flash mx, open the help page and start reading (just a hint )
    extreme-limits. snowboard game comming soon!!!

    www.crazynetwork.dk

  4. #4
    Who needs pants? hooligan2001's Avatar
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    Well your main varible's would be things like

    Health , Exp, Exp Level, Agility, Strength.

    Health: Assigned by the Exp Points or the Exp level.

    Exp: are the current Exp you are on eg 1567 points and you need 2000points to advance to the next level.

    Exp Level: The level of the mech. Eg Level 10. Which assigns certian atributes like agility = 10 and health = 5000; when your on level 10.

    Agility: the speed of the character. Used to judge the hit and miss of another players shot.

    Strength/Hitpoints: Worked out by (Exp * Agility)/Exp Level. But can be work out any way. Determines the amount in damage on another person.

    The attack and agility varibles also depend on the other mechs characteristics.

    Hope this helps a little

    [h]ooligan

  5. #5
    Yes we can tomsamson's Avatar
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    i like upgradable weapons.it would be great if you add an inventory,which looks like the mech(´s body parts),so you see which part is equipped.then you could upgrade each part seperately.
    kind of like in deus ex if you know that.
    then you´d need a variable for which upgradetype a body part holds and the upgrade level of that (and that for each body part)

  6. #6
    Senior Member Penleeki's Avatar
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    Mmm... Looks like Front Mission. I loved that game.

  7. #7
    Senior Member TeroLebe's Avatar
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    I know HOW to make variables, but I don't know what variables I should use not to make out of me!

    Thanks Hooligan, You knew what I ment!

    I need more these variables, like: mech control: light, medium, large, huge.
    example: pilot who is not good pilot for huge mech (I won't use word mech in real game because I think it is a trademark) has a low huge-mech-control variable.

    (I know word variable is not suitable for this conversation but my english has gone out of date.)

    I'm going to do selectable coveragecolors and many different selectable weapons.

    I hope I can dig some new ideas from all of You.

  8. #8
    Senior Member Kirill M.'s Avatar
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    I had an idea for a game like that and I wanted to do the upgradable mech that Blink is talking about. So that would be a good idea for a variable, or even a set of variables for your game. Also for upgrades you need money which you'd earn on every mission, so money is a variable you could use.

  9. #9
    Timetravelling Superhero AJ Infinity's Avatar
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    TeroLebe: I don't see your problem. A game like this is relatively easy. Use arrays and objects to help organize the variables.
    Last edited by AJ Infinity; 04-11-2003 at 03:11 PM.
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  10. #10
    Senior Member devnull_2k's Avatar
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    Somebody sure likes himself.
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  11. #11
    Timetravelling Superhero AJ Infinity's Avatar
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    Can you see I set you up, devnull?
    Last edited by AJ Infinity; 04-11-2003 at 05:41 PM.
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  12. #12
    Senior Member Angry Safer's Avatar
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    Ideas

    My suggestion, if your stuck on game mechanics why not go to game FAQs and read some of the FAQS for Front Mission, or some other Mech-RPGs. Or theres something i've been working on...

    Part: Part Specific Statistics:
    Body Armor & Power
    Left Arm, Right Arm Accuracy & Strength
    Legs Action Points & Jump

    Armor- 4+, 5+, 6+ The number needed to score a hit (out of 6)
    Power- +1, +1 Additional Damage
    Acc - +1, +2, +3 The number added to rolls to hit
    Str - 1, 2, 0r 3 Determines what weapons teh mech can use
    AP - 1-6 Actions take AP
    Jmp - 0-3 How high the mech can move verticaly

    Universal Statistics:
    Hits- 1-20 The number of hits the part can take

    Actions:
    Moving - 1 ap p/sqr
    Jumping - +1 ap
    Fire Weapon - 1 ap end turn
    Fire Missle - 2 ap end turn
    Use Item - 1 ap end turn

    Weapons (Hits X Hitdice)
    Rifle 1x1d8 Str 2
    SMG 1d6x1d6 Str 1
    Shotgun 4X1d6 Str 2
    Melee Wpn 1x1d6 Str 3 Auto Critical 1d4
    Missle 1x1d6 Str 2 Auto Critical 1d6
    Unarmed 1x1d6 -----

    Critical Table
    1-3 - One extra damage
    4 - Pilot Dazed
    5 - Pilot Stunned
    6 - Pilot Injured
    7 - Pilot Ejected
    8 - Part Destroyed

    Obviously thats really basic and maybe you can tell it's actually my ideas for a minitures game based off of Front Mission... So rename statistics as variables and you kind of have a rough idea to work from, hope it helps. I'd appreciate input for my ideas as well

    Well I think variable was the perfect word because it is used when your talking about programming usually. Statistic might make more sense, but variable was right...
    Last edited by Angry Safer; 04-12-2003 at 09:58 AM.

  13. #13
    Timetravelling Superhero AJ Infinity's Avatar
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    <offtopic>The Front Mission games were GREAT!!! I loved em.</offtopic>
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  14. #14
    Who needs pants? hooligan2001's Avatar
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    AJ Infinity:-heheh off the topic agian why didnt those tags disappear in your post they should shouldn't they? Should act like XML oh well.


    I think their will be to many varibles for a game like this not good for flash LoL you hit your opponent once it takes like an hour to calculate the damage

  15. #15
    Timetravelling Superhero AJ Infinity's Avatar
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    I thought there would be too many variables for Flash to handle. Flash is slow, esp. at executing loops. Some loops I make give me a "This script is causing the Flash Player to run slowly. If the script continues to run, the computer may become unresponsive." or something along those lines. I hate that message. I've also never seen Flash perform faster than 36 fps. I suggest Directior or C/C++. Or, if you use Mac OS X, use Objective C and OpebGL.
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  16. #16
    Who needs pants? hooligan2001's Avatar
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    Yeah agreed, i recommend a stronger more stable programing language and like c++ and open GL for a game like this Which will enable heaps more capabilities . Or you could just use java

  17. #17
    Senior Member D and J Media's Avatar
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    Yep. We had to end up taking Tears of War from flash over to director. So many variables running at the same time :P variables not only included unit stats (alot of em, units customizable down to actuators and subsystems, like engine and radiator and cooling etc.) and pilot stats, but also positioning, temperature, elevation, terrain, time of day... too much for poor flash to handle

  18. #18
    Senior Member D and J Media's Avatar
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    Also, for mech based games, obviously a robotic unit wouldnt become stronger or faster with experience (would become worse if anything :P ) so what we decided is to improve pilot abilities instead of the suits, and stats that only involve human abilities, for instance, when u level up you have a higher accuracy, more reaction time, and take less fatigue from piloting. Stuff like that :P

  19. #19
    Timetravelling Superhero AJ Infinity's Avatar
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    I plan to take my game H2O to either C++ or Director before the uDevGame 2003 contest starts. It's a litlle too advanced for Flash. BTW, here's the H2O website.
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  20. #20
    Senior Member D and J Media's Avatar
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    I think you could do that in Flash but thats just from teh screenshots i saw. Looks good, cant wait to see it

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