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Dead ideas
Mikolaj edited this page Mar 5, 2011
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Dead ideas, that did not fit into the game, but may make sense in a mod, variant or another game, are moved here from other pages, as soon as their death is diagnosed.
- The failed plot 1 goes like "back off, stupid soldiers, this spaceship, all it's treasure and all the aliens thereof are mine".
- The failed plot 2 goes like "hey, we've just bough this spaceship a day ago and it's already kidnapped, with us inside".
- "Right now the "up" and "down" assumes the ship accelerates at 1g. When it decelerates, the other half of the journey, the ship first flips around, with engines to the front, so hat floors and ceilings are not swapped." Artificial gravity via 1g acceleration is far future: it'd take a dozen or two dozen days to cross the whole Solar System, which provides a too short time window for the game. Also, too fast the smallest specks of space dust start blowing gaping wholes in the ship.
- "Generally, good guys are to the left, bad guys are to the right. Higher is easier, lower is harder." That could work for a fantasy dungeon crawler with tower defense, where the enemies come from the right. But on spaceships, especially toroidal ones, higher, lower, left and right are mangled and it's no longer so cutely simple.
- The spaceship is a transport ship and the heroes will ship and trade cargo as in Elite. This is wrong, because it makes levels less interesting (random cargo, huge open spaces, either tightly packed or empty), makes it strange to have life support everywhere (except a tiny crew section of the ship), makes even the existence of levels suspect. A transport ship would be fundametaly much less comfortable and so not very likely to be picked for transformation into a luxury private space island. Some old discussion: For gameplay we want them cargo hulls at least divided into levels, not huge open volumes. Separate levels may be realistic if cargo containers have standard sizes, which determine the height of levels and make open spaces unneeded. Some extra corridors make the containers accessible to humans for customs inspection, partial manual unloading, etc. If the cargo bays are proper levels, but without air, heroes must find/buy space suits before they can venture that far, which is yet another game milestone.
- This one requires extra development time and extra time to learn the game, so dropped. Consider LOS <> FOV. This is not KISS, but perhaps worth its complexity. Add targeting LOS via center to center (symmetric!) thin line, drawn in gtk in red, obscured by any part of a wall or monster. That's especially useful if monsters do more shooting than melee and heroes can avoid being shot if they take a peek hugging a wall, instead of waltzing in into a room. Then the hero can retreat and ambush the monster in a corridor where LOS=FOV or just wait for the first shot when the monster enters LOS, if it's aggressive enough to risk it. If not that, then there should be tiles with bulletproof windows, cameras, etc., but no tiles with asymmetric shooting, ever. If we go for LOS <> FOV, then in PFOV, with square tiles, one can shoot around a corner only from adjacent tile, while in DFOV, with diamong tile, the shot can be done with one empty tile between actors. So, in DFOV, a hero can get 1 free shot or throw before getting his first hit in melee.
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