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major component redesign:
every component has a big struct with everything
when using the unit, condensate every component's struct into one, which is
used in parallel to the army array
-> i actually did it i cant believe it.
i want an overworld map graph
why would you want to traverse the graph?
to get better loot
to get to the final boss
to evacuate -> i like this one
what is in the nodes?
battles and loot
expansion:
who are you?
a small army
what is the means of transportation?
a transport airship
a train
by foot, they are all vehicles afterall
what's the thing? the objective?
planetary explosion, evacuate
important information dispatching, get to comms facility
retreat to safety through a battlefield
do everybody know about the thing?
no, only you
yes, everybody is scrambling to save themself
what's the incentive to not blow up the infrastructure?
they don't even know
they need it
i need battles to happen:
there is a battlefield
everybody walks around with an army
there are enemy entities with the same objective as the player
raid:
you and a small army are dropped in enemy territory
the objective is to
make a big army
by exploring and finding stuff
by battleing and scrapping enemy stuff
by events
get to a spaceship
you go around by train, combat troops do not transport themselves
every station has events/battles/shops
when you have a large enough army, get to a large spaceship and leave
the enemy redirects forces to fight you off, so be quick
descript: arena clone + autochess
turn: move+attack
unit design space:
dps ranged
dps melee
tanks
knockback
snipers
aoe
healers
slowers
stunners
kamikazes
attrition (battery damage)
commanders
units composition:
component robots, they are made of components
basic bot: brain, chassis, weapon, batteries.
.brain
.chassis
.locomotion
--motors (what are they needed for? actuators, meeeeh) meeeeeeeh
weapons slots
battery slots
augments slots
armor slots
.batteries
.powergens
.armor (set of floats for every damage type)
.weapons
.augments (sensors, ai enhancers (priority targeting, tactics))
units stats:
damage (float)
damage type
pierce bullet
impact
spread
explosive
laser
fusion
emp
armor (set of floats derived from chassis and armor slots and augments)
reload (turns in between shots)
speed (turn in between movement)
further expansion:
roguelike (1-3 hrs runs, build an army along the way and fight 50 times to win)
rpg (5-30 hrs, long game with map and npcs a story and whatnot)
long rogue (1-10 hrs, open ended roguelike, infinite battles, map)
^ those but multiplayer (yikes for devtime but nice for lols) up to 8 ppl tcp
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