Yes, the tiles are automatically selected according to their neighbours. It's actually simpler with hex tiles than with square tiles, as you only have to worry about edges, not edges and corners.
It still requires 64 different tile variations though...
There probably won't actually be any spacemen, flying or otherwise, as they don't fit the scale of the game - it'll have to be something a bit bigger, like some kind of lunar lander / rover / dropship?
The basic idea is that there would be a big asteroid - quite a lot larger than the one shown, with destructible terrain, gravity, lighting, etc - and four players competing to mine it for resources.
The economics would function exactly like in M.U.L.E.
There would be various resources:
* Ore - required to build new units
* Energy (solar) - required to power units
* Oil(?) - used to move around (equivalent of Food in M.U.L.E.)
* Crystite - no practical value (basically a cash-crop for export)
Each player would take turns deploying units, and setting them to generate resources.
After each turn, there would be an auction where players trade their resources with each other and with "the store". Prices would of course vary, based on supply and demand.
The game lasts a fixed number of turns, at the end of which the player with the highest net worth wins - unless the overall wealth of the colony (all players combined) is too low, in which case everybody loses.
Unlike in M.U.L.E., there could be a very basic combat system, based on Artillery games. This probably wouldn't be a major part of the game, since it would have a negative effect on the overall wealth of the colony, potentially leading to the "everbody loses" outcome. Still, I like the idea of being able to influence trading with the threat of force, or to threaten trade sanctions against a player who is using force already. And obviously blowing stuff up is fun
Anyway, I've waffled on rather a lot, but that's the general plan...
Originally Posted by AndyUK Started in August 2009? Crikey.
Worse, actually it was started in Dec 2007
Just made it pubic in 2009, figuring it'd be done soon after that. YEAH RIGHT haha.
I've finished the 2nd mini game, which I can now say is that final mini game for H2. The both of them are different enough than the mini games of H1, and a lot more fun to play which of course is the whole point.
I'll likely get back to H2 next week as we're sort of shorthanded at work and I'm getting married in RL in a few weeks so there's that too. Funny, the H2 production will take me through 2 wives. Damn that's a long time!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Originally Posted by s-m-r I just finished a retro tribute to Wizard of Wor, originally made for The Buswick. Here's a screen shot:
Beyond that, I'm partnered up with AC Donovan to remake his original shootemup It Never Ends. I'm currently in the process of relocating, unfortunately, which makes steady progress on that long-range project a challenge. I spend more time on tabletop board game projects, since they're easier to develop in a number of ways.
I actually remember Wizard of Wor!!
They had one at the corner store when I was a little kid. I think that's the only one I've ever seen.
Bonus points: The Kroger (food supermarket) also had a Joust arcade machine in it back then. The good ol' days!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
6th October, 2014 at 06/10/2014 23:52:06 -
@sketchy I dunno, with squares, you just assign values to each edge to simulate corners.
@andy I signed up in 2002.. I was 12 then.
I migrated off click products for games when I made my own game creation framework. The framework matched the capabilities of C#'s XNA framework pretty well, and it performed decent.
I still have the source code if anyone does Java (I haven't touched the language in years). I made a game in 3 days with it to show it off, here's the sample