Combatant will still be my main game, but yet again, I've got several very good ideas to choose from, and sadly, I can't choose them all.
Trap Designer
Long story made short... you're a guy who gets hired by someone to set a series of traps to prevent them from getting there. I put a preview out there and very nearly released a demo of it, but now, I realise that there are a few abusable flaws in the gameplay and the engine would be too tedious to deal with in future levels.
The good thing about it is that it's original and a bit of an interactive fiction/puzzle game. Your victims will try to find ways to disarm the traps, so using too many traps of the same kind would make them wary. There's also lots of ways to 'win' and 'lose' so some story lovers may even want to load a few times and play the level another way.
The bad thing is... it's all in text, since animating it all would be too hard. There's also the little things that make it somewhat repetitive, like how you can kill so many just by putting a spiked pit in there or a room filled with poison gas.
Controllers of Destiny
It's a little game I've dreamt of that's been redesigne about 3 times over the past 3 years. You play as a god. Well, a spirit at first who wants to become a god. You get these little commanders (AKA clerics) who do your every bidding and try to spread your word. You order them to order your people to do stuff, but whether they do it or not (and how effectively) depends on how scared they are of you or how much they believe in you.
But that's not all... the game's style is a bit similar to Civilisation or rather, Conquest of Elysium. Your people research techonology to become better/happier and build up settlements, farms, etc. Maybe if I have some extra time, I'll even add monsters to the game, heroes, and annoying dragons, trolls, and evil wizards who leech your cities for gold and maidens. You know, classic AD&D stuff with a strategic twist.
The good thing is that this game will probably support multiplayer gaming (offline, most likely) and since much of it is AI-based, it's not too much work to do after a while.
The bad thing would be that it's partly AI based, and so relies heavily on my AI skills. Some control freaks might also be disappointed in it. And I may have to reuse the same map, since random map generators are so hard to do.
Chaos on Earth
I've worked on this game 3 times already. Chaos on Earth is an Fallout Tactics-style game with bad graphics, but a whole lot more realism. You can't just hire soldiers out of nowhere, you have a certain amount to work with that will increase on decrease through missions, depending on how successful you were. Weapons have to be bought early on, stolen, found, or made. However, only the terrorist groups are allowed to make weapons though they're only allowed to purchase a very limited supply.
I've kinda thought of adding aliens to the game, but not till I get a sturdy engine out and running.
So there... 3 games that have been designed and favored by me over the past few years. All of them are good, but I just can't decide on which is the best. There's also that mini-RPG, Invasion of the Muz II, and that other RPG parody I was working on, but their reason to live is only to suport Combatant along with one of the games listed above.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
The Fallout-Like game sounds cool, but thats only because I love fallout. Hmm, its a tie between 1 and 2. CoD Sounds like a VERY big project, and not something you could really do on the side, so I guess my choice would be the Trap Designer. Pretty origional (except for the lemmings-ish concept), and not too too hard to follow.
Which side game? The dark side, obviously. They all sound pretty cool but from my experience there is no way that you can decide this on a board, whether you know it or not the answer is already in your mind. Boy I'm good at cleches, but it's kinda true. The latter 2 projects particularly sound so ambitious that you will never finish them if you only attempt to do so from the results of a pole (at least in my experience) but to prevent this from being a real cop out answer I'd advise you to go for number 2 since you've obviously wanted to do it for a while. AI wouldn't necessarily have to be too hard, since it's surprisingly easy to simulate mob behaviour... Just make sure you make it so that you can be an evil god as well and you're bound to make a great game.
Why the hell am I on the computer at 1 in the morning? No, don't answer.
Do we ever seen any of these games you've planned??
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
I'd say you stick with your guns with Combatant at the moment Muz, otherwise you'll never get through it. Procrastination whilst procrastinating will always lead to the failure in some way.
MUGGUS
Come and annoy me more at
www.muggus69.tk STOUT ANGER!!!
Necropixel/Kris:
I said Fallout Tactics, not Fallout. Very big difference there. It's more of the basic Continuous Turn Based engine (without crawling and perks), but nobody ever really made a CTB engine before this.
Kris:
I'll probably toss out what I've done of the first level in the old Trap Designer engine (coding & plans included) as soon as I actually finish coding the last bit. I've decided to make trap triggers a new feature in case there's a new one.
Muggus:
Don't worry. I've just finished testing the combat system in a few AD&D games and it works fine so far. Right now, I've just finished with the lengthy character creation engine and am just beginning to do the whole multiple responses thing in gameplay. I'll probably release a couple more screenshots by the weekend if everything goes as planned and maybe an article on historical realism while I'm at it.
yuyu:
CoD's engine isn't nearly as complex as it sounds (assuming I don't run into any other MMF bugs). A lot of use of the DS2 object, putting in the spells and level/experience system, making the city engine, and just doing the AI. If you've seen Conquest of Elysium, you'll know what I mean. Random map generators double the work, especially when comes to making the fields and mines. At least with pre-made maps you can make 'false AI'.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.