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Capture The Flag
Posted: Tue Mar 13, 2007 12:17 pm
Here's the game that I'm working on right now:
It's my first attempt at writing a game using isometric graphics. The game will be quite simple - you move your team of 8 people to try and capture the enemy's flag carrier before they find yours. My plan is to re-use all the isometric code though to do several other games and maybe some real-time ones too rather than turn based.
At the moment you can move your people about using the nifty path finding routine and you can use the map designer to play around a bit but as the enemy doesn't move yet it's not a playable game at the moment.
I'd love to know what you think though!
Posted: Tue Mar 13, 2007 1:33 pm
Looks pretty good. Has potential! Controls for switching between players seems a bit akward though, maybe right clicking on a player could switch to it? I would love to see firefight in isometric!
Posted: Tue Mar 13, 2007 3:16 pm
You can left click on a player to select him but I agree it's a bit tricky as you have to click on the tile he is standing on rather than on his image (or the game woul dthink you were trying to move the current man)
I think using a right click to select him might be the solution though!
I'd like to do an isometric WWII game - maybe a city based game like a big map of Stalingrad? The problem will be if I can get hold of some good graphics though.
Posted: Tue Mar 13, 2007 9:44 pm
Ah, that was the mistake I was making. Mind not working in 3d
A city based WW2 game would be superb, urban areas is the main thing Firefight really lacks. Looking in off topic there seems plenty of artistic talent in this forum! I'm sure someone could help with graphics.
I plan on having a better play around with the map editor soon, though it seems pretty easy and intuitive. Looking good!
Posted: Thu Mar 15, 2007 3:04 am
A <next player> hotkey would be useful, as well as A-H hotkey player selection.
How is the capturing going to work?
Posted: Thu Mar 15, 2007 6:17 pm
Andy Brown wrote:A <next player> hotkey would be useful, as well as A-H hotkey player selection.
At the moment you can select a player by pressing the keys 1-8 or by clicking on the small icon of the player in the 4x2 grid at the top left of the screen. I don't want to use A-H as the names will be alterable in the end so may not begin with those letters.
Andy Brown wrote:
How is the capturing going to work?
Currently my plan is just to have both players "unconcious" for 10ish turns. That way the defenders can stop attackers in their tracks but then the flag carrier will be best off moving a safe distance away from the attacker before he wakes up.
I've thought about having strong, medium and weak players too and the stronger person wins a fight. But the stronger you are the slower you can move. I'm worried that if I do this people will just surround their flag carrier with strong people and it will be difficult to beat them.
I guess it'll just need some testing!
Posted: Fri Mar 16, 2007 10:14 pm
WOW nice game...the editor makes it premium...
Posted: Wed Mar 21, 2007 11:04 am
Sean O'Connor wrote:I've thought about having strong, medium and weak players too and the stronger person wins a fight. But the stronger you are the slower you can move. I'm worried that if I do this people will just surround their flag carrier with strong people and it will be difficult to beat them.
(it's nearly 3 am and I get an idea. I need to get ideas at better hours I swear)
My solution to that would be a rock, paper, scissors kind of deal. Like weak>strong>medium>weak, but I may not be thinking coherently, considering the hour.
Posted: Tue Mar 27, 2007 11:10 am
I'm thinking now of sticking quite closely to the original DOS game and making it so that you are vulnerable if you are in the enemy's half of the map.
It just didn't give you a sense of achievement when you attacked an enemy and you both became unconscious for 10 turns. Now it gives you a buzz to find an enemy man in your half and you ambush him and send him back home.
Posted: Wed Mar 28, 2007 5:39 am
Sean, you could have strong players move more slowly but prohibit strong players from being within a certain distance of their own flag (or make them act as weak if they are), thus forcing them to spread out and take up defensive positions away from the flag.
Units that are 'knocked out' should have to return to their own flag (perhaps automatically to avoid the tedium) to be re-energised and returned to the game.
It would also be good if a strong player suffered 'damage' somehow when it took out a weak player so it can't just mop up all the weaker players.
Posted: Wed Mar 28, 2007 12:46 pm
I think the enemy half of map is the best. Thats the way you play in real life too.
Posted: Wed Mar 28, 2007 1:50 pm
I agree. The only problem I have is making some way of stopping people from just leaving a couple of defenders right next to their flag to protect it.
I'm thinking of making an area around the flag that defenders are not allowed to go in.
Posted: Thu Apr 26, 2007 8:47 pm
This looks similar to a dos game I used to have with the same name. Dev's name was Carr or something like that. Always liked it but somehow over the years it got misplaced. It lacked elevations, a random map generator and I would have like a few rules changed but don't remember which. Anyway, this looks promising.
Posted: Fri May 04, 2007 3:04 am
I was wondering what you were up to these days and was happy to see your latest project!
I will have to check it out. Looks interesting. I remember the Capture the Flag game from Carr Software as well. I played that game quite a bit over the years. I still have it and it runs just fine on my pc even today!
Posted: Thu May 24, 2007 5:11 am
Be wary of making a hard exclusion zone round your own flag. That makes it almost impossible to re-capture it if the enemy has it (and is transporting it back to their base). Some form of de-gradeding your troups after a period of time in proximity to your flag (and an equal time for it to wear off so people don't just run out of the 'exclusion zone' and back in again) is probably better.
Assuming you don't intend to just end the game if someone reaches the flag.