Skip to Content
 

[Fantasy Battle Deluxe]

5 replies [Last post]
heavyrocks
heavyrocks's picture
Offline
Joined: 02/11/2012

Hey everybardy!

I've been playing games for at least 20 years now (I'm 24), and I've always found myself inventing new variations on the rules. The earliest concoctions I can remember from grade school are Dual Monopoly (figure 8 path with 2 monopoly boards) and Free-Form Scattergories (each player takes one timer-length to come up with categories, then players swap lists and go for another timer-length; whoever gets the most laughs wins.) Eventually I discovered games like MtG with an open structure that easily allow for game customization or rule variants.

It wasn't until about a year ago, when I started living with a very creative group of individuals, that I began looking at game design from the ground up. What started as sporadic conversations about "Why isn't there a game where ____?", turned into pages of notes on what such a game would entail. After compiling a list of about a dozen game ideas, we sat down and decided it was time to actually make one.

The pick of the litter, (codename: Fantasy Battle Deluxe), has gone through many draft stages over the past 10 months, although there was a large hiatus from Sept-Jan. When we recently resumed work, I realized we really had something special and achievable on our hands, but there were definitely going to be some obstacles that required outside opinion. The ensuing forum hunt landed me here (among other places), and my first impression is that I'm in the right place.

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Heya Heavy Rocks! Nice to

Heya Heavy Rocks!

Nice to meet you man, and yes it looks like you are in exactly the right place!

What is fantasy battle deluxe about then? So when you say "starcraft chess on a cube" - by cube do you mean 3d style cube, as in 6 sided 3d figure? - but laid out on the board two dimensionally? Just a minor pratical note, if it is 20 spaces per face, you will need a board capable of holding 80 spaces and also some clever brain-screwery about movgin around the cube (from one leading face to the next) to try and get the idea down...I like the turn order thing, that's cool :)

I agree very much with your "why isnt there a game where...." philosophy but I would also add that SOMETIMES (sometimes!) it is actually pretty cool to go "why isnt there a GOOD version of ....." kind of thing. That is (after all) why people fly the "I LOVE SCI FI GAMES" flags, or the "I DO NOT LIKE WORKER PLACEMENT" and as such, sometimes another fantasy dungeon crawl can be a good game, as long as it is done very well. While being innovative is a good pull, there is alot to be gained from looking to the past for guidance :)

Ok as such, your mega-ulti-game-design personalized challenge is:
You have to come up with a game, that is off-the-shelf scifi or fantasy themed and involves tried and tested mechanics for the core gameplay. I'm thinking a scifi war-type worker placement game with a push-your-luck mechanism in for good measure! :)

You up for it?
sam

heavyrocks
heavyrocks's picture
Offline
Joined: 02/11/2012
A lot of what were doing is

A lot of what were doing is reverse engineering. This whole project was largely started as a fusion of existing games. Demigod (http://en.wikipedia.org/wiki/Demigod_%28video_game%29) was the first, from which we took the Hero w/minion army idea. The second was Djambi (http://en.wikipedia.org/wiki/Djambi), a 4-player chess variant, from which we borrowed the gridded map and general notion of an alternative turn structure. We've also borrowed bits and pieces from other games along the way. (MtG, Starcraft, FF Tactics, there's even one character with a Portal gun.)

Originally FBD was a 2D board game, and we playtested it with a makeshift cardboard setup. (We had 3 or 4 players and a board measuring 15x15 to 20x20.) The addition of more unit stats and the Turn Queue added an interesting dynamic, but slowed the pace to a grudge, so we decided to enslave a computer to do all the hard work.

We started with GameMaker Pro, which is great for 2D single player games, but definitely has some limits. However, being forced to translate all our ideas into code really helped clarify any of the ambiguous rules we intuited as humans of the gaming variety. Eventually, we got frustrated with GM's limits and took a hiatus until we started messing around with the Unity engine, which is really designed for full 3D shooter games and the like. (Way more complex stuff than we'll be attempting.)

When we embarked on FBD, I had a separate idea for a chess-on-a-cube boardgame, with a board using some trippy projection to capture as much of the cube as possible in 2D. As I found out a while ago, there is no way to capture more than half a cube in a 2D image, while still providing intuitive game play. Unity, however, allowed us to integrate a 3D world into FBD with negligible rule modifications (just more complex algorithms behind the scenes). So after some tinkering with the camera in Unity, we've gotten a pretty good projection that allows a player to see about half the cube at a time, with seamless panning. The idea is to maintain a 2D boardgamey feel, just with a Mobius board. No corners to get trapped or hide in. (No Australia, for the Risk players.)

There will be different size cubes available depending on how many players you're playing with. For 2 players, a 6x6x6 (about 180 spaces) cube should be nice and cozy; in an ultimate 8 player free-for-all, 12x12x12 (800ish spaces) will give everyone a little breathing room, but not enough to get comfortable. Obviously these numbers will be ironed out once we get the thing built.

Right now were trying to get familiar with coding in Unity, so we can transcribe all of our GameMaker functions, but with some serious improvements in efficiency and flexibility that our dress rehearsal brought to light.

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Well I see! Worker placement

Well I see!

Worker placement shmurker placement then! lol

So I am still somewhat unaware, are you makign a boardgame or a computer game? If you are learning gaming engines and things, this feels more like an indy release or maybe an xbox live arcade thing?

s

heavyrocks
heavyrocks's picture
Offline
Joined: 02/11/2012
A computer game aimed at

A computer game aimed at keeping a flat tabletop battle game charm.

We're hoping to keep all production in house to keep the budget at about $0 and maintain full control over the direction. My main partner has a lot of experience with graphic design, I have a strong background in audio, and we have a few friends who studied computer science, that we may outsource AI scripting to, when the time comes.

One of the nice things about Unity is that it can export across many platforms (Windows, OSX, xBox Live Arcade, iPhone, Linux...)

heavyrocks
heavyrocks's picture
Offline
Joined: 02/11/2012
Does this help
Syndicate content


forum | by Dr. Radut