Arena Test I -- Dead, but being used to test things
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Signup Post
Posted: Posted May 31st
Edited May 31st by NIFE

NOTE: The game "Kings & Pawns" has been tabled for the time being due to lack of interest. Maybe sign up for this one instead?

Space War 0: Free Space

This is a test game to test out some of the new systems that will be used in a future goal-oriented Space War game. Nonetheless it should be pretty fun.

  • Free-for-all game.

  • Fully automatic (no host interaction needed). Infinite auto-actions. Rounds updated sporadically at Host discretion (to archive posts mainly). Dead players (and ships) resurrect on space stations at full health.

  • Pilot Spaceships to go from system to system.

  • Go around planets / on derelict spaceships / stations / etc as a human.

  • Use spaceships to shoot at other spaceships, asteroids, etc.

  • Gain Stardollars for destroying things (especially other spaceships).

  • Find Raw materials on planets, inside derelicts, etc. You can also use Stardollars to purchase raw materials.

  • Use raw materials to craft ship weapons, ammo, human weapons, human ammo, and even new spaceships. You can maybe also buy these with Stardollars.

    Systems still needed

    The systems should be ready in a week or so, so sign up in the meantime!

  • The "kindof" update will be done in a couple hours -- this makes all the new systems possible.

  • Crafting System

  • Shops

  • Vehicles

  • There are 14 Replies

    I'm also playing.

    I would like to play!
    Posted May 31st, Round 0 by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    I'm interested...

    I would like to play!
    Posted June 1st, Round 0 by Count Dooku
    Count Dooku

    If you're going to do games with infinite auto actions you're gonna need to do something to limit certain auto actions... For example you get infinite chances to keep trying to steal an item :)

    Posted June 1st, Round 0 by Moonray
    Moonray
     

    @Moonray: yes, I agree. I was thinking about rehauling the action system entirely so that you could group together action types and set limita the group. I'd also like to make it so you can disable actions as needed.

    Posted June 1st, Round 0 by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    @Xhin:
    Another thing you may want to look at is if you have a weapon that when fired uses 7 bullets and there are only 6/10 bullets in a bullet box then you only have 1 use of the weapon b4 you need to find another bullet box.
    To stop players (like me) from hording bullet boxes make the boxes hold more rounds. Like 50. This would also apply to Fission Cells and other types of ammo.

    Edited June 1st, Round 0 by chiefsonny
    chiefsonny
     

    Those numbers can be set by a host when they make the item. I suspect Xhin just used some random test numbers.

    Posted June 2nd, Round 0 by Moonray
    Moonray
     

    Also, it seems like you can spam 'throwable' items. If you happened to get a bunch of them you could put a world of hurt on someone even when it was their turn to attack you.

    Speaking of bullet boxes, I'm curious how the steal menu works. If there are 7 bullet boxes that 7 people have, you have 7 options to pick from when stealing. Do you have to happen to pick the SPECIFIC bullet box the person you're stealing from has, or can you just pick any bullet box and still possibly be successful? Any chance you could change it so that bullet box only shows up once in the menu?

    Posted June 2nd, Round 0 by Count Dooku
    Count Dooku

    Those numbers can be set by a host when they make the item. I suspect Xhin just used some random test numbers.

    @chiefsonny: This.



    Posted June 2nd, Round 0 by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    @Count Dooku:

    Also, it seems like you can spam 'throwable' items. If you happened to get a bunch of them you could put a world of hurt on someone even when it was their turn to attack you.

    I'm thinking time-based cooldowns might work even better than round-based cooldowns because it would keep players engaged in a fully auto game for long periods of time -- so instead of like, being able to throw an item three times a round, you could instead throw an item once every 4 hours.

    Speaking of bullet boxes, I'm curious how the steal menu works. If there are 7 bullet boxes that 7 people have, you have 7 options to pick from when stealing. Do you have to happen to pick the SPECIFIC bullet box the person you're stealing from has, or can you just pick any bullet box and still possibly be successful? Any chance you could change it so that bullet box only shows up once in the menu?

    Yeah it was kind of messed up in the beginning, but with the Item Kindof update I should be able to sort and process items by "kindof" in menus like that -- as a host you would naturally clone bullet boxes instead of adding them in manually.

    Posted June 2nd, Round 0 by Xhin
    Xhin
    Ignorance is strength, freedom is slavery



    I would like to play!
    Posted June 2nd, Round 0 by Moonray
    Moonray
     

    I'll give it a try.

    I would like to play!
    Posted June 2nd, Round 0 by chiefsonny
    chiefsonny
     



    I would like to play!
    Posted June 3rd, Round 0 by Ghowilo
    Ghowilo

    Ghost toast

    I would like to be a ghost
    Posted June 4th, Round 1 by Helius
    Helius

    Just an update to this:

    About 80% of the game is designed at this point. You have 13 ships to play around with. All the recipes and weapons are done, with the exception of ship weapons which I'm working on and the names of elemental weapons. I've got the space map set up but need to figure out what the planets / derelicts look like.

    The systems this game needs to run are still a bit lacking, but I've got them at least fully designed and the infrastructure built for them.

    A couple of the cooler features:

  • All players start out knowing almost all crafting recipes -- some are definitely hidden though.

  • The game has three elements that affect one another (like the test game did). Weapons and ships have these elements. Additionally, players start as a random race, which has its own nice little abilities:

    Biological -- Has three perma-stealthed "observers" that can't interact with anything but can help them explore / find other players.

    Mechanical -- Have a minion with a permanent "healing" item. Can use this to heal characters and ships (it does take ammo though).

    Energy -- Can go through wormholes that connect planets together.

  • If you own a Race Crystal, you can send me a PM and I'll change your race for you (using up the Race Crystal in the process).

  • You can craft (or buy) a special item known as a Biometric Tracker. Each player also starts out with (1). You use this to tag another player when you find them and then you can use this at any time to see what room they're in. Kinda useful for this game because it has a very large map.

  • Players have Carry Limits but they each have a "Player Station" that only they have access to, so they can drop items in there.

  • If you have a Portal Crystal and send me a PM about it, I'll add a relationshipo between your Player Station and any other room in the game besides Hyperspace or another Player Station.

  • Another little hardcoded auto-action, you can "Mine" planets for raw materials sometimes. This will clone the item and give it to you as many times as you do it. No you don't need a pickaxe, this is the 27th century silly.

  • Edited June 6th, Round 1 by Xhin
    Xhin
    Ignorance is strength, freedom is slavery
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