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doc: gameplay ideas restructured and extended
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mic-e committed Jul 29, 2015
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This file contains ideas to "enhance" the original Age of Kings gameplay. Don't worry, vanilla mode will always be available.
Gameplay improvement ideas
==========================

Weather
-------
This file contains ideas to "enhance" the original Age of Kings gameplay.
Don't worry, vanilla mode will always be available.


Environment
-----------

### Weather

- Change view distance (Line of sight / Fog of War)
- Fog, rain, winter, summer
- Unit slowdowns (depending on terrain)
- Can be predicted by tech
- Can be modified globally or locally (by voodoo priests)

Fire
----
### Fire

Buildings made out of wood and other flammable material can be lit.
Fire departments in the city can extinguish those fires (Stronghold anybody?).
- Buildings made out of wood and other flammable material can be lit.
- Fire departments in the city can extinguish those fires (Stronghold anybody?).
- Sneaky spies could burn your city down

Day/night cycle
---------------
### Day/night cycle

At night: View distance reduced, everything darker.
Villagers need sleep, otherwise they die at work.


3D terrain
----------
- At night: View distance reduced, everything darker.
- Villagers need sleep, otherwise they die at work.
- Chemistry industry: Coffeine, Peniciline, ...?

Villagers can dig down, can discover natural resources.
Dirt, stone, etc are new resources, can be placed elsewhere
(add any minecraft/terraria-like stuff here)

Map extensions
--------------

Infinite maps
-------------
### 3D terrain

Maps with infinite size! (Your PC is the limit!)
Spherical/Toroidal/Cylindrical surfaces would be possible, too.
- Villagers can dig down, can discover natural resources.
- Dirt, stone, etc are new resources, can be placed elsewhere
- (add any minecraft/terraria-like stuff here)

### Infinite maps

MMO games
---------

Play on one single map with 9001 players.

Massively slow down the game speed, and you get a "browser game"-like experience.
- Maps with infinite size! (Your PC is the limit!)
- Spherical/Toroidal/Cylindrical surfaces would be possible, too.


Research
Expand All @@ -54,8 +53,11 @@ Research
- Research should be placed in creating order, like in WarCraft. It's too annoying
to click on building again after each research

Zombie Survival Mode
--------------------

Game modes
----------

### Zombie Survival Mode

The map has a bunch of zombie spawners; after an initial build-up phase,
they start producing waves zombie hordes, fast zombies, tanks, petard zombies;
Expand All @@ -65,96 +67,115 @@ but the closer or the more powerful you get, the more zombies will spawn.
To win, survive for a specified period of time, build a wonder,
or destroy the spawners (or something...).

### Conquer the castle

Similar to "Murder the King", but with a building.
Players have some time to fortify their castle.
A player loses if the castle falls.

Better movement
---------------

Unit handling
-------------

### Improved grouping

- Manually coloring units (e.g. for teammates)
- "Mobile ping": designated unit pings its position periodically
- Implicite group definitions/reselections (double-click?)

### Better movement

- Move groups as group, or each unit with its own movement speed
- Auto-resolution of blocking situations
- Individual path searching cost for tiles
- Allow user to mark parts of the map as more expensive
- Auto-set a higher path cost for tiles in the firing range of an enemy castle
- Allow setting any number of waypoints (basically an extension of the 'patrol' mechanic)
- Formations:
- Attack/defense bonuses for some unit formations.
- Dependent on minimum amount of units in this formation.
- New marching formation with speed bonus but defense malus.
- Cavalry flanking

### More intelligent units

Lobby settings
--------------
- Restrictions for action areas (don't do anything here)
- Wood chopping
- Castle rampages
- Avoid hazardous areas during pathfinding (via a cost modifier)
- Automatically for stationary hazards (castles, towers, ...)
- Manually "painted" areas
- Emergency evacuation points
- Formations and movement when attacking
- Dynamic hardlocking on target units when attacking
- Don't lock on unreachable current target
- Attack the blocking units first

### Better attack stances

- Aggressive stance for monks (auto-convert)
- Auto-flee stance (especially for monks): Auto-task "flee" action as soon as an enemy unit comes near
- Non-coward stance for villagers
- Allow selecting the default stance


Multiplayer
-----------

### Lobby settings

- Most of the above should be available as lobby settings
- Boosts/handicaps such as resource multipliers for players
- Forced no-rush (timelimit or score limit until attacks are possible)


Matchmaking and competitive mode
--------------------------------
### Matchmaking and competitive mode

- Some kind of "official" account on servers for everybody
- Automatic skill groups to create balanced matches
- We can show the world that competitive games can be free open source!


Bridges
-------

- Ability to build bridges in water
- Blocks ships, allows land units to walk
- Forgotten Empires might already have wooden bridge textures
- Destructible, repairable, ...
- Long build time


Team interaction
----------------
### Team interaction

- Better team interaction
- Work/resource sharing
- Unit sharing (transport boats)
- Color markings
- Create signs
- Paint on map
- Create arrows

### MMO games

Unit grouping
-------------
Play on one single map with 9001 players. Dynamically extend the map.

- Manually coloring units (e.g. for teammates)
- "Mobile ping": designated unit pings its position periodically
- Implicite group definitions/reselections
Massively slow down the game speed, and you get a "browser game"-like experience.


Color marking / signs on map
----------------------------
New Buildings
-------------

- For better team coordination:
- Create signs
- Paint on map
- Create arrows
### Bridges

- Ability to build bridges in water
- Blocks ships, allows land units to walk
- Forgotten Empires might already have wooden bridge textures
- Destructible, repairable, ...
- Long build time


More intelligent units
----------------------
Resources
---------

- Restrictions for action areas (don't do anything here)
- Wood chopping
- Castle rampages
- Avoid hazardous areas during pathfinding (via a cost modifier)
- Automatically for stationary hazards (castles, towers, ...)
- Manually "painted" areas
- Emergency evacuation points
- Formations and movement when attacking
- Dynamic hardlocking on target units when attacking
- Don't lock on unreachable current target
- Attack the blocking units first
### Infinite regeneration

Infinite Resources
-------------------
- Forest regeneration or seeding
- Mills can produce sheep, cows, turkeys, etc.

- Forest regeneration
### Stone balancing

Better attack stances
---------------------
Stone cost for all buildings, rebalce stone amount per pile.
Maybe new deep stone mines for later ages.

- Aggressive stance for monks (auto-convert)
- Auto-flee stance (especially for monks): Auto-task "flee" action as soon as an enemy unit comes near
- Non-coward stance for villagers
- Allow selecting the default stance

For the lulz
------------
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