Can it be done? A 2 player battle game using gamepads?
by Matt_Lloyd · in Game Design and Creative Issues · 04/27/2006 (4:32 am) · 7 replies
I've always wanted to make an arcade 'battle' game involving land based pre-gunpowder era combat that is played by 2 players on the same PC using dual stick controller gamepads for controlling the action. However I always get stuck at working out how the players would control the armies/units, and at what level they would control the action. I'd love to have an arcade feel to the game as opposed to a simulation (rather dull once one side starts winning I'd guess) . Preferably with a single viewport that captures all of the action.
I'd be interested in hearing some opinions on how this could be achieved.
Thanks
Matt
EDIT - I am not talking about the actual code issues, that's the easy bit, I am more after insights into the actual gameplay - how the players would control their units with a gamepad. Or even whether they would control individual units.
I'd be interested in hearing some opinions on how this could be achieved.
Thanks
Matt
EDIT - I am not talking about the actual code issues, that's the easy bit, I am more after insights into the actual gameplay - how the players would control their units with a gamepad. Or even whether they would control individual units.
#2
1. A single 45 degree side/top view port showing all of the units and terrain would give access to 2 or more players at the same time for the same monitor. Networked games would not have to be restricted in the view.
2. Think of a cross between a sports game such as football or soccer and a chess game in learning mode where all of the possible moves are displayed. Cycle between units using d-pad. When desired unit is highlighted click a button to display possible locations and move to the location using d-pad and click button to finish move.
3. Limit the number of units and terrain size.
A combat game such as this will offer far greater tactical possiblities than any RTS game now available.
You can email me at skmr@frontiernet.net if you would like to discuss further.
06/21/2006 (8:38 am)
I have been thinking about making a multiplayer, land based pre-gunpowder era combat game for a long time. I recently created a multiplayer board game using painted model soldiers and a game timer. I am in the process of creating the same for the PC. RTS type battles will not work for the game or the controllers.1. A single 45 degree side/top view port showing all of the units and terrain would give access to 2 or more players at the same time for the same monitor. Networked games would not have to be restricted in the view.
2. Think of a cross between a sports game such as football or soccer and a chess game in learning mode where all of the possible moves are displayed. Cycle between units using d-pad. When desired unit is highlighted click a button to display possible locations and move to the location using d-pad and click button to finish move.
3. Limit the number of units and terrain size.
A combat game such as this will offer far greater tactical possiblities than any RTS game now available.
You can email me at skmr@frontiernet.net if you would like to discuss further.
#3
06/22/2006 (7:24 am)
Thanks Swaroop, that gave me some ideas. Although I am not currently working on anything like that it is still useful.
#4
08/06/2006 (9:01 pm)
Study the game 'Goblin Commander: Unleash The Horde'.
#5
08/06/2006 (11:53 pm)
I think for what you describe, the main hurdle will be the interface for the game. for instance, whether unit selection is view-dependent, or relative would be a good starting point. if you plan to have a large, stationary battlefield, you could just make selection relative. if you plan to have rolling landscape, you should probably make it camera view-dependent. I would say concentrate on developing the interface first.
#6
the whole army is moved with ... you know, up down right left, with whatever control device you want, and they move like a single unit, but everyone moves with an offset from the "army position" so that they spread out on some ground.
You menitioned it was supposed to be a pre-gunpowder era game, i think it's going to be very hard to do this kind of game without ranged units, (of course, there are archers), no, it will be very hard if there are ANY melee units in the army at all... at least i think so...
Crap i don't know if this was such a good idea... :S
haha Whatever, just ignopre it it it sux ya know. :D
08/10/2006 (4:47 am)
If you want the players to control whole armies, but retain the arcade feel, this might be an idea:the whole army is moved with ... you know, up down right left, with whatever control device you want, and they move like a single unit, but everyone moves with an offset from the "army position" so that they spread out on some ground.
You menitioned it was supposed to be a pre-gunpowder era game, i think it's going to be very hard to do this kind of game without ranged units, (of course, there are archers), no, it will be very hard if there are ANY melee units in the army at all... at least i think so...
Crap i don't know if this was such a good idea... :S
haha Whatever, just ignopre it it it sux ya know. :D
#7
08/10/2006 (6:46 am)
Thanks for the input.
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