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Astral Conquest Game

by Eli McClanahan · in Game Design and Creative Issues · 12/06/2004 (11:58 pm) · 10 replies

I twisted around part of my last game idea with this one. I think of it as a sort of old Capture the Flag game (not CTF, but the old one where you had to FIND the flag to win.) I'm not sure whether it should be a typical third person or be based on turns, or possibly movement points.

The basic idea is that players have three "bodies" they use in a game. The first is a normal man. The second is an unprotected, infected object (I'll explain later). The third is an astral body.

The normal form is the only body that can kill other psychics. This body can't be seen by astral bodies, but can be seen perfectly by infected ones. Other normal bodies can faintly see it while its moving or performing an activity or is in a highly concentrated area of activity, although it has a cloaked appearance. Normal bodies can be killed, although with a great more difficulty than with an infected body.

"Infected objects" are in-game objects like boxes, statues, bottles, rocks, trees - anything except the ground. Normal bodies "infect" these objects and become them, basically hiding "in" them. These bodies are necessary to make astral bodies.

An astral body cannot be seen by anyone but the player himself. It can be destroyed, forcing it to respawn, although no points are lost or gained for it. An astral body is created when a player's presence leaves his infected body, although the actual body (subject to harm) remains in the object.

A player finds an infected body (or normal one) to kill it by tracing psychic activity back to its source. To do this, one must expand his psychic territory, which is displayed on a map. Territories you own are displayed in a specific color, while enemies'are invisible. When a player in your territory moves or uses an ability, the color in that area fades slightly. In actual gameplay, your territory will appear not as a solid color, but as a faded color at areas of activity or at your borders, if enemy borders or activity are colliding with your own. A player wants to completely overtake as much area as he can as his own territory, so he can locate the positions of enemies' bodies and territories very easily, as an enemy's physical body or infected object body will produce a very high amount of psychic activity, and hence, if overtaken, will be very obvious against the normal territory color.

Only a physical body can kill another player. A physical or infected body can be killed. Infected bodies are killed with psychic attacks that backfire if unsuccessful (you can't run around attacking every game object you see.) Physical bodies are damaged and killed normally, with a standard knife (only "real" weapon).

Territory is laid by players leaving psychic impressions where their astral bodies stand. If territory is laid deep in another player's territory, it'll be overwhelmed, and won't even appear on the map, although the attempt will appear on the enemy's. Territory can only be claimed in astral form.

Players may also use alternate skills, such as creating false psychic activity to lure players away from their real locations, or setting traps to temporarily destroy astral bodies. These, when laid, create slightly detectable activity. (If an enemy player has a trap set deep in his territory, he'll probably see it.)

Basically, the whole game is played blind, never seeing the enemy until it's too late for one of you.

#1
12/08/2004 (5:58 pm)
Sounds interesting, but I think it would be a pain to actually play.
#2
12/08/2004 (6:09 pm)
Sounds like something you'd want to play from a higher vantage point, camera-wise. But it is interesting...
#3
12/08/2004 (6:12 pm)
I agree as well, from a "would I like it" perspective, I think it would be a very cool game. Unfortunately, my gut tells me that the target market would be very very small...not many people are like me when it comes to the playability/interest of esoteric games :)
#4
12/10/2004 (8:13 am)
Sounds interesting.
That last "basically," line is a bit of a doozy.
#5
12/10/2004 (11:35 am)
I had to delete some things to make way for a concise explanation, but one of the things I deleted was that it would be a surprisingly easy game to make, as far as resources go, because there's no real weapons, only a few effects, and the map environments could be absolutely anything.
#6
12/10/2004 (2:53 pm)
I agree it sounds interesting. So why don't you throw together a quick prototype and do some playtesting? For a design like you listed it's probably the most important part, to make sure it's fun.
#7
12/10/2004 (8:37 pm)
Because I'm just a concept artist/writer/designer. IE, I have no real skills. :p
#8
12/11/2004 (9:04 am)
No excuse for not learning scripting ;) Actually, you'll probably find scripting easier to learn than you think... Or, there's probably someone out there that's willing to help you throw it together...
#9
07/19/2005 (9:09 am)
I think it sounds like fun. But I'd have to play a prototype to be sure :) Do us metaphysics nuts a favor and learn some scripting or team up with a programmer and toss us out a prototype!

Glez
#10
07/19/2005 (9:21 am)
Definitely interesting - and unique - concept.

I don't know... if Katamari Damacy (sp?) can create the stir it did, why couldn't this?