Showing posts with label Tech. Show all posts
Showing posts with label Tech. Show all posts
Friday, February 24, 2012
Infinite Raceworks
One problem I'd realized with Infinite Mechworks is that getting a mech to walk is actually pretty damn hard. And while being able to design your own mech is very cool, (some might even say awesome) it's not for the light-hearted. That said, being able to design your own machine is a very neat concept. And so, I thought the idea might be better suited to a racing game.
Specifically, a sci-fi racing game. Think of it as a mix of F-Zero, Wipeout, and Banjo-Kazooie: Nuts & Bolts. In order to keep the construction from being too daunting, you have a small number of adjustable parts to construct a chassis. The rest of the vehicle's parts are logical; an engine, cockpit, thrusters, and a hull. Once assembled, the game draws power lines in the most efficient way it can think of. These lines can then be modified by the player if they so desire.
Once the vehicle has been constructed, the player assigns commands to buttons on their controller. (Or keys, if they're using a keyboard and mouse.) For example, moving the left stick left or would turn wind flaps on a hover vehicle, the right trigger would activate the force pads at a certain power and turn on the thrusters. A weight inside the vehicle allows it to bank, and is controlled by the bumpers. All of these commands are chosen by the player.
There are three kinds of vehicles, classed by their mode of transportation. Traditional vehicles race on wheels, modern vehicles use force pads to hover and jets for thrust, and hybrids hover but can strategically deploy wheels for traction. Like Infinite Mechworks, a simulator is available. One of the most important features of the simulator is a wind tunnel; aerodynamics can be extremely important, especially if you're using a hover vehicle.
Now for the game modes. You can participate in single races and tournaments as in any racing game, but various limited modes are available as well. In stock races, you are given the same vehicle as everybody else, and have to rely on pure skill. Fix-up races give you a stock vehicle, and some cash to spend upgrading it. Drag races give you a budget that you have to spend on making the fastest, most efficient machine possible. Darwinist races take place across several tracks, and racers have to exchange a certain number of parts between tracks. Survival races last until only one vehicle is left functional- vehicles are often modified with spike pistons and other weapons for this mode.
Labels:
Concepts,
gameplay,
infinite_raceworks,
setting,
Tech
Friday, January 20, 2012
Infinite Mechworks
This is an idea I had for a game, with major inspiration from Battletech, Lego, and Fallout. Minor inspiration comes from Banjo-Kazooie: Nuts & Bolts, Sound of the Sky/Sora no Woto, Big O, and probably a few other things I forgot about.
So, it’s a mech game. Where you build your own mech. But not like Armored Core or Front Mission, where you buy body parts and weapons and put them together to make a mech. No, this goes into much more detail. Instead of buying arms, legs, weapons, etc., you buy armor plates, servos, and so on. (Hence Lego and Nuts & Bolts.) If designing parts is too much for you, you can buy schematics, or buy them pre-assembled.
Of course, you can try out your mech in a simulation to see how well it works. At first, your simulation only covers movement. You can buy software that contains extra simulations, for a price. (Or just pirate it, if you have the connections. The quality of the software varies, depending on where you get it from. Cracked simulations might be unreliable, honeypots, or just plain inaccurate.) Purchasable simulations include AIs to fight, firing ranges, obstacle courses, and so on.
The setting may seem a bit familiar to some of you. Some time in the future from our perspective, there was a war. A very large war, fought with weapons of immense power. This sent civilization back a few hundred years, but things have recovered since then. Modern technology is inspired by pre-war tech, but is has simpler construction and materials. Thus, mechs are common but lack the power and strength of their inspiration. (Hence Fallout, Sound of the Sky, and Big O.)
In the game, there are two kinds of components you can buy. Modern components are of varying quality, but are common and will work with almost anything. Components usually only work with other components from the same manufacturer, due to different standards. However, you can buy bridges that let you mix brands. Pre-war components are rare and expensive, but incredibly powerful. You can use them with modern components via a bridge, (or just by soldering it on in the case of armor plates) but the added power and stress costs means the resulting mech probably won’t last long.
The player receives job offers via email. What jobs you’re offered depend on your notoriety. These missions are from various interested parties such as corporations, governments, or just anybody with cash. You can also explore the world map, delving into ruins. However, all the low-hanging fruit was picked clean long ago. The only ruins left to explore are either treacherous to navigate, claimed by someone, or well guarded.
So, it’s a mech game. Where you build your own mech. But not like Armored Core or Front Mission, where you buy body parts and weapons and put them together to make a mech. No, this goes into much more detail. Instead of buying arms, legs, weapons, etc., you buy armor plates, servos, and so on. (Hence Lego and Nuts & Bolts.) If designing parts is too much for you, you can buy schematics, or buy them pre-assembled.
Of course, you can try out your mech in a simulation to see how well it works. At first, your simulation only covers movement. You can buy software that contains extra simulations, for a price. (Or just pirate it, if you have the connections. The quality of the software varies, depending on where you get it from. Cracked simulations might be unreliable, honeypots, or just plain inaccurate.) Purchasable simulations include AIs to fight, firing ranges, obstacle courses, and so on.
The setting may seem a bit familiar to some of you. Some time in the future from our perspective, there was a war. A very large war, fought with weapons of immense power. This sent civilization back a few hundred years, but things have recovered since then. Modern technology is inspired by pre-war tech, but is has simpler construction and materials. Thus, mechs are common but lack the power and strength of their inspiration. (Hence Fallout, Sound of the Sky, and Big O.)
In the game, there are two kinds of components you can buy. Modern components are of varying quality, but are common and will work with almost anything. Components usually only work with other components from the same manufacturer, due to different standards. However, you can buy bridges that let you mix brands. Pre-war components are rare and expensive, but incredibly powerful. You can use them with modern components via a bridge, (or just by soldering it on in the case of armor plates) but the added power and stress costs means the resulting mech probably won’t last long.
The player receives job offers via email. What jobs you’re offered depend on your notoriety. These missions are from various interested parties such as corporations, governments, or just anybody with cash. You can also explore the world map, delving into ruins. However, all the low-hanging fruit was picked clean long ago. The only ruins left to explore are either treacherous to navigate, claimed by someone, or well guarded.
Sunday, June 12, 2011
Like Snatch, but with cyberpunk (sort of)
The setting is inspired by Ghost in the Shell, but the game itself would be a lot closer to Shadowrun. Full-body cyborgs* exist, but are uncommon. The PC just so happens to be a full-body cyborg. Since he's an enforcer for a mobster, this comes in handy. One day he tries to screw over his boss, and gets put in a sexbot for his disloyalty. His first task is to shut up a mole for a rival mobster. It's possible to sell yourself to the other guy, but only if you do it right.
From here, you have a few options. Work for your boss and gradually regain his trust, or betray him and work for his rival. Each path has its own quests and storyline associated with it, as well as an ending.
Or, you could try to take down both bosses yourself. Might not want to do this right away, though. Keep doing jobs and making friends. Buy a safehouse. Once you're well-connected enough, you might just be able to pull off a mutiny. You can do it any time you want, but you might want to check if your friends have your back.
You upgrade by buying better bodies, armor, weapons, and firmware. You can also upgrade what you already have. Since your inventory is limited to what you could realistically carry, it's a good idea to invest in some built-in tools for your body. All the bodies you buy stay with you, and you pick which one you want to use for the mission. You can also arrange for a drop at a predetermined location, in case you need to swap during the mission.
*People with just a brain and some spine to call their own. Everything else is robotic.
Thursday, January 15, 2009
Bloodplast
Bloodplast is a very useful substance. You know how in some first-person shooter video games you can heal your wounds just by waiting a bit? Bloodplast attempts to recreate this, sort of. When a puncture wound is sustained on a suit of armor equipped with bloodplast, the stuff will expand to fill the gap and harden upon exposure to the air. It also helps soften blows. This is by no means a substitute for armor repairs, but it's the best we can manage. Bloodplast is also easier to destroy than the standard plates, due to its nature.
Keep in mind that you have a limited supply of bloodplast. To refill, inject a bloodplast syringe (the contents should be an opaque white) into the marked spot on the side of the plate over your heart. (Assuming that it's on the left.) There should be a small aperture that will open when the syringe is inserted. Once the bloodplast has been injected into the suit, wait a second and then hit the area with a fist. After the first whack, the bloodplast will begin circulating. NOTE: DO NOT ATTEMPT TO INJECT BLOODPLAST INTO ONE'S OWN CIRCULATORY SYSTEM. DOING SO WILL RESULT IN DEATH.
Keep in mind that you have a limited supply of bloodplast. To refill, inject a bloodplast syringe (the contents should be an opaque white) into the marked spot on the side of the plate over your heart. (Assuming that it's on the left.) There should be a small aperture that will open when the syringe is inserted. Once the bloodplast has been injected into the suit, wait a second and then hit the area with a fist. After the first whack, the bloodplast will begin circulating. NOTE: DO NOT ATTEMPT TO INJECT BLOODPLAST INTO ONE'S OWN CIRCULATORY SYSTEM. DOING SO WILL RESULT IN DEATH.
Labels:
Civil War,
Concepts,
Farming Armageddon,
Tech,
WWIII
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