dinojazz
03-30-2009, 09:59 AM
Hi, I've built an engine(more like the configurator for the moment) for strategy browser based games (like travian,tribal,wars etc) here are the main functionalities:
Here is a list of what the engine can do right now:
1.Configure resources
2.Configure buildings
2.1 Configure the resource input output (what resources come in, what resources go out)
2.2 Configure what tech-tree [researches] are provided by certain building
2.3 Configure what unit types a building can produce
3.Configure attributes that are used by the units [damage,defense etc]
3.1. Configure naming afixes that are used for generating unit names depending on the attributes
4.Configure unit types [Vehicles->small vehicles->buggies,Infantry etc] and relate them to afixes and potential attributes limits.
4.1.Configure required resources for building certain unit types
5.Configure units.
5.1.Configure unit enemies (manage potential against enemy from a unit type for example:
you can say that a certain infantry unit does 80% from potential damage to tank types, and 120% to ordinary infantry)
6.Configure modifiers: [to be used in researches trees and skill trees] [for doing stuff like: upgrade armor, upgrade damage, upgrade production]
6.1.Buildings modifieres [affect input and output for certain building types [production,civil,military,industrial] ]
6.2.Units attributes modifieres
[6.3 Trading modifiers IN PLAN]
7.Configure researches [tech trees based on the defined modifiers]
So at this point I can proudly say that I have built an engine that can help me create from the most simple to the most complex web based strategy game.
What do you think? Would you like to see it online?
[I will use it to build this game I've started 3 years ago http://www.dieselwars.com , when I was just a beginner and now I want to make it work perfectly and professionally]
What do you think about the concepts
Here is a list of what the engine can do right now:
1.Configure resources
2.Configure buildings
2.1 Configure the resource input output (what resources come in, what resources go out)
2.2 Configure what tech-tree [researches] are provided by certain building
2.3 Configure what unit types a building can produce
3.Configure attributes that are used by the units [damage,defense etc]
3.1. Configure naming afixes that are used for generating unit names depending on the attributes
4.Configure unit types [Vehicles->small vehicles->buggies,Infantry etc] and relate them to afixes and potential attributes limits.
4.1.Configure required resources for building certain unit types
5.Configure units.
5.1.Configure unit enemies (manage potential against enemy from a unit type for example:
you can say that a certain infantry unit does 80% from potential damage to tank types, and 120% to ordinary infantry)
6.Configure modifiers: [to be used in researches trees and skill trees] [for doing stuff like: upgrade armor, upgrade damage, upgrade production]
6.1.Buildings modifieres [affect input and output for certain building types [production,civil,military,industrial] ]
6.2.Units attributes modifieres
[6.3 Trading modifiers IN PLAN]
7.Configure researches [tech trees based on the defined modifiers]
So at this point I can proudly say that I have built an engine that can help me create from the most simple to the most complex web based strategy game.
What do you think? Would you like to see it online?
[I will use it to build this game I've started 3 years ago http://www.dieselwars.com , when I was just a beginner and now I want to make it work perfectly and professionally]
What do you think about the concepts