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POWER ISLAND (V1.1)

PostPosted: Mon Oct 18, 2010 3:27 pm
by Victor Sullivan
Hey there! I was working on a concept for the map contest using the new xml feature, but my graphics associate, Spike, has been busy with many graphic design-y things including my Pachisi map, so I figure I'd just post my graphics-starved map here (Version 1.1):
Click image to enlarge.
image

Hopefully everything is pretty self-explanatory. Comments are greatly appreciated!
show: old version


-Sully

Re: POWER ISLAND

PostPosted: Mon Oct 18, 2010 4:00 pm
by army of nobunaga
i think I would move up to the first fork in the road and never move. ever. until 90% of everyone else moves first.

edit-
the only way this may work man, is if towns and cities give CRAZY bonuses... otherwise good players are not going to leave home.

Think about it... #1 rule of CC is You CANNOT win a match if you are already ELIMINATED.

Re: POWER ISLAND

PostPosted: Mon Oct 18, 2010 6:01 pm
by Victor Sullivan
How about +3 per town and auto-deploy 6 for cities?

Re: POWER ISLAND

PostPosted: Mon Oct 18, 2010 10:13 pm
by army of nobunaga
yeah, that might get people more motivated in expanding.

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 20, 2010 2:46 pm
by Victor Sullivan
Alright, fixed the bonuses. Any other comments? (Remember, the graphics will improve later...)

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 20, 2010 3:29 pm
by RedFlyingGolf
I personally dont like the font for the power plants

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 20, 2010 3:41 pm
by army of nobunaga
this reminds me of a famous linux game about power man... I forget the name. Ill post it when I think of it.
but a bonus structure based upon percent of power grid owned... with high rewards might be epic.

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 20, 2010 5:44 pm
by Victor Sullivan
RedFlyingGolf wrote:I personally dont like the font for the power plants

DOn't worry about anything graphical, it will probably all be changed soon enough. I just need concept and gameplay comments. But thanks, anyway.
army of nobunaga wrote:this reminds me of a famous linux game about power man... I forget the name. Ill post it when I think of it.
but a bonus structure based upon percent of power grid owned... with high rewards might be epic.

Could you elaborate on this idea? Sounds neat.

Re: POWER ISLAND (V1.1)

PostPosted: Thu Oct 21, 2010 4:41 pm
by RedFlyingGolf
Oh ok.
Well I agree with army of nobunaga, nobody will have a motivation to leave their home spot. I personally thing there should be other territories that don't have anything special to them, but that's just me.

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 27, 2010 2:54 pm
by RedFlyingGolf
You still working on this?

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 27, 2010 2:57 pm
by Victor Sullivan
RedFlyingGolf wrote:You still working on this?

Kind of. I still want to do it, but I'm still waiting on bunga (army of nobunaga) to post his gameplay idea:
army of nobunaga wrote:this reminds me of a famous linux game about power man... I forget the name. Ill post it when I think of it.
but a bonus structure based upon percent of power grid owned... with high rewards might be epic.

Re: POWER ISLAND (V1.1)

PostPosted: Wed Oct 27, 2010 11:26 pm
by army of nobunaga
oh... well it is a linux game... the idea is basically make the rewards high enough to draw folk out.

off of a % of electric grid owned.

a bugger to xml likely but after looking at research and conquer it should be feasible. Ill get the link to the game. sorry I forgot.. but not sure if it will help much.