As a big fan of the vampirism minigame i decided to create my own version of vampirism. Yes, yet another vampirism version. But even though this map is called 'vampirism' it turns out to have only a few similarities to the common vampirism games, beside there are the humans and the vampires, whose goal is to defeat one another.
I usually start any map-development with a rough vision which becomes more and more accurate while developing. And so i started this map some time ago. As rough and blurry the vision, as changeful the minigame's features. Below the planned and implemented features...
06.10.2008
Planned
Scenario:
Gameplay:
Humans
In the beginning it won't be effective for the vampire to attack humen players respectively their cities and vice versa. Instead, the humen concentrate on advancing their settlement and the vampire his castle. Humen collect food and wood and earn gold from trades, the vampires collect servants and gold by ambushing NPC-travelers and -traders. While the game advances, the vampires may also concentrate on attacking human cities, for even more servants and gold while the humen may concentrate on defending their cities and attacking the vampire and his castle for weakening purposes. But attacks usually happen on a subtle base, as mentioned, e.g. by a zombie infection in a human city, or a daytime slayer attack on sleeping vampire servants. It will be very hard to destroy one anothers base by storming it in the midgame, since there will be strong defense-structures for both parties. In late game, technologies will become that powerful, that one party will be able to storm the other parties base. There might also be a last and final technology that will instantly end the game.
Implemented
Scenario:
Gameplay:
Screenshots:
I usually start any map-development with a rough vision which becomes more and more accurate while developing. And so i started this map some time ago. As rough and blurry the vision, as changeful the minigame's features. Below the planned and implemented features...
06.10.2008
Planned
Scenario:
- Mapsize 256*256
- Medieval Fantasy/Horror
- In the middle of a hard winter in a mountainous country called Transylvania , inspired by the movie 'The Fearless Vampire Killers', trying to pick up many cliches from any older and newer vampire movies.
- Humen that found and build up their cities, starting from scratch, dreaming of might and fortune, discovering that the rulers of Transylvania are bloodsucking monsters whose only goal is to subdue humanity
Gameplay:
Humans
- Build a prospering city, offering jobs for new citizens, earn gold from taxes, rental fees...
- AI controlled citizens and traders
- Produce and trade food and wood for gold with traders from other cities and traders from neighboring (simulated) countries
- City-, Trade- and Anti-Vampirism-Related research themes.
- Research system inspired by the x-com game series. Meaning: To research something you do not just simply need a certain other tech, but, as an example, you have to collect a vampire servants corpse first to research "the vampire metabolism", which then will disclose new research-technologies (like "the garlic gun" ).
- Switch between different equipments, like the worker-equipment to build new buildings and harvest wood, the hunter equipment for hunting animals (yes, you and your citizens are hungry), the vampire-hunter (slayer) equipment. More to come.
- Regularly drink human blood to survive
- Infect humans (NPCs) to make them their servants
- Upgrade servants to different vampire-types
- Research-Centers like the dark laboratory (dracula meets frankenstein), the library (for the studying of black magic) and more, inside their accessible castle.
- Typical vampire abilities, like the vampire bite, bat-form, super-hit (the one that throws the enemy across the whole room)
- Typical vampire weaknesses, like having to drink blood, avoiding the sunlight, disgusted from garlic, hurt from holy water, silver, crucifix' and so on...
- Possibly only 1 vampire player. To avoid early game ends due a vampire who left the game, any human player can choose to continue as vampire (with the properties and stats the vampire had when he left, if this is possible). If noone chooses to continue as the vampire, a random player will be picked.
In the beginning it won't be effective for the vampire to attack humen players respectively their cities and vice versa. Instead, the humen concentrate on advancing their settlement and the vampire his castle. Humen collect food and wood and earn gold from trades, the vampires collect servants and gold by ambushing NPC-travelers and -traders. While the game advances, the vampires may also concentrate on attacking human cities, for even more servants and gold while the humen may concentrate on defending their cities and attacking the vampire and his castle for weakening purposes. But attacks usually happen on a subtle base, as mentioned, e.g. by a zombie infection in a human city, or a daytime slayer attack on sleeping vampire servants. It will be very hard to destroy one anothers base by storming it in the midgame, since there will be strong defense-structures for both parties. In late game, technologies will become that powerful, that one party will be able to storm the other parties base. There might also be a last and final technology that will instantly end the game.
Implemented
Scenario:
- 256*256 Winter-Map. 10%.
- Dynamic weather and other environmental effects. 10%.
Gameplay:
- 10 theoretically working human player slots
- AI controlled travelers that cross the country, search jobs and become citizens of player cities
- AI controlled citizens that bring a little live into player cities.
- City population growth, taking account of births, deaths, jobless' and homeless'
- Player earns gold from house rentals
- A few basic city- and trade-related techs
- Chat- and player-specific multiboard-infosystem
Screenshots:
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