- Joined
- Aug 23, 2008
- Messages
- 2,319
I got a map concept for a multiplayer tactical action game called A for Assassin. The point of the game is to start alone, gather followers, make appointments with the other players (appointments like money transactions, deals, and stuff like that), and eliminate other players by killing their leader (the person you start off with at first). You can dress your leader and followers with casual clothing, put them in a suit or something else to keep cover among the crowd walking around. During a meeting with another player you can choose to go yourself (your leader), or send someone to represent or act like he is your leader to keep your leader safe. Followers can be ordered to walk around with a weapon or you can set them up in a room in a building to keep an eye out from long distance. You can order your followers to walk around with a pistol, full-automatic gun or sniper rifle (Pistols are well hidden, full-automatic guns are strong but easily spotted, and sniper rifles are for units in buildings).
Entering a building:
I'd like some suggestions on how to order a follower to enter a building. My 2 idea's are Dialogs and typed messages.
For the dialog, you select a follower, click his Enter Building ability, select a building and you'll get a dialog screen. First screen is which side of the building to watch out from (north, east, south or west, depending on what area you want to keep an eye on). The second screen is which floor (a higher floor gives less chance to be spotted, but less accuracy too).
For the typed message idea, I was thinking about letting the players type the commands. If a player types '-Order Follower 1 to enter Office 3, North side, Floor 7' then it does as told. This could be annoying, but the followers don't show on the map.
Meetings:
Also I'd like some suggestions on how to arrange those meetings. My first thought was typing them. As in '-Ask Red for meeting at Public parc 1 at 18'. This will send a text message for Player 1 (Red) only that the player typing that message requests a meeting with him at Public parc 1 at 18.00. Player 1 can reply by typing '-Accept meeting Blue' (if the player who requested the meeting was Player 2 (Blue)), and Player 2 will get a text message for him only that Player 1 accepted.
Maybe somebody has any idea's on how to do this easier.
Leaving a building:
After a few posts, I realised that I could also use suggestions for how to command units to leave a building. You can command units to enter a building. Since I can't make the a building a transport (because then only units fro 1 player can enter, and other players know someone is in there, etc.), I just make the unit in a building removed upon entering, saving it's information and when it's going out it'll have the information loaded again. The problem is: If the unit is removed from the game and only has statistics of it, how do you people suggest how I should allow players to command a unit to leave the building? Keep in mind that they should order a specific unit in a specific building. Chat strings are possible, but then there needs to be a way to inform them of which units (probably with a number) are in which buildings.
Any idea's are welcome. If you have questions, please post them here too, so everyone can have a better idea of the concept.
Entering a building:
I'd like some suggestions on how to order a follower to enter a building. My 2 idea's are Dialogs and typed messages.
For the dialog, you select a follower, click his Enter Building ability, select a building and you'll get a dialog screen. First screen is which side of the building to watch out from (north, east, south or west, depending on what area you want to keep an eye on). The second screen is which floor (a higher floor gives less chance to be spotted, but less accuracy too).
For the typed message idea, I was thinking about letting the players type the commands. If a player types '-Order Follower 1 to enter Office 3, North side, Floor 7' then it does as told. This could be annoying, but the followers don't show on the map.
Meetings:
Also I'd like some suggestions on how to arrange those meetings. My first thought was typing them. As in '-Ask Red for meeting at Public parc 1 at 18'. This will send a text message for Player 1 (Red) only that the player typing that message requests a meeting with him at Public parc 1 at 18.00. Player 1 can reply by typing '-Accept meeting Blue' (if the player who requested the meeting was Player 2 (Blue)), and Player 2 will get a text message for him only that Player 1 accepted.
Maybe somebody has any idea's on how to do this easier.
Leaving a building:
After a few posts, I realised that I could also use suggestions for how to command units to leave a building. You can command units to enter a building. Since I can't make the a building a transport (because then only units fro 1 player can enter, and other players know someone is in there, etc.), I just make the unit in a building removed upon entering, saving it's information and when it's going out it'll have the information loaded again. The problem is: If the unit is removed from the game and only has statistics of it, how do you people suggest how I should allow players to command a unit to leave the building? Keep in mind that they should order a specific unit in a specific building. Chat strings are possible, but then there needs to be a way to inform them of which units (probably with a number) are in which buildings.
Any idea's are welcome. If you have questions, please post them here too, so everyone can have a better idea of the concept.
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