Thursday, June 29, 2006

Dell Laptop Bursts Into Flames In Japan

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And this article that made me Google it...

Thanks be praised to Google Images search.

GP2X RTS (real-time strategy) game idea

See this post and the one immediately after it.

Based on what Tobriand said:

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Can you tell who is flanking who with fighter/bombers? Can you tell which side has the bigger guns, but less corvettes/frigates?

Simplistic symbology, if done right, can tell a lot. After that, it's all gameplay. As you can see here, I assume the ships can rotate their facing, which can be used later for more complicated 2d or even 3d polygons, assuming the game was GPL and someone else came along afterwards.

It's all based on positioning...

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Here's how this game works.

  1. You have four attack unit types: Capital Ships, Cruisers, Frigates and Fighters selected by pressing SELECT than A,X,B,Y.
  2. You have four support unit types: Mothership (makes more, and repairs), Repairship, Minelayers (every RTS needs something for turtles) and Turrets (mothership makes them and sends them to the square you designate) selected by pressing START than A,X,B,Y.
You can't control who your ships shoot at, you can only control their movement.

Selecting and Movement works in this way...
  • Press THUMBPAD down and you activate the "select grid", which makes the grid show up in the background with the button labels.
  • Press that button and your cursor appears there, 4x as big as usual (takes up the whole Y grid, for example). Press a diagonal to narrow your cursor down (you don't have to). Up assumes diagonal left, left assumes downleft, etcetera, for those accidental presses.
  • To grab grids that don't have a button, just move the grid-cursor with the thumbpad.
  • Press THUMBSTICK again, and whatever ships you have selected will go there.
To move something, you either select ALL of a unit type (SELECT, A would grab your Capitol Ships, wherever they are), or you select units in a grid (of any of the four types you currently are working on, based on whether you pressed SELECT or START last, either attack or support units). For example if we grabbed B we would net either the Mothership or the Frigates, but not both.
  • L, when the thumbstick hasn't been pressed, releases all selected units.
  • If you enter Thumbstick Grid-Select mode with units already selected, it assumes you want to move them. If nothing is selected, is assumes you want to select something, and then move it.

Rock, Paper, Scissors
Fighters go after other Fighters first, then Capitol Ships and Cruisers. Fighters are owned by Frigates. Frigates go after Fighters first, then other Frigates, and suck against Capital Ships. Capital Ships go after Cruisers then Frigates, and suck against Fighters. Cruisers are decent against Capitol Ships, Frigates, and Fighters, but don't own or be owned by anyone.

I think the Rock, Paper, Scissors needs to be change to 4 not 3. I think the grid system needs work - that center area is just too hard to select and you can't macro-select it with a 4x square. Perhaps "Volume -" would select the left two unlabeled squares, "Volume +" would select the right two, and THUMBSTICK down would select the middle two, which it would do every time until you press A,X,B or Y to macro-select another grid area.

Just stuff I come up with quickly.