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Is it possible to create a turn-based "board game" ?

Archive: 12 posts


So, i got this crazy idea for a level, a board game !

Anyways, is this possible ? The thing i was aiming for was a game like RISK or Axis and Allies, thing is, im not very experienced in level-making so i don't know if this is even possible.

Basic stuff i need for this level:
1. A cursor of some kind (this i can handle )
2. A map/board, the "map" in this case have to be made up of different "territories", with different names, values etc.
3. Selectable and movable "Troops" of some kind
4. Some kind of combat mechanic that decides the outcome of the "battle", the number/value of the involved "troops" would also need to be added.
5. A mechanic that gives you troops/money, based on the territories you controll at the start of your turn, also some kind of bonus if you controll a whole "continent"

Advanced stuff i would like to add:
6. Different "troops" like tanks, artillery, planes etc. These different troops have different values and costs more/less based on their strength
7. Hitpoints for the different troops
8. Special features/traits for the territories like: "Gives 1+ strength for defending army" or "Gives you additional money" etc.
9. Usable "powers/skills" Example: The attacking player can use a "power" to get addtional troops in a battle
10. Buildings for the territories. Example: "Factory" - Increases income. "Fort" -Adds a defensive bonus and increases strength of the defendig army
11. Special "traits" for different troops. Example: Tanks - can move twice, artillery - can cancel the defensive bonus of a fort.

So, thats all i can think of. It sounds imposible, but the amazing creativity i stumble across never stops to amaze me, so maybe its possible after all

Anyways, any tips, usefull links etc. would be much appriciated

Cheers
2011-02-12 10:27:00

Author:
Unknown User


Short answer: Yes it is.

Here's the catch: Effing logic, how does they work?

If you attempt this project. Keep your logic as neat and tidy as possible, because if you don't, I guarantee you won't finish making it.
2011-02-12 15:26:00

Author:
Yofig
Posts: 288


Ok, thank you
1.I have seen a chess game ("gameboard", " different units" and "traits for units")
2. Lots of tower-defence games ("units, "upgrades" and a "money giver").
3. "RPG`s" ("Turnbased" and "Different commands and menus")
If i could get my filthy paws on some of the microchips they used i might be able to pull it of, but creating everything from scratch seems like a monumental challange for a novice like me
2011-02-12 17:23:00

Author:
Unknown User


Lol it's little big planet anythings possible 2011-02-12 18:02:00

Author:
fireblitz95
Posts: 2018


Just take it slow, break the project up into lots of smaller ones. No one part of this idea sounds particularly difficult, it'd just be a matter of getting it all to work well together.2011-02-12 18:17:00

Author:
Speed Racer
Posts: 156


Yeah, work on one aspect at a time.

A great creator's tip is to make everything separate like props that may appears a lot in the level. First make a microchip system that you can place somewhere that makes things move accordingly. Then make things (like your tanks, soldiers, etc.) that the microchip will control, then make a map.

3 simple steps.

An idea? How 'bout a timer which counts down from 30 and you have 30 seconds to do things. You can select a place for your troops to move depending on how many tokens/something else you have and once you stop you can pull off a bigger move like take oer territory or end your turn at any time at a certain point. Just use a selector that cycles through and maybe a randomizer conneccted in a special way that randomizes where each player comes, and some CPU's too that do something.

This would be a very thermo-consuming, hard work project and would take a long time to perfect. Good luck, you'll need it.

Maybe even build up a team to work on certain aspects. Like one makes turn selector and movements and territory takeovers, one make CPU's, one makes the microchip I mentioned earlier, one makes props, etc.

2011-02-12 18:46:00

Author:
mutant_red_peas
Posts: 516


It's certainly possible, and there's some good advice here. I would also add that you shouldn't expect to be done with it any time soon.

Pick a crater on your moon with several smaller craters in it to work on this, so that you can have many test levels right together.

Another thing I would do is to break down your tasks into exactly what you need. For Example:
You need a troop. On the basic level what can the troop do? You know that it will need to stay in place somehow. It will need to be able to be picked up and moved. Now just make a block, and get those two simple parts out of the way. Now you have a basic piece that can be placed and moved.

Next, you need some sort of map. It should have territories that can be defined and recognized. So lay out a basic map with different colored squares representing territories. How will these be differentiated? Can you use a tag on the territories? Maybe you need to overlay holo material to make it work better. Experiment a little.

So, now you may realize that you need two or more teams. So pull your saved troop object out of the bag and place a tag on it, and color code these to each team. Then use the label to tell what kind of troop (eg red tag "infantry" label). Now add a tag sensor on each territory to detect that troop. For now, just hook that sensor up to a light so you can make sure it is working.

Not all of what I mentioned will work, but you can see how breaking things up very small parts makes it more manageable. Take some time out of game, and write it down. When you are writing write words like "and", "is not", and "or" in uppercase. These will act as cues for you when you start actually defining logic. The stuff you have written down will also keep you from getting sidetracked doing things you don't need, and will keep you from feeling lost when you complete something.

Lastly, when you feel stuck on something, put it away and work on another part. If you get stuck on troops, work on your game board some. If you get stuck on some logic, start designing how you want it to look.

Take breaks, and play other levels. Don't rush. It will start to come together on its own over time. Remember, this is fun. If you're working on something that is not fun, stop for a while. Come back to it when you are ready.
2011-02-12 20:06:00

Author:
tdarb
Posts: 689


What we're all trying to say is this project will require time, hard work and a lot of craters on your moon.

On behalf of everyone else, I wish you good luck with this, and I can't wait to see the end product.

Well I can wait because you have to take your time to make it spectacular.

tdarb couldn't have put it better.
2011-02-12 20:39:00

Author:
mutant_red_peas
Posts: 516


Hmm.. thanks for the idea! But seriously, with the right logic, it can be done, and I believe it could be done fairly easily, too. The amount of time to produce the logic and everything related to that would simply take quite an amount of time to accomplish, if done correctly.

Now if you wanna start talking about difficult ideas, all I have to say is, Mario Party. :hrmf: Now THAT would be a challenge.
2011-02-12 21:36:00

Author:
Dylanlip
Posts: 18


You could maybe even have a battle system so all this '+1 Strength' stuff is used in a real battle.

2011-02-13 07:38:00

Author:
mutant_red_peas
Posts: 516


Thank you for all the anwers, you guys are great

I hope i can get this together one day
2011-02-13 14:10:00

Author:
Unknown User


Hi everyone, i just wanted to say im doing some progress on my map, im not saying i will be done anytime soon, but i've got started on the basics.

So far i got: 4 controllinators who controlls the game-cursor, they are hooked up in a way that only one player can controll it at a time.
-When a player presses R1, he/she ends his turn and the cursor becomes unresponsive untill all other players have had their turn and the circle is complete.
-Also the cursor only recogninses "units" (atm they are just pink squares with som logic on, lulz) that belongs to the players that is currently controlling the cursor.
-The cursor can also select, deselect and move multiple "units"

What im stuck at is the battle logic, i need the "units" to "fight" when they contest for a territory, but i can't figure out how, also i need some way of increasing a units "strenght" when they increase in number (or when they have some kind of bonus)

A special thanks to BludgaBoy, MrFoofles, Defcon01 (youtube) and tdarb, you helped me alot whitout knowing it
2011-02-15 23:05:00

Author:
Unknown User


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