Sunday, September 13, 2015

dwarf sim mountain city

Unlike dungeon games, a real city inside of a mountain wouldn't be lots of square rooms.  To start there would be caves carved out of the mountain by water flowing through it.  The city would be based off of these water supplies, easily being the main streets.  When you live in the city you need a place to work/mine and means to move rock out of the mountain via rail or something else.  This area would look very different from the other areas such as the living areas, food, and commerce.  Generating electricity for light.  Vents for smoke.  Living areas could also be different depending on a cast system with a castle / opulent house in the middle.  Corridors would follow the rock that is easier to cut resulting in many curved rooms and hallways.  Suffice it to say the resulting city that the player would create would look nothing like a bunch of square rooms connected by rectangle corridors.

Saturday, September 12, 2015

sim easter island game

Arriving on easter island you would be able to chop down trees to build huts, eat roots, wild animals and grow a village.  The more people you have the more resources they consume.  But because they are on an island resources can disappear.  Kill all of the deer and there are no more deer ever.  Chop down all of the trees and you are only left with bushes.  Flood the fields with fresh water and you might not have enough to drink.  Prevent disease and population grows faster only to starve unless you hunt more or plant more.  Fail to rotate crops and the fields will fail to provide enough food. etc

The game would be a social lesson about how easy it is to grow exponentially at the start, but how hard it is to not have suffering at the end.

And as a bonus if for some reason you can keep from using up all of the limited natural resource for several hundred years invaders from the West will come and overwhelm the island with their superior numbers.

Realtime cooperative capture the pirate ship phone game

A co-opperative game where each person on their phone controls a navy sailing ship and together the players have to capture/sink a pirate ship(s) that are bigger and faster.  The player would see a top down view of the ocean with their boat in the middle and be playing with other players in the same room connected via bluetooth/wifi.

Each player can see their ship, its location in the sea, its surroundings (other ships, etc) and the local weather.  The game progresses in real time and the player uses the phone’s compass to steer their ship (aka you have to rotate your phone to steer).  A player doesn’t pay attention and they drift off course

- Each person/ship needs to tell everyone else what it knows (location, if it can see the pirate ship, what is the weather, etc)
- Together the group must search for the pirate ship (At the start as a group we know that the pirate ship was last seen over in grid G8 or something)
- Once found the group must coordinate attacking the pirate ship so the pirate ship doesn’t get away and everyone attacks together for the best chance of success.
- Each player manually fire each cannon on their ship.
- Wind/weather would be a factor that would push boats around or make boats faster/slower
- Islands/reefs and other stuff would have to be avoided

Invariably ships would be out of place, the pirate ship would get to slip away, or the pirate ship would get sunk.  I could see it being five minutes of preparation finding the ship with two minutes of intense prep once it is located and thirty seconds of terror during the battle with some very possible cat and mouse as the pirate ship is found and lost and found again.  I could also see the group of players standing up and physically moving around in relation to each other just like their boats to make communication easier.