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Annihilation - My First Game

Annihilation - My First Game
Name:Craig Courtney 
Date Posted:Nov 04, 2006
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
I purchased TGE and some content packs about a year ago and I've been lurking off an on ever since. As probably the norm, my original intent for using TGE was beyond (think large scale MMORPG/FPS) what I could commit for time as well as required me to tackle to many technical hurdles. I think I've now settled on a reasonable scope for what I want to accomplish for my first project. It also let's me combine my two expensive and time consuming hobbies - computer gaming and table top miniatures. It's still an ambitious project but with much fewer technical hurdles and I have a built in community of testers in my existing gaming group.

Mission Statement
Annihilation is a tactical turn based combat game that pits two players forces against each other on the field of battle. Annihilation will make miniature war gamers and collectible card players feel right at home. Hours can be spent strategizing how to effectively use units together and building the perfect army list, but all plans fall apart as soon as enemies plans collide with yours. Annihilation will require both good strategy before the game begins and excellent tactics reacting to the unfolding battle.

Game Play Overview
Annihilation allows players to construct an army by selecting from a list of available unit types. Once both players have selected their team game progresses in alternating turns where each player activates moves and potentially attacks with one of their active units. The game ends when one player has destroyed the others army or beaten them into submission. Each turn will have a time limit to keep the combat flowing fast. Each unit type will have differing movement pace, attack speed and power as well as arcs of fire. Fog of war will be used making recognizance units vitally important. Several maps will be provided which have differing terrain implications (Water, Bridges, etc). Placement, movement, visibility and range will use a grid to keep complexity down.

Possible Additional Features

  • Placeable terrain to vary maps from game to game
  • Custom map editor
  • Multiple game types (Capture and Hold, Defend Facility, etc)
  • Ranked game play ladders
  • Tournaments
  • Remove grid movement and visibility for more of a simulation feel
  • Pseudo real-time turns like balders gate / neverwinter nights combat
  • Simultaneous turns


Setting
Annihilation is set in post-apocalyptic America approximately 60 years after nuclear war has destroyed 90% of the life on earth.

Quote:

So much has changed yet we repeat the mistakes of the past. It's been over 60 years since annihilation day. So few are alive now who can remember life in the aftermath let alone history before. Precious little written history is left and what exists is hidden by those who would build new empires. - Alderec Smith


Planning
I plan on tackling this problem in phases. I have not derived these tasks to a schedule yet. I need to get my hands dirty in some of the activities before I would feel comfortable with understanding the timelines involved. In addition I need to get a feel for my level of enthusiasm as I begin the hard work.

Phase 1 - Core game play and flow
Complete engine modifications and make sure the mechanics and flow of the game work. Below are the items I believe need to be worked out in the core engine.

  • Camera Controls - There is no player avatar in this game. So camera location, rotation is around an arbitrary point. Need to make sure movement of this camera point is smooth and reliable. It's unclear whether this can be accomplished by script or not with 1.5s camera at point or the advanced camera resource.
  • Turn Control - I need to be able to track player turns manage timers and general game flow. I think this will mean new Player and Game Connection objects.
  • Movement & Pathing - This will probably be the largest hurdle. This will require inspecting terrain and creating a movement grid. I hope to be able to have different units able to handle different slopes and terrain types. In addition movement will be more like an RTS that FPS so I need to implement a path finding algorithm and the corresponding code to animate the unit to through the path.
  • Selection & Placement - I will need to be able select a grid location with cursor. In addition I will need to be able to visibly indicate movement range, visibility range and weapon range.
  • Stat Based Attack - I will need to calculate combat outside the existing projectile code.
  • Army List Selection - This will be some intensive GUI work to allow enforce army construction rules. It will also probably require save/load capability.


Phase 2 - Army/Unit Design and Balancing
Once I'm comfortable with how the core game operates it will be time to focus on design and feel of the armies. Each army must have a unique feel and strategies so they will have to be carefully balanced. This phase will also be the one to have the most influence on the setting. I'm open to the setting morphing drastically to incorporate fun and interesting armies.

Phase 3 - Art and Special Effects
This is the polish phase of the game and where I will have no choice but to look for other talent. I have passable photoshop skills but I'm by no means an artist.

I'd be grateful for any input on my approach or the game idea. Hopefully I can stick to this project and not become one of the countless here's my idea and fade away blogs!

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Christopher T. Morrissey   (Nov 04, 2006 at 19:38 GMT)
You may want to look into a name change as "Total Annihilation" is already a game which has similar characteristics to your game.

J Sears   (Nov 04, 2006 at 21:13 GMT)
I'm not too familiar with trademark law but with how old total annihilation is and using just annihilation and sounds like he's using realistic units where as total annihilation used futuristic units I think he'd be ok. Really if you think about it every name imaginable has probably been assigned to something at sometime or another

Maxwell Marsh   (Nov 04, 2006 at 21:26 GMT)
Is this game based off Annihilation mod for Starseige: Tribes? If so, its already being done.

Craig Courtney   (Nov 04, 2006 at 22:28 GMT)
@Christopher, J: I'll call it a working title for now. If I get close to releasing something I'll worry about those kinds of issues.

@Maxwell: Nope. Never heard of that before your post. Just looking it up that mod has no resemblance to the game I'm talking about. I am not going to make a class based multiplayer FPS, but a two player turn based strategy type game.

Charles Andrew   (Nov 06, 2006 at 07:13 GMT)
sounds cool, but i have a project called "Annihilation Point" so no taking of that! nice ideas though

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