ID:110787
 

Poll: (please see game before voting)What do you think?

Seems like it'd be dull 14% (1)
Seems like it'd be fun 57% (4)
Give me the source!?!? 28% (2)

Login to vote.

Well, awhile back there was a handful of single player digging games spouting up left and right. Honestly, they weren't too bad. Something fun to pass the time.

It was back then when I had an idea for a game I figured I'd call Dig This!(name will probably change if game is ever released).

The idea behind the game was a digging environment you, the player, pretty much shaped. I liked it and actually think if done correctly it would be a pretty fun game.

Here is what there is so far. Mind you this isn't even good enough to be concidered alpha stage. However, I havn't made a post in awhile due to laziness and sadly my lack of desire to make games(yep, who woulda figured making games could lose it's flare ;/)

So, tell me what you think.

Now, because of the way the systems work this game would most likely never be multiplay(although a Load Wars Next Generation rework would be pretty cool). It's simply too CPU costly.
If you made tiles 16x16 and had nice looking auto-joining icons you could make the destruction tile-based and easily support multiplayer.
What about it >.<? I'm assuming you're saying this would make the game better? Or create the ability to play multiplayer?
*edit* Also, that's the lazy way and wouldn't allow for the kind of freedom I was wanting in the game XD.
Oh, sorry Forum_account. I was on IE and noticed BYOND cut off your message to where it said, "If you made tiles 16x16 and had nice looking auto-joining icons you could mak". I was obviously at a loss =). Yeah, that would work. I actually thought of a way that "MIGHT" prove to give me the control I desire with the CPU I need. Problem is, my idea is to make icons scanned then rounded pixel objects placed (rounded as in color) in that location then those are what are deleted instead of the icon changing. However, worried that too many objects in a world would cause problems as well. Resource size is the problem I'm hoping to fix with this. My newer version of the systems I used in this game(shooting/movement) honestly would probably be able to support 2 teams of 4. As mentioned above, laziness is always an issue XD.
That's the reason for using 16x16 tiles, you'll have 4 turfs per 32x32 area instead of lots of objs or custom icons. It's also simple to implement and it doesn't complicate movement. What we're discussing is about 1% of a game, so if you want to do this the hard way (and if laziness is a factor) it looks like you'll never get to the other 99% of the project.

Having two teams of four is plenty. People are often concerned about supporting as many players as possible, but few games get that many. This doesn't seem like it would be an epic mmo-type game with tons of people on one server, so supporting 8 players is plenty.