Developing Puzzle Game [with pics]

Blue552

L3: Member
Sep 16, 2009
137
18
So I decided to make this puzzle in which two players try to outwit each other, much like checkers. The only difference being that this game is played with guns.

I present to you, the Sentry Game.

Basis:

So far you start with a basic grid of Sentries seperated by walls.

AyAET.jpg


Each player is given a control panel which is a scale version of the grid.

QKpCy.jpg


Shooting the walls on the control panel lowers the walls on the grid, allowing enemy sentries to attack each other.

tBGS4.jpg


Despite thinking that this is straight forward, there are many different variations which can all change the flow of the game, even the direction a sentry is facing is very important to note.

GFnUX.jpg

This particular game led to RED being up by a level 2 sentry despite a symmetrical grid.

Whoever is left with a Sentry still standing is the victor!

SJVeh.jpg




Current Version:

A static sentry setup in a 3x3 grid. Each player starts with three level 1 sentries and a level 2 sentry.

Whichever team destroys the opposing level 2 sentry first gets a bonus level 1 sentry.

Players can heal one of there own sentries for 50HP once per turn.

Future Plans:

There is a lot I want to do to this, here is a list of maybes:

- Ability to rotate sentries

- Ability to upgrade sentries after a certain number of points

- Brings walls back

- A 4x4 Grid

There can also be different game modes, like moving platforms with stationary walls.

Each team can only control their own team walls.

My biggest plan, which I think is the best is to create random, yet balanced sentry layouts - So no game is the same.

I want complete randomness when it comes to the sentry layout [yet mirrored for the other team]

Doing this with as small number of entities Is the difficult part. Would get messy if I needed 12 case_logics followed by many more logic entities. This may be the case though.



Don't worry I also plan to make the map itself as pretty as possible with many cool secrets.



I post this because I want to hear if you had any useful suggestions or ideas?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Excellent. Looks like fun.

-Ability to rotate sentries could be done, but it'd be hard to do.
-Upgrading could be simple.
-Bringing walls back is simple.
-4x4 grid kinda takes the point of Noughts and Crosses away... but it can be done.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Future Plans:

There is a lot I want to do to this, here is a list of maybes:

- Ability to rotate sentries

- Ability to upgrade sentries after a certain number of points

- Brings walls back

- A 4x4 Grid

- func_momentary_rot_button with some clever inputting and outputting.
- math counter added to with the sentries OnDestrotyed output. math counter InValueing to a logic case that has a case for how many points, and AddOutput with sentry level.
-func_door?
-simple