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.
Each player is given a control panel which is a scale version of the grid.
Shooting the walls on the control panel lowers the walls on the grid, allowing enemy sentries to attack each other.
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.
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!
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?
I present to you, the Sentry Game.
Basis:
So far you start with a basic grid of Sentries seperated by walls.
Each player is given a control panel which is a scale version of the grid.
Shooting the walls on the control panel lowers the walls on the grid, allowing enemy sentries to attack each other.
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.
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!
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?