GNS
'I've played the demo at least once everyday'
You're kidding!
Actually I fire it up now and then as well just to remind myself where I'm going. I chose a tank game 'cause I think there's a (independant games) niche for a really well done, action packed tank game.
Also I noticed another bug in it the other day - artillery shells 'sticking' on laser turrets and not exploding.
However, I've decided to expand the fortress idea considerably and I'd like your thoughts about the following ideas;
On starting a level, there'll be no friendly units waiting for activation. The player firstly has to collect a number of 'projection gems' and take them to the fort to activate/create a hub.
A fortress commander is then airlifted in. He runs to a 'control room' in the fort, and calls in two harvesters. The harvesters then begin to collect gems (RTS style obviously). The commander uses collected gems to airlift in infantry, tanks and gun emplacements to defend the fort.
The player can help but this'll be autonomous. Meanwhile, the enemy's doing the same. The player can get out and harass the enemy, look for bonuses, defend etc, so there'll be plenty to do.
The goal is to reach a critical number of collected gems. Once done, then a massive incoming airdrop of friendly units occurs and they'll trundle off to attack the enemy fort (or vice-versa if the enemy have amassed enough gems first).
To sucessfully attack a fort, you'll need to scale the walls (FPS mode), fight to get to the enemy commander, terminate him and open the fortress gates allowing the tanks in to steal the hub key.
Get the hub key back to your fort and you've won.
Hurrah!
'I've played the demo at least once everyday'
You're kidding!
Actually I fire it up now and then as well just to remind myself where I'm going. I chose a tank game 'cause I think there's a (independant games) niche for a really well done, action packed tank game.
Also I noticed another bug in it the other day - artillery shells 'sticking' on laser turrets and not exploding.
However, I've decided to expand the fortress idea considerably and I'd like your thoughts about the following ideas;
On starting a level, there'll be no friendly units waiting for activation. The player firstly has to collect a number of 'projection gems' and take them to the fort to activate/create a hub.
A fortress commander is then airlifted in. He runs to a 'control room' in the fort, and calls in two harvesters. The harvesters then begin to collect gems (RTS style obviously). The commander uses collected gems to airlift in infantry, tanks and gun emplacements to defend the fort.
The player can help but this'll be autonomous. Meanwhile, the enemy's doing the same. The player can get out and harass the enemy, look for bonuses, defend etc, so there'll be plenty to do.
The goal is to reach a critical number of collected gems. Once done, then a massive incoming airdrop of friendly units occurs and they'll trundle off to attack the enemy fort (or vice-versa if the enemy have amassed enough gems first).
To sucessfully attack a fort, you'll need to scale the walls (FPS mode), fight to get to the enemy commander, terminate him and open the fortress gates allowing the tanks in to steal the hub key.
Get the hub key back to your fort and you've won.
Hurrah!