Wednesday, July 19, 2006

Game Idea

I've had this idea for a game for a long time, ever since I read a synopsys of Timelords (IIRC) by Julian Gollop, which is an old game on the Spectrum. Anyway, this idea is a bit vague, so bear with me. Actually, thinking about it, it's more of an "aspect" that can be "fitted" to any other game that involves time travel. Basically, the player travels in time, and when the affect something, then just like real-life (presumably) they affect it in the future.

To give you a more concrete example, imagine Command and Conquor with time travel. If your units could go back in time and destroy the research centre, then in the future the enemy wouldn't have all the highly advanced technological weapons to fight you with!

Anyway, I'm still trying to think of a good way to actually implement this idea in a game. I'll let you know when I manage it.

Tuesday, July 04, 2006

Some more thoughts about my Grand Theft Auto MUD

Most of my customers seem to be from America (I'm naively assuming, since they speak english and connect in the middle of the night (I'm in the UK, BTW)). Unless they are nocturnal brits? It does mean that I rarely get the chance to interact with them though.

I'm still struggling to come up with more good ideas for the game (that are easy to implement if I'm being honest). Quite a lot of people walk around and think "is that it"? I think that's partly their fault for not actually talking to anyone, which is the main way to find missions.

People always want to kill kill kill! I'd probably perfer this mud if it was more of an adventure, but I suppose it's understandable given it's based on Grand Theft Auto. However, people join the game, type in 'KILL [the name of the NPC they first meet]' and then usually succeed, but then get killed by the cops. There's far more to it than just fighting!