Since I have yet to own an $800 Flash game creation program, any game that I want to seriously design still has to avoid needing computers to work. Of course, I would never insult myself by creating a Candy Land-esque board game. Instead, I decided to create a Turn-Based Strategy version of the Command and Conquer series, a popular Real-Time Strategy game, where you command units and bases with slightly-higher-than-normal technology; except in my version, it's turn-based, because its a board game.
The game is still very early in production, so early that it doesn't even have a name. It mixes together elements from Red Alert, Red Alert 2, Yuri's Revenge, Command and Conquer Generals and Generals: Zero Hour, Command and Conquer Tiberian Dawn, Command and Conquer Tiberian Sun, Command and Conquer Tiberian Wars, and the unreleased Command and Conquer Tiberian Dusk. However, because this is not a real-time game now, the gameplay will have to be radically changed.
The most basic way to play the game will be to play multiplayer. As time goes on, multiplayer maps and their features will become more advanced. A single-player, campaign version may not even ever be released, because since another player is needed to take the place of the AI Bot in command of the enemy forces, all it really is is more multiplayer with one player's base already set up.
As time goes on, I will make updates. Also, tomorrow I will be posting the first dozen pages of the manual for the game as well as the master list of units and structures, both in their file format, so they may take a little time to open.
nathan start bloging!
Posted by: jacob | January 20, 2008 at 01:50 PM