Game
Raid - A Pirate Broadcast from the City of DysLike
10 years ago

Plans, Such Futile Plans or "What did I just play?"


So Raid seems to have been recieved well by all of 10 people, given it’s current state of as a mysterious, cracked, and empty eggshell with guns. As the judging period draws to a close I’d like to lay out what the original concept was and where I intend to go with it now. An update is due tommorow so it’s at least in a quasi playable form and with luck a few more types of (simple) units as well.

And win/lose conditions. And enemies that notice you’re there. And the offset on the frigging Buckvolver (THAT’S RIGHT, IT HAS A NAME).

5d0c4cd8834ff.png

This scribbly mess is what I drew on the eve of the Cyberpunk Jam. I already had an abandoned project that I never made more than a grey box city for, but the original concept remained in my skull. For the jam I said I would restrict the entire thing to a single road, with buidlings each side, to keep the project from getting out of hand.

It got out of hand after drawing 4 lines.

Originally the player would be able to direct the Rebels (the pink guys) against Security (the blue Combine wannabes). They’d build structures on the battle field using mass and power(like Supreme Commander). But where do these come from? From your soldiers! When you place down a structure point they flop themselves into a dog pile and TRANSFORM into the structure after a requisite amount of power and mass is met. Never even got to making the turret (that you can see as a static, already destroyed prop in the jam version).

Now, while you’re fighting your way towards the outpost, Mutant freak robots are charging a Sec barricade on a road that leads to the desloate waste outside the city. By design they’re able to hold them off if not disturbed, but what happens when your allies get close? Will they disrubt the barricade, letting the horde into the city? POSSIBLE EMERGENT HILARITY. If I had got it in. But now I can!

Also orignally, there were to be squads from the Sec side pushing back on the Rebel side, and different units making up those squads. Here’s another sketch I drew just now (sketches that look like a 3 year olds work are important design documents)

5d0c4cdb0d394.png

What you’re looking at here is the concept of Mass and Power being used to shift into different units (like Tremulous/Natural Selection aliens). You have 3 weight classes of unit, each having an upper and lower mass limit(the numbers are just there to look pretty for now). In each class you can shift your systems toward your legs (speed/jumping), arms (power, recoil control, offensive leaning arm mounted weapons), or torso (health, defensive body mounted weapons, team support modules).

The Sheep is a special class. The Sheep is basically a supply truck, it’s defenseless, but gets the best health per mass it collects and can be used to transport alot of mass/power while other units defend it. It’s also the form of choice for defenseless Civ drones who are plugged into corporate Match-3 game consoles at street level, trying to earn enough Power to keep their home Spawners running(and make convienient targets for resource boost when a fight breaks out). The Sheep has the broadest range mass limit and cost no power to transform into (but who the hell wants to be a Sheep?).

Also there’s 2 characters missing. They were going to have dialouge. I even made Facemask for them that never made it in, Ketter and Syxe (You are Jenner of the SYNDICATE THAT I haven’t quite named yet).

So with all that said

“How the hell did you except to do half of that in time?”

IT SEEMED REASONABLE AT THE START OF 2 WEEKS, shuddap

ANYWAY, what this all means is that hope to make this into something special that’s worth your time and hope you look forward to maybe one day seeing the full City of DysLike (original working title was Dystopic) and future projects by Loon of Nature studio…thing.



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