[**Last edited: ** 12/29/2013]
- Princess Mod Temp Logo courtesy of SluffTurtle
A short little opening bit
[you can skip this if you hate puppies and double rainbows]
I’ve been grazing over this forum since it first started. I never really had the desire to take part until now. I love this game. It’s clean ( something surprisingly hard to find i think) and I can play it around younger kids without feeling like I’m contributing to a generation of desensitized killers. This game hits 10’s on a 1-5 scale all around in my book.
Sorry for the long intro but I plan on updating this particular thread for a while as I develop it more and I like people. So introduce your darn self and criticize the hell of everything to follow:
The Princess Mod
Table of Contents
- Quick Overview
- In Depth Explanation
- Plugin Layout
- Layout In Depth
Mod Idea: a Strategy based random event mod.
Type: Both Turn based and Real Time. Sound confusing? more in detail below
Goal: Save the princess from a horde of evil. And possibly some AI or human competition settlers (To be implemented later).
I love Disney. And what does Disney always have in their movies? Princess’s. Which is why I want to incorporate this into a mod.
-The general mechanics of the game will work like a crossover between an RTS and TBS game. I love multiplayer so being able to incorporate that (even slightly in some vague way) will be a interesting angle if possible. At the moment it would be against an AI (a mountain to climb of it’s own)
-How will I implement this? Your encampment will take the main stage of this mod. It will have the option to start out with a pre-picked amount of supplies (randomly generated each time and possibly an unfair amount if you’re the sadistic kind). The encampment will be in the corner of what I’m calling the “active area” for the plugin. In the center a castle, witches, orcs, and a dragon all the like. That’s the base.
-You will not be able to leave you’re personal area right around you’re encampment (same goes for the center castle and the opposing encampment)
-When it is not you’re turn you can set exact things for troops, builders, and the like to go out and do (retrieve supplies, destroy something). I would like to add some grouping to this so that a troop could go with some builders and maybe booby trap something together.
-Each encampment and castle gets their own turn and will have different goals.
-Every third night there will be an eclipse in lunar energy where all can go outside their encampments at the same time. (possibly create an outpost, attack, the like).
From here details will possibly change a little bit more over time due to constraints and such.
-At this point you’ll have control of one of the encampments. the main goal is to get the princess which resides in the castle in the middle. Certain basic obstacles will be in play (the defenders of the castle, natural elements) but also a political one. You can forge an alliance with an opposing encampment. At this point I’m leaning towards you being able to break the alliance ( with consequences) as default and having an extra setting where you can’t.
-Once the princess is taken there will be a break in the balance as the castle will have been destroyed. in the castles place a black hole. and for whatever number of lunar nights you’ll have to protect the princess.
There’s a ton more to add to this… a lot of balancing. Challenges to think out but I wanted a general idea. It’s a mini-game of sorts but something I haven’t added that is also very important is how it could be implemented (like a random event maybe) so you could continue the game after your princess is saved.
It’s important to note the list below IS NOT a final list of functionality that will make it into the plugin. From the list below I will select my MVP (Minimum Viable Product) at a little bit of a later date. Other “pretty” or “extra” things can still make it in but after the initial plugin is done. Any suggestions are also appreciated
Plugin Event Manager
(This particular group focus’s on the broader control of the plugin and gives it to the user)
(monsters, castle defence/attack, “back hole” hordes, second settlement etc.)
Layout In Depth
-cleanup after Random Event is finished. This allows for the game to continue on after as “normal”
Plugin Event Manager
-Start Princess Event onCommand
-Choose how often Princess Event occurs or turn it off
-Skip to a certain part of the plugin
-Special villager abilities (super strength, speed; not super “powers” like lazer vision sorry)
TBS Functionality (Turn Based Strategy)
-Movement manager (restricts you to your village/sets you free)
-Kill off anyone left outside your village at the end of your turn
-as less gruesome alternative to the first maybe you just lose some supplies or some other “penalty” instead
-Taunting (to be explained…)
RTS Functionality (Real Time Strategy)
-Keep time of day as night until the end of RTS
-Movement manager: drop all limits
-Make monsters and evil things have a more hostile AI
-Special weapons/spells for villagers spawn on field ( for takin down that castle!)
Castle Destroyed Event/The Horde
-castle replaced by “black hole” (got some cool simple ideas for this one)
-Time of day replaced to night
-“waves” of hordes of monsters
-possible “counter” or something of the sort to tell which one you are on
The Horde/Plugin Finished
-cleanup (goodbye black hole)
-Supplies randomly generated throughout active area
-Resources randomly generated thoughout active area