So far, the only game he's completed is Pong with C++ and a library to do stuff for Wii homebrew, and he sent me a design doc of what he wants to make and asked if it's too complex...
http://docs.google.com/Doc?docid=0AerH8 ... OGM1&hl=en
So yeah, I told him that's too complex. To remake an arcade or atari game instead, or if he wants, maybe try writing that as a text game first so he can see just how much is involved, without even putting in graphics.
So here's his new idea:
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Okay, well you said a text based one, so instead of SDL, for now ill use only Public Domain Curses.
Instead of this big idea I had, it’ll be something simple. Kill monsters for exp, drops and recipes. And use those recipes to cook the drops you get, which the results can do a number of things, heal you, buff you, cure you, give you exp, learn new fighting skills, or be sold. Each time you make something, you get cooking exp. Cooking exp earns you the ability to learn higher leveled recipes, but you still have to find them. Also if you find any, Duplicate recipes could be sold for a fairly high price. Likewise, buying recipes requires quite a bit of gold.
The fighting system will be turn based. The hit/miss equation will give you a 50/50 shot with your Aim == Opposing Evasion. If your aim is 1% higher, then you get 51% chance to hit. If your aim is at least 50% higher you hit every time. Likewise, if your Aim is 50% lower you miss every time, etc. recipes early on will let you temporarily increase you aim and/or evasion. For the actual damaging side of things, strength increases damage, and opposing endurance decreases damage. In a nutshell I have 2 equations I could possibly choose: Health -= (STR * weapon power) / (END + armor bonuses) OR Damage = (STR+WEP)-(END+ARMOR); if(Damage <1) damage = 1; HP-=Damage.
And why why why don't people understand what a "basic game" is?? Write freaking Pickin' Sticks, then build up from there. x_x Don't attempt to improve on SPORE for your first game! DX