It's about time to talk about my game.
A while ago, I've been talking to a good friend of mine about video games. Specifically, we were talking about games we liked as teen-agers. Gamers that are no longer available. And we found out we're always coming back to the same type of games, a type that's gone from this world. No-one seems to be creating those types of games anymore. I'm talking about space-combat-sim.
In case you have no idea what I'm talking about, I'll give a few examples: Star Wars: X-Wing, Star Wars: Tie Fighter, Star Wars: X-wing Alliance, Freespace 2 and so on.
In those games you usually play a pilot, flying some kind of space-craft into battle. You have various missions and goals, and you fight other crafts - big and small - to meet them.
But that's not all.
I'm not planning on making another TIE Fighter clone. I'm planning on making a level-engine for this type of game.
What does it mean?
It means that ANYONE around the world, by editing a simple XML file, will be able to create missions, briefings, and even whole campaigns!
The idea is very simple: all of the assets and game-logic (including AI) will aready be in the game. All the mission editor will have to do is simply define who and what happens on the mission. For example, a player may want to define the following simple rules:
- A shuttle (called "Victory") moves from point A to point B.
- 3 fighters (named Red1 to Red3) are escorting it.
- The player, flying another fighter (Blue1) and his wingman (a bomber named Blue2) need to destroy the shuttle before it reaches point B.
- If player dies - the level ends in failure.
- If the shuttle reaches point B - the level end in failure.
- If the shuttle is destroyed before reaching point B - the level ends in victory.
Simple enough, right?
Well, that's basically all the player will have to define. The fighters escorting the shuttle will know what their job is: they will automatically fly around the shuttle, and once an enemy gets close - will break off to attack them. They will fight to the death. Once the opposition gives up or is destroyed - they will move to escort the shuttle once more. Blue2 will know his job and follow orders given to him by the player. He'll also protect the player if necessary. The shuttle will make its way as fast as possible to point B, moving through the shortest route possible.
This example show how a very simple mission could go. The player making the mission (we'll call him designer) will only need to define some very simple stuff - and the engine will do the rest.
But that's not all!
Using the game engine and XML, the designer will be able to create in-game cutscenes, pre (and post) mission briefings, campaigns trees (since they're won't be linear) and in-game dilemmas that occur while playing.
I'm also planning on integrating an achievement and challanges system, as well as a personnal tracking system, and a global one.
But that's not all!
I'm also planning on sharing the glory!
If you're a level-designer, and you've created a good level (mission), or campaign - you'll be able to upload it to our servers, and once it gets approved - sell it through our in-game system.
This means players will have as many levels and campaigns as they want - some for free - and they'll be able to create new ones, and make money off of it. Probably not a LOT of money - but still - money is money.
So, that's it. There's actually a lot more to it - but that's the basic concept. What do you think? Will it make me rich?
Let's hope so
-Shay