A Visual Resume...for those who might be interested.
A friend of mine got me into "Visualization Techniques" this would be my first effort.
Developing, project managing and general requirement pushing
//
//base image (is under everything)
//
$image = imagecreatefromgif("background.gif");
$width = imagesx($image) ;
$height = imagesy($image) ;
//
//create the final image to be output
//
$image_final = imagecreatetruecolor($width, $height);
//
//create a few colors, for drawing
//
$black = imagecolorallocate($image_final,0,0,0);
$white = imagecolorallocate($image_final, 255,255,255);
//Get destination coordinates
$dst_x = 75;
$dst_y = 75;
//fill image with background
imagefilledrectangle($image_final, 0, 0, $width , $height , $black);
//copy background to output image
imagecopyresampled($image_final, $image, 0, 0 , 0, 0, $width, $height, $width, $height);
//
// Add another image over the top
//
$overlay = imagecreatefromgif("unit.gif");
$width_o = imagesx($overlay);
$height_o = imagesy($overlay);
imagecopy($image_final, $overlay, $dst_w,$dst_h,0,0,$width_o,$height_o);
//
// Write some stuff on the image
//
imagestring($image_final, 3, 15, 32, "Hi there", $black);
imagestring($image_final, 3, 200, 32, "Holy Moly", $black);
//
// Send the image to the browser
//
header("Content-type: image/gif");
imagegif($image_final);
I recently added a new feature to the Angels and Demons game. To date the game has consisted of a pretty simple game model. You build buildings, research and level up till you have the best units you can get. You then start to attack the Holts (player maps) around you. Seeking to take them over.
When a battle takes place, the Attacker decides on the number of warriors to send on the attack. They send the warriors on their merry way and 10 min later the battle takes place.
When a player is attacked, the Defender, all available warriors will participate in the battle.
Now with Traps, Defenders can take a part of their Army and "hide" it on a specific Holt. Once those warriors are hidden in a Trap the Defender cannot use them to attack anyone. However if an Attacker launches an attack on the specific Holt the "hidden" warriors do twice as much damage and have twice the defense.
An Example:
The Demon "DemonKnight" is consistently attacking "Heavens Path" which is owned by the Angel "Eternal Life". Eternal Life decides to set a Trap and hides 300 Arch Angels on Heavens Path. This leaves Eternal Life with 1,000 Arch Angels to play with.
DemonKnight attacks and finds himself facing 300 Arch Angels at (*2) attack and (*2) Def. And an additional 1,000 Arch Angels at normal attacks and defense.
He is routinely demolished.
My Thoughts
I think this adds another dimension to the game, as players can bait Holts by making them look like easy targets. Attackers could be suckered into attacking, but when facing a unit with 2 times the attack, the Attacker units die faster. And because the Defender has 2 times the defense, the defender units die slower.
This seems to be a clever way to slow down an aggressive player.
Angels and Demons is the latest game I have been working on. It is a resource management game where the primary resource is souls.
The game starts of simply and gets more complex as you progress. There is a certain language or culture that goes with this game as you will see.
When you start you have to choose a side to join. You can either join the Angels or the Demons. Angels defend a bit better and Demons attack a bit better. Once you have made a choice, you can not change sides.
After you have picked a side you are given a piece of land, called a Holt.A Holt consist of a 7 x 8 grid of land. It is your base of operations...of sorts.
On a Holt you can build structures, each structure allows you to do take different actions. Certain structures train warriors, others will gather souls, others will cast and maintain spells.
Each building that you build increases your Holt's attack and defense powers. Not important right now, but critical later on.
You start the game with 1,000 action points. Action points are the life of the game, they allow you to perform actions. You receive 1 action point per min up to a max of 1,000. (This may change depending on the game server and general feelings of the developer). Action points can not be purchased.
You start with the ability to build three types of buildings:
One that will train warriors. One that will gather souls. And one that will defend your Holt. You can build as many as you want although each building cost a different amount of action points and souls to build.
Each building allows you to "Research" another building. These research able buildings can not be built by you yet, as you do not know "how" to build them. Spend the action points and these buildings will become available to you. The first few are easy to research.
Now this game takes a bit of thought, initially it would appear that if you build a bunch of stuff you can win easily, but you will find that your action points will not be enough. You can not win this game by being the fastest "clicker" or the person who visits the most often. You have to do a bit of planning. Strategy some might say. *grin*
Once you have an Army go exploring, visit the Holts around you and figure out who deserves to die.
The Next Level
There is a meta game, to Angels and Demons. You have your Holt and you can explore the surrounding 8 Holts. These 9 Holts, yours and the 8 around it, make up a Realm.
Initially you are competing with just those folks in your Realm. But when you begin to dominate and hold 3 or more Holts you will receive a "Realm Gate", sometimes called a Neather Rip, this gate will allow you to travel to other Realms.
However it's a double edged sword. Until a Realm Gate is built your realm could not be attacked from other Realms. Now that one exists, other Angels and Demons can enter.
So at this point you are now competing against other Realm holders.
Ranking
You will always see a ranking for just players who have Holts in your Realm.
You can see a game ranking which ranks you with all players as well.
Tokens and Membership
Members can purchase Tokens. Tokens allow you to perform certain actions quicker but still take action points. For example you purchased a "Fallen Angel" for 500 Action points....normally you would have to wait about 3 hours before that unit is ready to fight. Member tokens can be used to bring that character up to speed immediately. There is a limit to how many tokens you receive each day, and every time a member uses tokens, free tokens are given to Non-members.
Members have special avatars in the rankings, chat and online boards.
Members are able to name their Holt and lay down different floors on their Holts.
Members are able to view a full list of all their buildings and all the outstanding actions for those buildings.
Thanks for reading the post!!!
Players like to be drawn into the story. While most PBBG will not take over the entire screen or have heavy 3d graphics, having a background story and a consistent narrative throughout the game goes a long way to having immersing the player in your game. Be forewarned this is one of the toughest of all of the attributes to implement as it takes a methodical, long term, and strategic builder to maintain a good story line.Reason #2: Player Ownership
Allow your players to "own" a piece of the game. Ask yourself what aspects of the game play do you allow your players to control. The most common implementations of this are an in game auction site, allowing players to sell items from a shop, or allowing players to swap items or even create them. One of the best games online that allow player ownership is SecondLife. (Yes, I realize it is not really a game)
Do you give your players a way to stand out from other players? The more opportunity you give them to stand out the more invested they become in playing the game. Most games have some sort of built in Avatar system, while this does go toward personalization it has been proven that most gamers have become jaded to the avatar and consider it the same as a personal username. Leaving the Avatar system with a lesser impact than it did in past times.
Having rare items within your game gives the collector within the gamer something to look forward too. The issue with rare items is that often they are "game changers" in that who ever owns one is semi-god like. In truth a rare item that has less power works just as well as a powerful rare item. There are two caveats to keep in mind, first knowledge of its rarity must be will know, and second the item must have a "unique" appearance within the game. For Example: Everyone knows that finding the "Super Secret Rod of Civility" is really hard to get, and if you get one your face glows red. The only way to get a glowing red face is if you have the secret rod.Reason #5: Showing the Ladder
How easy is it for your players to see their progress in the game? Players like to get that immediate gratification as they rack up the score, so make sure that they can see their name on a scoreboard and see how they progress up it. Even if it does nothing more than point out they they are NOT last on the list (only 2nd to last). This is one that is simple to build but rarely done correctly within PBBGs.Comments are welcome....
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