Radio Ops (Working title)
Posted: Wed Jul 24, 2013 6:38 pm
This is a game project that we started a month ago with our really diverse group (in terms of experience and skills) of 3 people. Everyone knows a little of everything, but we have our expertises, one guy knows audio creation and game design (nothing technical though), I know game design and some of the technical side and one guy is a pretty good graphics artist and knows a bit of the technical side.
Basically, the idea in the game is that you are a radio operator/commander and according to whatever textual/said reports you get from your frontlines, you will allocate resources (weaponry, vehicles, airstrikes...) and orders to these fronts. You gain victory if you can win more fronts than the enemy. Initially you are given some starting intel on how the fronts and forces look, and later in the game you get reports from your field officers. HOWEVER you need to be critical when thinking about any battlefield decision, as some of the intel may be influenced by stuff such as mental and physical fitness of an army, overzeal and even spies. A wrong decision can cost you the whole offensive. Not only that, but your superiors and nation leaders pressure you, and they are the only ones who can grant you resources.
Working title: Radio Ops
Backdrop: Radio Ops is set in an anachronistic version of our world, a parallel reality that looks a bit like ours but definitely isn't our world. Their version of The Great War still rages on, and progress has taken interesting turns, to say the least. Weapons technology is something of a mixture of WWI / WWII infused with a good deal of experimental, expensive and deadly weapons. Infrastructure development hasn't kept up with the sudden leaps in weapons technology; resources, communication and transportation are hard to achieve effectively preventing a better industrialization of warfare within a nation's bounds. Still, everyone tries their best. Meaning, that whatever a nation's leader wants to achieve, will be achieved, at the cost of other things regressing.
Gameplay: You are the Head Operator, an officer, an achieved tactician and the one who pulls the strings of those puppets (and occasionally cuts them) given under your control. You sit in your Command Post, a reinforced tower built of metal derricks and connected with millions of kilometers of wire to wherever a Head Operator's reach is needed. You will oversee multiple fronts, listening for Field Officer's reports through the speakers in the radio set and allocating supplies and orders to these fronts. When your guiding hand is needed you can complement them on a job well done or scold them for being cowardly through the microphone. In the end, your decisions that you make based on initial intel and whatever you can gather from your Field Officer's reports will mean either victory or defeat. Victory is only gained by winning more fronts than the opponent first.
Themes: Old, Text, Reports, Old electronic devices, bookkeeping by hand
Modes: Singleplayer (possible multiplayer in the future)
Finished: Singleplayer this fall
Planned features:
-Text-based report system where the reports are influenced by situation factors (= misleading information)
-Fighting on multiple fronts
-An immersive game menu system with an "archaic" technology theme
-Send in tanks, order gas strikes and assasination missions on enemy fronts
Some pics of current, 0.05 Version: (Possible graphical rehaul coming, once the report system is finished)
Shameless recruitment poster
If anyone with a mind for programming and designing game mechanics wants to take part in this project, post something in this topic or PM me and I'll get back to you
Basically, the idea in the game is that you are a radio operator/commander and according to whatever textual/said reports you get from your frontlines, you will allocate resources (weaponry, vehicles, airstrikes...) and orders to these fronts. You gain victory if you can win more fronts than the enemy. Initially you are given some starting intel on how the fronts and forces look, and later in the game you get reports from your field officers. HOWEVER you need to be critical when thinking about any battlefield decision, as some of the intel may be influenced by stuff such as mental and physical fitness of an army, overzeal and even spies. A wrong decision can cost you the whole offensive. Not only that, but your superiors and nation leaders pressure you, and they are the only ones who can grant you resources.
Working title: Radio Ops
Backdrop: Radio Ops is set in an anachronistic version of our world, a parallel reality that looks a bit like ours but definitely isn't our world. Their version of The Great War still rages on, and progress has taken interesting turns, to say the least. Weapons technology is something of a mixture of WWI / WWII infused with a good deal of experimental, expensive and deadly weapons. Infrastructure development hasn't kept up with the sudden leaps in weapons technology; resources, communication and transportation are hard to achieve effectively preventing a better industrialization of warfare within a nation's bounds. Still, everyone tries their best. Meaning, that whatever a nation's leader wants to achieve, will be achieved, at the cost of other things regressing.
Gameplay: You are the Head Operator, an officer, an achieved tactician and the one who pulls the strings of those puppets (and occasionally cuts them) given under your control. You sit in your Command Post, a reinforced tower built of metal derricks and connected with millions of kilometers of wire to wherever a Head Operator's reach is needed. You will oversee multiple fronts, listening for Field Officer's reports through the speakers in the radio set and allocating supplies and orders to these fronts. When your guiding hand is needed you can complement them on a job well done or scold them for being cowardly through the microphone. In the end, your decisions that you make based on initial intel and whatever you can gather from your Field Officer's reports will mean either victory or defeat. Victory is only gained by winning more fronts than the opponent first.
Themes: Old, Text, Reports, Old electronic devices, bookkeeping by hand
Modes: Singleplayer (possible multiplayer in the future)
Finished: Singleplayer this fall
Planned features:
-Text-based report system where the reports are influenced by situation factors (= misleading information)
-Fighting on multiple fronts
-An immersive game menu system with an "archaic" technology theme
-Send in tanks, order gas strikes and assasination missions on enemy fronts
Some pics of current, 0.05 Version: (Possible graphical rehaul coming, once the report system is finished)
Shameless recruitment poster
If anyone with a mind for programming and designing game mechanics wants to take part in this project, post something in this topic or PM me and I'll get back to you