WindexGlow
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Ants Wars
Ants wars is a new strategy game, featuring large armies of ants that the player (you) easily manage and control.
There are many features of this game that are difficult to find in games, one of which is new features.
My game is based off of Ant Colony, but instead of several players working together in a single colony, each player controls their own colony.
The game will feature many things, the confirmed set of features are listed below, and noted with detail.
~-~-~ Frantic Game play For Up To 10 Players~-~-~------------Each player manages their own colony. Worker ants constantly run into other enemy ants, and find new food sources. Knowing where enemy workers are can prompt an attack on them, helping reduce his food income. At the same time, the enemy can attack your worker ants, requiring an alert player at almost every minute.
------------Players completely control where, and how their ant hill is located and created. If you want your mound to start in a corner, build your first tunnel in the corner.
~-~-~Innovative Strategies~-~-~-----------From digging an Ant Hill right into the middle of the enemy’s base for a surprise to completely sieging the enemy player by stopping all harvesters from getting out, a massive amount of tactics can be utilized to defeat your enemies.
----------The picture on the left is 25 seconds into the battle. The picture on the right is the formation of the ants (top is blue, bottom is red) The battle will become more frantic faster once I figure out a small bug.
An example of this, is noted below.
-group 6 selection
----------The above is a sample code that does the following:
Adds the current selected units to Group 6. The player can have up to 12 groups, each having their own units assigned.
Let’s break the code down a little more.
- < - - - -That symbol (-) shows the game you are about to make a command.
group < - - - - - - Group tells the game you are making a command that has to do with a group.
6 < - - - - - - This tells the game that the command is using only group 6, and no other group.
selected < - - - - - This tells the game that you want to add the currently selected units to Group 6.
Now, let’s use this unit group to attack a place.
-group 6 attack
Once again, let’s break the code down.
- < - - - -Tells the game you are about to make a command
Group < - - - - - - This tells the game you are about to make a command using a group
6 < - - - - This tells the game that the group you are using is that number.
Attack < - - - - - This tells the game you are making an order. Once you press enter and the game realizes that you want to use Group 6 to do an attack-move to a certain point, it will give you an option to choose where order all the units in your group to attack to.
You can’t actually see what units are in the groups, since the units are in variables, but let’s have alittle fun with these groups.
-group 1 circle 500 (This tells the game you want to add all the units in a 500-radius circle to Group 1, after typing this in you are given the choice of where the center of the radius circle will be.
-group 3 hold (This tells the game you want all units in group 3 to do a ‘Hold Position’ at a certain spot
-Group 3 all (This tells the game you want to add all the units to that group)
-Group 2 deselect selected (this tells the game you want to remove all units from Group 2 that are currently in your selection
-Group 12 deselect circle 900 (this tells the game you want to remove all units in a 900-radius circle from Group 12)
There are some minor restrictions, such as how large the circle can be, and what numbers you can use, but over-all it will allow new strategies and complex movements featuring a mass of units.
--------But what happens if you have no confirmed food sources/you want to find new food sources? The harvester ants will automatically start looking for new food sources (by wandering around by themselves) until they find a food source. Because of this, they will constantly run into enemy ants and enemy harvesters, but you can do the same with your warrior ants.
--------Special events can also increase the ‘growth’ of food sources and spefic food types. A drought will decrease grass, but will increase the number of nuts.
-What unit you are making
-What food types you currently have
-How much of that food type you currently have
Those are the main factors for when you make a new unit.
Let’s say you have 50 grass points, and 30 pine-nut points
Depending on what you have available gives it a bonus that will effect it for the rest of it’s life.
Now, it isn’t you standard ‘This ant costs 10 food points. Since you have 50 grass points and 30 pine-nut points, it will take 7 grass points and 3 pine nut points
It won’t be like that at, instead it will be like this.
A red ant accepts both Grass and pine nut points. It prefers grass over pine-nut and gives bonus depending no how much grass you have.
Grass also is used as a major food source for your red ants.
So because grass is a major source that is used in both the ants birth and life, it’s divided by a greater factor.
So out of 50 grass, the game actually splits into very small blocks depending on how many ants you currently have. Let’s say for every ant you have, the game divides that 50 grass into smaller blocks.
Your ants will eat their food source every often. Depending on how much of that food source you have, gives them a bonus that changes depending on how much food you have.
So you have 70 ants. And you have a total of 50 grass.
NumberOfUnits X .Food Source /3
In this case; 70 multiply .50 /3 = 11.66
11.66 is the total amount of grass that 70 ants eat in grand total.
Invidually, each ant ate .16 grass
So now your total grass is 38 (rounded, every 2 mean periods it removes extra food point)
Let’s do another meal time.
70 X .38 /3 = 8.8
So in total all your ants eat a grand total of 8.8 food points.
Invidually, each ant eats .12 grass
As you see, it slowly gets smaller. But as your food gets smaller, the changes become less and less noticeable.
When each ant gets an invidual piece of .8 grass points, it will become slower and easier to defeat. While on the opposite, having more food makes it faster and harder to kill.
Though if you have 3 ants and 300 grass points instead of each ant getting more than 50 grass each at each meal, it’s capped at .20 grass for each invidual ant.
When you choose to make a new unit, the food system applies something similar to that (actually taking a little more grass) and gives it a permanent bonus or defect depending on how much you have.
So here is a timeline to help you.
-10:00 Food shortage happens
-10:01 Player’s worker ants find reliable food source and start bringing back food
-10:02 Player’s unit are now effected by food shortage, they are easier to defeat in battle.
-10:03 Player’s units are now effected by the new supply of food, they are returned to normal.
As you noticed, the food lags behind 2 minutes, making it a little more realistic.
-Worker ants. How many you have, how many food sources you have confirmed, how many workers are currently going back to your base to drop off food or heading back to the food place, and how many have died.
-Food types, and how much of each type you have (and the average amount each unit currently gets)
-Unit types, and the availability of their food. It will also include the average kill/death score, the average life, and the average bonus (including permanate bonus)
Have any suggestions? Please state them.
All pictures are from a work in progress.
Ants Wars
Ants wars is a new strategy game, featuring large armies of ants that the player (you) easily manage and control.
There are many features of this game that are difficult to find in games, one of which is new features.
My game is based off of Ant Colony, but instead of several players working together in a single colony, each player controls their own colony.
The game will feature many things, the confirmed set of features are listed below, and noted with detail.
~-~-~ Frantic Game play For Up To 10 Players~-~-~
~-~-~Tunneling System~-~-~
------------Create and manage your tunneling system with ease. Automatic tunnel diggers create rooms and tunnels at where you want them to be, very little manual work involved.. Simply select where you want your tunnel to start and end, and everything else is automatic.------------Players completely control where, and how their ant hill is located and created. If you want your mound to start in a corner, build your first tunnel in the corner.
~-~-~Occasional Events~-~-~
-----------These events can devastate your colony, or give you a massive advantage to other players. Wither it is a hailstorm, a brush fire, a small piece of a hamburger from above, or a light rainstorm that increases the growth of certain plants, all are unique and give players an advantage or disadvantage, depending on how well they managed their earlier resources.~-~-~Innovative Strategies~-~-~
~-~-~Confusing, Frantic Battles~-~-~
-----------As battles progress in Ants Wars, units slowly branch into a confusing circle of small fights that constantly change sides. A single battle will often consist of many smaller, ant VS ant battles. The below picture shows this in action. ----------The picture on the left is 25 seconds into the battle. The picture on the right is the formation of the ants (top is blue, bottom is red) The battle will become more frantic faster once I figure out a small bug.
~-~-~Easily Control Huge Armies~-~-~
----------Control massive, multiple armies of ants with ease with an easy to memorize command list. The game creates a unit group (chosen by player) and adds the unit’s the player wants to the spefic unit group.An example of this, is noted below.
-group 6 selection
----------The above is a sample code that does the following:
Adds the current selected units to Group 6. The player can have up to 12 groups, each having their own units assigned.
Let’s break the code down a little more.
- < - - - -That symbol (-) shows the game you are about to make a command.
group < - - - - - - Group tells the game you are making a command that has to do with a group.
6 < - - - - - - This tells the game that the command is using only group 6, and no other group.
selected < - - - - - This tells the game that you want to add the currently selected units to Group 6.
Now, let’s use this unit group to attack a place.
-group 6 attack
Once again, let’s break the code down.
- < - - - -Tells the game you are about to make a command
Group < - - - - - - This tells the game you are about to make a command using a group
6 < - - - - This tells the game that the group you are using is that number.
Attack < - - - - - This tells the game you are making an order. Once you press enter and the game realizes that you want to use Group 6 to do an attack-move to a certain point, it will give you an option to choose where order all the units in your group to attack to.
You can’t actually see what units are in the groups, since the units are in variables, but let’s have alittle fun with these groups.
-group 1 circle 500 (This tells the game you want to add all the units in a 500-radius circle to Group 1, after typing this in you are given the choice of where the center of the radius circle will be.
-group 3 hold (This tells the game you want all units in group 3 to do a ‘Hold Position’ at a certain spot
-Group 3 all (This tells the game you want to add all the units to that group)
-Group 2 deselect selected (this tells the game you want to remove all units from Group 2 that are currently in your selection
-Group 12 deselect circle 900 (this tells the game you want to remove all units in a 900-radius circle from Group 12)
There are some minor restrictions, such as how large the circle can be, and what numbers you can use, but over-all it will allow new strategies and complex movements featuring a mass of units.
~-~-~Automated Gathering System~-~-~
-------- Build a harvester ant, and you will never need to give it an order. It will go out of your tunnel, go to a food source, start harvesting that food source, return to your hole, and return to the harvester building. It will than repeat.--------But what happens if you have no confirmed food sources/you want to find new food sources? The harvester ants will automatically start looking for new food sources (by wandering around by themselves) until they find a food source. Because of this, they will constantly run into enemy ants and enemy harvesters, but you can do the same with your warrior ants.
~-~-~Randomly Placed Food Sources~-~-~
-------- Every game, food sources are placed randomly over the map. The types of food that they are also changes over time.--------Special events can also increase the ‘growth’ of food sources and spefic food types. A drought will decrease grass, but will increase the number of nuts.
~-~-~Unique Food Types~-~-~
--------A unique system of food types increases certain ants strengths. Some food types benefit them forever, but can only effect them if you have the food type when they are being born. While other food types benefit the ants only when you have the food type.~-~-~Automated Feeding System~-~-~
--------There are many food types, and each food type has it’s own spefic advantage. The feeding system is very unique, and somewhat complex and difficult to describe how it works. The best way to describe the factors-What unit you are making
-What food types you currently have
-How much of that food type you currently have
Those are the main factors for when you make a new unit.
Let’s say you have 50 grass points, and 30 pine-nut points
Depending on what you have available gives it a bonus that will effect it for the rest of it’s life.
Now, it isn’t you standard ‘This ant costs 10 food points. Since you have 50 grass points and 30 pine-nut points, it will take 7 grass points and 3 pine nut points
It won’t be like that at, instead it will be like this.
A red ant accepts both Grass and pine nut points. It prefers grass over pine-nut and gives bonus depending no how much grass you have.
Grass also is used as a major food source for your red ants.
So because grass is a major source that is used in both the ants birth and life, it’s divided by a greater factor.
So out of 50 grass, the game actually splits into very small blocks depending on how many ants you currently have. Let’s say for every ant you have, the game divides that 50 grass into smaller blocks.
Your ants will eat their food source every often. Depending on how much of that food source you have, gives them a bonus that changes depending on how much food you have.
So you have 70 ants. And you have a total of 50 grass.
NumberOfUnits X .Food Source /3
In this case; 70 multiply .50 /3 = 11.66
11.66 is the total amount of grass that 70 ants eat in grand total.
Invidually, each ant ate .16 grass
So now your total grass is 38 (rounded, every 2 mean periods it removes extra food point)
Let’s do another meal time.
70 X .38 /3 = 8.8
So in total all your ants eat a grand total of 8.8 food points.
Invidually, each ant eats .12 grass
As you see, it slowly gets smaller. But as your food gets smaller, the changes become less and less noticeable.
When each ant gets an invidual piece of .8 grass points, it will become slower and easier to defeat. While on the opposite, having more food makes it faster and harder to kill.
Though if you have 3 ants and 300 grass points instead of each ant getting more than 50 grass each at each meal, it’s capped at .20 grass for each invidual ant.
When you choose to make a new unit, the food system applies something similar to that (actually taking a little more grass) and gives it a permanent bonus or defect depending on how much you have.
~-~-~Realistic Wait Before Food Effects Units~-~-~
-------Let’s say you have a food shortage. This food shortage, while showing up on the scoreboard, doesn’t effect your units until 2 minutes.So here is a timeline to help you.
-10:00 Food shortage happens
-10:01 Player’s worker ants find reliable food source and start bringing back food
-10:02 Player’s unit are now effected by food shortage, they are easier to defeat in battle.
-10:03 Player’s units are now effected by the new supply of food, they are returned to normal.
As you noticed, the food lags behind 2 minutes, making it a little more realistic.
~-~-~-Multiboard With Critical Information~-~-~
--------There will be a multiboard with incredibly important information on it. Information that might be on it (not confirmed)-Worker ants. How many you have, how many food sources you have confirmed, how many workers are currently going back to your base to drop off food or heading back to the food place, and how many have died.
-Food types, and how much of each type you have (and the average amount each unit currently gets)
-Unit types, and the availability of their food. It will also include the average kill/death score, the average life, and the average bonus (including permanate bonus)
Have any suggestions? Please state them.
Ants posing near rocks in the dry creek bed.
Rocks aren't a solid structure. They have gaps between the rocks, and the ants can use these to pass through the rocks. The picture is of an ant passing through one of the cracks.
All pictures are from a work in progress.