Notice: Undefined index: ver in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 63

Notice: Undefined offset: 49 in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 78

Notice: Undefined offset: 49 in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 82

Notice: Undefined index: ver in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 63

Notice: Undefined offset: 49 in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 78

Notice: Undefined offset: 49 in /homepages/36/d228327681/htdocs/workcdn/w/extensions/BibleRef.php on line 82
The Well of Bethlehem - WorkCDN

The Well of Bethlehem

From WorkCDN

Jump to: navigation, search

Image:The Well of Bethlehem Mini Logo Edit.jpg Image:WoB Created by text.jpg


The Well of Bethlehem is a stealth genre game based on 1 Chronicles 11:15-19 and 2 Samuel 23:13-17. Alongside its Biblical storyline, it also focuses on Biblical morals, the consequences of dealing with death, and friendship. It is currently in production and I am willing to take most applicants.


Contents

Current State

Currently it is 2d in a turn-based form. No AI yet, I'm mostly working on getting collision detection right. Its got a lot of capability though.


Plans

  • AI - When completed I may have a demo I may be able to release to the public. It'd be pretty simple as the goal is capture/melee assault not ranged weaponry. See below for more info. I need a path finding algorithm currently, but otherwise its pretty close to finish.
  • Dialogue - Not much to say here, except It'll need completion.
  • Sound - Both music and whatever
  • Expansion and Polish - The final step before completion. It includes better graphics, adding
    • Levels and new maps and enemies - These will add length, but its the strategy which will make the game interesting. In this the design of the maps and locations of enemies is vital.
    • Story Dialogue and player interaction - This will add accomplishment and inspire a desire to finish the game to see the interaction between the characters.
    • Quality and Polish - I don't necessarily need to have the biggest/best game, I just need lots of Polish. Making everything work seamless will be important as well as a good feel.

Artificial Intelligence Design

Each enemy will have a visible field of vision, you will know the map, however its occupants may be hidden from you, if all 3 of your characters, Adino, Eleazar, and Shammah cannot see them. (This may change)

Each enemy will have a larger, and longer field of hearing, both will be important. Their field of Vision is blocked by obstacles like players, walls, towers, and other things within the game, part of the tactics.

The enemy will have a smaller than realistic vision to allow the player some chance to sneak through. You only lose if any 1 of your companions is caught. They can only be caught by being tapped, ex. being in a square adjacent to an enemy, on any turn.

If the enemy hears you he will turn the center of his vision to you, if he sees you he will plot the quickest course to you, and will move accordingly, each turn this path will be updated.

A problem with this is it puts the enemy at a disadvantage, send in Shammah to send your opposing enemy on a wild goose chase, and the other 2 get free, and the enemy can't catch up. The fix would be either an insane amount of enemies, or faster enemies than you, or some other solution.


Current Version

The Current Version is 0.2. Image:WoB Screenshot.jpg


Other

I also call it WoB from time to time.


--2Corin 517 17:40, 10 November 2007 (EST)

Personal tools