FYI, i'm working on a side project linked somehow to huntercoin
I'm goint to create a stand alone game (in Unity, so should be played on Mac and Linux too), with the same huntercoin map/wiggi map as starting point, and "similar" rules, but not using any coins during alpha stage
Similar means that the game will remind somewhat current huntercoin game, but rules will be much different
So it will still be a turn based game, but centralized (i'll build a server to host game/rules) and turns will be fixed and faster, i think something like 20 seconds as a starting point.
I'm not sure if simulating the pending rules or not, i think that as a gameplay issue, pending moves ruins that, but at the same time i'd like to replicate current huntercoin environment because i'd like my game to be somewhat a playground to test new things before implementing them on huntercoin
Anyway my first (alpha) implementation will probably have these features (i'm not yet sure how much i want already change some core gameplay features right now):
- 20 seconds (fixed, no random time block) turns,
- same starting map or pickable wiggi alternative
- no pending moves, when you make your turn moves, the moves will be applied at the end of the turn (if you move in time of course)
- fixed hunters per player (not sure how much, maybe 6, but could change later)
- no fees (*1)
- ammo/weapon combat system, with cooldowns (*2)
- different kind of hunters, with different stats (*3)
- collectible items (ammo, armor, temporary buffs, and of course coins)
to play, you'll need Huntercoins to create characters and buy equipments, and game will have reward mechanics that will give you back huntercoins too, so a good player will be able to gain huntercoins while playing, this is another way I've though to support even more huntercoin. During alpha stage no coins will be needed, all will be virtual, but if things goes fine with the game, huntercoin integration will be the next move*1)
no fees mean that, instead of spending 20 huc every destruct, it costs you nothing. Even moves fee are removed.
only cost (but not in alpha) will be for creating a hunter, or join a game that will let you start with all available hunters (I've still to balance mechanics so this is just an idea) anyway the goal will be the same as now:
collect coins on the map and fighting versus other players. Details about how to gain huntercoin will follow when I've found a balanced gameplay
*2)
to attack, an hunter need at least an ammo, and hit hunter can resist, based on their armor.
When a hunter is struck, he lose an armor point, when hunter goes to 0, the next time he's struck he die.
After an attack, a hunter can't attack for some amount of blocks (cooldown)
*3)
There are different kind of hunters and friendly fire is on, this mean that will be no yellow/red/blue/green, but every hunter can harm another, even if they are of the same type.
any kind of hunter have its own features: someone will have more ammos, someone more armor, and probably different speeds (one can move 1Tile per turn, other 2, etc.. but i'll start without adding too much, then adding during time new features)
Any different kind of hunter have different regeneration rates, so a hunter can have maximum 5 ammo and regeneration rate of 1 ammo every 6 blocks, but only maximum 2 armor with a regeneration of 1 armor every 15 blocks, and a cooldoown of 2 blocks, while another can have 3 ammo, 3 armor and a cooldown of 3 blocks, etc...
those are just example, need to find a balanced gameplay, but that's the reason of an alpha stage, just play, give feedback, change features/tweak stats and reiterate
I've not an ETA yet, I'm new to Unity and i'm learning it and the idea I have isn't easy, but I'm motivated and who know me know that this is enough to be confident
Will keep this forum updated as things goes on if interested.