I've spent quite a lot of time thinking about making another strategygame. I would like to take what I learned from our experience with doing Warbarons and do yet another attempt at making it as a game dev. I know it's a ultramarathon to make a game but it's also one of the most fun things I've ever done.
What I'm specifically trying to figure out is how to make a online multiplayer game kind of like warbarons but one that you can play when ever you want. One of the drawbacks with warbarons is that you have to wait for your turn and if you start a lot of games in order to have a turn more often it can get stressful instead when the games start to get complicated. Another problem with this type of turn based game is to attract new players. The fact that you need to wait several days from discovering this game until you get to do anything is really bad for converting possible players into actual players.
I would like to be able to open my game and do something that has value for the game when ever I want to.
I've explored different ideas in my mind what could be done instead of how it works now.
One idea is a game where military action is as now but there is a building element to the game that can be done at a different pace. Think civilization where you build irrigations and roads on the map and buildings in cities but that would not bound by the same turns that military activity. It could result in some weird scenarios that would have to be figured out.
Another idea is to take make a semi MMO approach where time goes forward regardless if you are doing anything and that everything gain action points. For example a light cav might get 4 points / h while a catapult would get 2 points / h and that a unit would have thresholds where the accumulation drop until it stopps so units wont be able to save up endless of movement. In this scenario I also envision battles to happen slowly compared to now where it happens instantly. Say every 30 minutes a round in battle happens which could cause some units to lose some HP. This would make it possible for slow units to catch up and join the battle or reinforcements from an allie to join the battle or possible units to escape a battle.
A third idea that I also thought of is a game where direct war is so costly that you only use it as last resort or when you are a lot more powerful, kind of like real world. Military is used to detract someone from aggression. A game where diplomacy would play a bigger role. Think similar map as warbarons, but you have multiple resources that may not be distributed evenly over the map. That forces trading between players. Tariffs and similar activities that we see IRL could be deployed against you if you are an aggressive player. This game would be more focused on building infrastructure on the map and diplomatic relations. Anyone played something like this?
Two things that I want to avoid is.
1 the game is fun early on when it's in smal scale and there is fun things to do but after expanding it gets boring to keep track of all the cities where you need to build the same stuff again and again. This is a problem I think a lot of strategy games suffer from. To combat that I think queuing and other automation mechanisms would be needed.
2. As much as I want to have something to do that has meaning for the game it can't turn into a job. Meaning that if you don't login every X hours you lose to someone who is active 24/7. Queuing would help.
Anyone else where who like to think about games who had similar thoughts or other thoughts of how you would like to design a game?
Also are there others here who would be interested in doing a game?