Hello Unity community. I’d introduce myself but in reality, I’m a nobody. I just have ideas. No coding skills, no artistic talent, not even a lot of time to dedicate to a project.
My idea is a Rock-Paper-Scissors-like fighting game with a mobile platform in mind. My hope in making this thread is to find some creative people to collaborate with and help me make a project that I could learn from. A computer-science major friend of mine tells me that the one thing he had wished he had done starting out on his coding adventure was to find people to tutor him because computer-science is (as he describes it) being like Dante from Dante’s Inferno descending the levels of hell to find the one thing he was looking for - without a guide, it’s a nightmare.
But I digress.
Behold in all of its glorious non-existence, my script for Mech-of-War!
2 mechs have 3 seconds to queue 4 moves into an attack sequence. at the end of the 3 seconds, the attack sequence of both players happen simultaneously, taking turns in a round of rock-paper-scissors-like gameplay which takes 1 second per move; during that time the players have to queue their next 4 moves for if the game goes into another round.
The moves players can queue are: Attack, Defend, Ultimate, and Taunt. Each move (except taunt) will fill a bar 33%*. respective to the move that player made. Each move will have a different effect depending on the opponent’s move.
Player properties - Each player has 3 health, 3 attack charges, 3 defense charges, and 3 ultimate charges.
- Health - If a player lands an attack move undefended, the attacked player will lose 1 health. If a player loses 3 health, they lose the game. If both players reach 0 health at the same time, the game ends in a draw.
- Attack - Attacking will fill the attack bar 33%. If the attack bar reaches 100%, that player cannot use attacks for the rest of the round. Landing an attack will remove 1 health from the opponent unless they used Defend.
- Defend - Defending will fill the defend bar 33%. If an attack is landed on a defending player, that attack will do no damage and the attacking player’s attack bar will fill an extra 33%.
- Ultimate - Charges the player’s ultimate ability, filling the ultimate bar 33%. If the ultimate bar reaches 100%, that player will unleash and attack that cannot be negated by defend that deals 3 damage to the enemy player. If a player is attacked when charging their ultimate, they do not gain the 33% charge.
- Taunt - Taunts the enemy player. If no attack is landed on a taunting player, they gain 1 health. Players can have more than 3 health.
If no player reaches 0 health by the end of the first attack sequence, the next attack sequence is loaded and the next round starts.
If anyone would like to collaborate with me to develop a prototype and tutor me on how to code these mechanics or draw some bitmap sprites, Id appreciate any help I can find.
Even if you want to steal my idea and make it yourself, at least let me take a peek at the project so I could learn a thing or two.