Project Idea - Mech-of-War

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.

Here’s a google docs page for anyone with any comments or suggestions. Thanks for any contribution!

Hello, and welcome!

Your friend has a bad attitude. :slight_smile: Computer science (programming) isn’t like Dante’s Hell; it’s like Paradise, where there is so much great stuff to learn about and do that the only problem is deciding what to do first. And yeah, if you’re looking for something in particular, it’s easy to get distracted by all the other amazing stuff you’ll run into along the way. So, especially when starting out, the key is to just explore a lot and enjoy it all.

In your case, use the Learn link at the top of this page. Don’t worry about whether what you’re learning appears to help you make your dream game. It’s all fun, and will all be useful in the end.

Let me just point out a couple of other forums here. The Collaboration forum is for trying to connect with other people on a project. The trouble, though, is that ideas are cheap — most of us already have more ideas than we have time to do, so if you don’t bring to the table something more than ideas, you may have a hard time finding collaborators. But that’s the place to try. Or, as you learn, you may want to volunteer to join some existing project and help out in some small way to level up your skills; that’s the place to do that too.

Then for discussing and refining your game design idea, there is the Game Design forum. Lots of design-heads hang out there, always ready to talk about balance and stickiness and finding the fun.

Good luck, and have fun in Paradise!

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