This is more of a “Dear Lord Why do I have so much other stuff to do!?”
Anyway, I’ve got an idea that I’d like to try out (And, unlike last time, I actually know how to use the UI system of the program I’m planning to use, so that I don’t have to worry about getting a really derpy, hard to deal with UI. Well, badly drawn 'cause I had no idea how bits and pieces worked. Hah.) I’m using Java and LibGDX with a plan to make Dekstop, Android (For my Traverse, yay!) and GWT/HTML5 versions.
My idea is that I’m going to make a ‘Evolution of a World’ sort of game, mostly with the world reacting to, and evolving based on, the actions of the player. Initially, it was going to be the world trying to react to a monster, and evolving to hurt it’s ‘weaknesses’, which the monster would develop as it evolved/leveled up, then I thought that I’d make two games in one.
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A sort of Turn based strategy/chess game, where the player and the AI (Both playing ‘gods’ of opposing types good/evil, etc) spend points accumulated during their prior turn to change the world. In some cases, this is creating some sort of world object, spending points to evolve chosen creatures and the like. And creating and leveling up an avatar. Death of an Avatar hurts a bit, but when one dies, you get back a portion of the points spent on them (Log Scaled so that spending a lot on a single avatar will return less when they finally die.) Avatars can be sent to a world object created by the opposing side to try to destroy it or convert it or they can be assigned to defend an area.
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Is sort of a mini-game. When you send an Avatar to attempt to destroy/convert a place you have the option of controlling the the avatar on its way. This is played like a simple Rogue-Like game, that allows your avatar to collect items/EXP (Which are points for your side to spend during your next turn).
Now, why this is such a problem for me? Well, I’ve got plans for this evening and then tomorrow evening. Which’ll cut most of a day out of the 48! Dear lord why!?