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When the islands first rose from the planet's surface, we were terrified. Some called it the end of times. Others sought to arm themselves against some invisible threat. Years have passed since that amazing time, and we have grown accustomed to these floating giants above our heads; many of us have even made our homes upon their soil. But time is always changing that which we take for granted. The world is picking up speed again, and changes are once again coming to our small world. Skykick is a full 3d strategy game, with players maneuvering small numbers of aircraft via intuitive flight path controls, with the aim of course being to shoot down their opponent. Ships range in scale from small, single person fighters, to multi-hundred foot long cruisers and battleships.

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Turn based maneuvering, real time shooting? (Games : skykick : Forum : Gameplay Design : Turn based maneuvering, real time shooting?) Locked
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Aug 25 2011 Anchor

This is a concept my friend and I were working with, and I can see it tying into a story that we're tossing around pretty nicely. The idea is that you maneuver aircraft in the "strategy" view, manipulating splines, as per usual, but during the synchronous combat (so player A's turn, B's turn, then 1 minute of real time combat), each aircraft actually has a turret; the player can then jump into said turret and fire on the enemy. The benefit to this, besides being something that we think is pretty unique, is that it opens up the door to more players; you don't have to be great at maneuvering if you're good at shooting, and visa-versa.

Thoughts?

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