Suggestions

Here are the suggestions people have made for current or future games. If you have a suggestion you would like to appear in this database, you can submit it here.

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Game: bum_earth (Change)
Type: game_mechanics (Change)

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By: on 8 Dec 2010
Rating: 5.00 in 1 votes
Status: rate | *In Roadmap*
bum_earth | game_mechanics | [Suggestion_6922]

Trees Growing (6)

Going along with trees of war, trees are born, and die after a certain amount of time. However, I'd like to expand on that mechanic a little bit. So, trees will grow, and after a certain amount of time being alive, grow(aka, die and be reincarnated) into a bigger, or more complicated tree. Once tree is at the top of its growth, of course, it would die of old age(after some amount of time)
Grown trees can take more hits, reproduce more often than their counterparts(maybe by a factor of 1.5) and ...[click title to read more]...
Last Comment by Phoenix on 10 Dec 2010 01:29



By: on 19 Dec 2010
Rating: 5.00 in 1 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_6941]

Imaging Reformat (11)

I think that it may be easier to Put all the graphics into spritesheets rather than the current format, which is one file per image, with most of the metadata in the name. Instead, for the metadata, an accompanying file would be produced for each spritesheet, which would define everything about the sprite, asides from the character name, which would still be the file name.

the file would follow the template:
NNNNNN SSS ### XXXX YYYY WWWW VVVV LLL HHH

NNNNNN: a 6 character animation name, ...[click title to read more]...
Last Comment by on 13 Apr 2011 23:39



By: on 18 Nov 2010
Rating: 0.00 in 0 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_6897]

Quad Tree Updater (9)

This is the first of a series of brainstorming suggestions for how to get bottom earth working nicely for having a ton of objects doing their thing.(It may become a suggestion tree, with reference to my future object tree...)

As I said earlier in [Suggestion_6887] I'd like to run everything through a big quad tree.

For those who don't know what I mean by "Quad Tree" its a system of organizing your data into so-called buckets, which represent a rectangle(square) in 2d space. Then, when the ...[click title to read more]...
Last Comment by on 21 Nov 2010 09:21



By: on 18 Nov 2010
Rating: 0.00 in 0 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_6898]

Motion in the Update Tree (0)

Whenever the update process wants to create a new unit, finish(kill), or move an existing one, the object will be placed in a queue(a line up). At the end of the update, the box office will open, and each unit will take their new seats in the tree. The tree will rebalance itself during this time, to keep the traversals time/memory efficient.



By: on 18 Nov 2010
Rating: 0.00 in 0 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_6899]

Where Trees of War Comes in (7)

I've not quite decided on whether to keep the solid layer collision detection inside the quad tree framework, or to have the trees talk to an array describing the map, similar to merlin's revenge. If I go with the merlin's revenge collision detection, when a new tree is created, it talk to the array about updating the solidness of its tile.(trees will only be created within tiles, as per Trees of War)
When something thinks that it might collide with the background, it would then ask the array i ...[click title to read more]...
Last Comment by on 21 Nov 2010 07:13



By: on 18 Nov 2010
Rating: 0.00 in 0 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_6900]

Buckets and Targetting (0)

Each Bucket would hold a unit list.
Similarly to merlin's Revenge, the unit list would be organized by team.

The units within a team would act like a team, targeting a specific other team within the bucket(probably by the biggest unit count? Or user input...(or random)) The team would then grab a couple enemies out of the target team, and set some of its own units to target each one.

If there are no targets within the team's bucket, they will then look to nearby buckets(going up, and down ...[click title to read more]...



By: on 14 Jun 2011
Rating: 0.00 in 0 votes
Status: rate
bum_earth | game_mechanics | [Suggestion_7040]

Imaging (10)

Okay. What I'm thinking for how we could work our 2D graphics is as follows.

At the beginning of each room, an analysis is done of what kind of units can possible appear in the map. This would be done by scrolling through the room's object array, and creating a list of units. When the unit comes across a summoner,(or the player) it will also add to list anything that it can summon. (the player and his friends will almost always be loaded)

Once it has this list, it will render all their spr ...[click title to read more]...
Last Comment by on 22 Jun 2011 20:11