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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So some further ideas (Games : skykick : Forum : Gameplay Design : So some further ideas) Locked
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Aug 22 2011 Anchor

The original idea of the game was the movement spline approach. I've been thinking about that and trying to establish a scope; should it be one fighter, a few fighters, a large capital ship, a few large ships, a fleet, etc. Should it be turn based or RTS?

The two most opposite ideas I've had so far have been;

1) A turn based RTS that follows a small wing (5 or so) of fighters and consists of you maneuvering them through the combat zone while trying to keep as many of your guys alive as possible. In this game, the splines would be relatively short and most likely only have one vertex point.

2) An RTS that follows one to three large capital ships wherein movements are all real time and there are multiple points along the spline, having players plan out their moves in advance. The splines can of course be manipulated in real time as well. I haven't thought this through very thoroughly but I think it might be a neat idea.

What say ye folks? :)

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