Heres an idea of an upcomming project i have plans to work on. I Need some opinions from the public.
Firstly, if your into puzzle games you'll like this one. Imagine a cubed room, each side of the room has a door which leads into another room that looks exactly the same. Now, at one room there is an exit, an exit out the maze. Your task is to find the exit, sounds easy? Well theres a catch. Some rooms have booby traps and walking into one or otherwise will set a booby trap off and kill you. Each room has Three Numbers, from the three numbers you are able to determine whether
a) the room is trapped
b) how to locate the exit
What is not explained is how using these numbers do you know if the room is trapped. You have to figure this one out. Also in my version, the room numbers will reveal alot more than what i'v mentioned above but this is also a secret.
The game will be 3D and will be in 3rd person view. You control a character where to move. The room Number you are facing will be displayed at the top of the screen. The character can Jump, make a noise, climb ladders and move around etc.
Just like the movie, you can boot (chuck a boot into the room) a room (to test if a room is trapped), but if the room is trapped, you loose the boot. You also only start with 2 boots, a shirt and these are the only items you can use to test a room. But you can pick up items from other dead people.
Ok, most people probbably won't agree, but i plan to set up a big wide network for everyone who wants to play it online. Basically, there will be one server that will take around 64 players. I know what your saying..How is this possible, wouldn't there be a huge bandwidth load? Firstly, we'll be using a MIRC Server. When a player enters a new room, the room that you are in wil be sent to a dedicated chat room in this mirc server as an encrypted message using AES encryption. Remember this only happens when you change to another room, not every milli-second while you are moving in that room. If a player picks up that you are in the room you are in, then a direct connection will be made to that players IP where that player will keep sending its coordinates inside that room about 10 times a second between the players that are in that room. This way you don't have to send data to every 64 players, only maybe the one or two people in the room, thus no lag. Every time a player dies, you client will send an encrypted message saying the coordinates of the room you died in. So that when you get to that room, you will see a dead person. When the client makes an initial connection to the mirc server, the client will do a global time lookup (there a http url which gives you a global time). Basically the rooms move around and where they are and at what time they are is relevant. So in order for your copy to be insync with everyone else, it basis it on a global time on the internet.