Posts Tagged ‘drugs’
“High”, as in altitude. Again, no apologies.
If you’re old enough to have been a highschooler before the average cell phone had an app store, then this probably looks familiar:
That of course is a depiction of the ubiquitous TI-82/3+ game “Drug Wars”.
It was a simple and extremely … er … addictive game. Buy low, sell high, don’t get caught, and don’t get robbed on the way to the suburbs to drop your stash of cocaine.
Now, as it turns out, this was inspired by a DOS game from the early 80s. Of course, there have been many variations, but I’m willing to bet that the one for the TI-83 has been played by more highschoolers of my generation than any of the “modernized” versions (/me wrinkles his nose at ‘mafia wars’).
Frontier: Elite II, a game from 1993, introduced black market goods to the space-trading from the first game. Whether it was influenced by DOS Drugwars is a mystery to me, but I know it was at least as fun to be a dealer in space as it was to be when I should have been memorizing trig equations (okay, it was definitely more fun — lasers).
So, of course, I had to include black market goods in μniverse.
There is only one illegal good so far in the pre-alpha: generic narcotics. I may add other goods that have special properties, such as firearms, nuclear waste, non-compliant computer hardware, unidentified alien technology… it’s easy to come up with ideas. But for now, just droogs.
Currently, the only penalty for transporting illegal goods — as seen above — is for the goods to be “confiscated” by the ITG (Intergalactic Trade Guard).
I should note that so far, there are two kinds of space stations you can encounter: ITG stations (below, left) and what I’m calling “Pirate” stations (below, right), which are not “protected” by the ITG.
Every time you enter an ITG station, there’s a chance your ship will be searched. Pirate stations, however, are “safe”. Thus, it should go without saying that prices for illegal goods at ITG stations are significantly higher than they generally are at Pirate stations.
To make things more interesting, I intend to introduce a “Smuggler” crewmember, whose presence aboard your ship will reduce the likelyhood or rate of discovery of illegal goods and later, fugitive passengers — a topic I’ll be discussing in a future post.
Yes.. plural. Been refining my idea a little. I think I want to keep it more fun and interesting by making hopefully 5 different cavern levels. Each with a slightly different theme and weapons and targets. Each level will have a short time limit (1 minute?) in which you’ve tried to use the levels weapons (stalactites, steam vents, rock falls etc) to take out any life forms. It will be a score based game tuned to encourage compelling replays and leaderboard competition.
I am thinking of some various themes for the cavern levels which are like 1920s bootleggers, 1700s pirates, 2000 teen hangout, 20,000 BC cavemen/critters, far future theme.
Potential Targets in the above themes:
- creatures (sprinkled throughout all themes…?)
- teens (doing drugs? hanging out? contemporary theme)
- cavemen (20,000BC theme)
- explorers (going from A to B? contemporary theme)
- pirates (after their treasure 1700s theme)
- criminals (whiskey bootleggers (jugs / barrels with xxx, 1920s theme)
- spacemen / aliens (future theme?
I’m excited about this game so far. I think that with the variety of each cavern level having a different configuration of weapons layouts, path layouts and creatures with a unique theme it will be an amusing and humorous game. Now I just have to see how much content I can pull off in the compo time limit. I will attempt to get one playable theme first in case that is all I manage to pull off. I’m thinking I’ll go for 20,000 BC wrapper first because I can do many cave creatures as well as humorous cavemen for targets.