An Idea
Hi all very new at this but do have an idea for a game please let me know what you all think (still in very rough thinking stage). I love empire building games and my first idea is to have a Total War style game (huge armies, generals, and all that over great stuff) set in space. The main goal of the game is to re-unite humanity under one banner, yours. Not sure what the faction will be but loved the idea in Starlancer of counties having their own space fleets). Set it in real time so timing and forward thinking is critical. The main problem I find with empire building games set in space it takes far to long for anything to happen. In Galactic Civilisations it can take up to a week playing before and decent war starts (on a large map that is). I was thinking of scaling the universe down to only a few very detailed systems (by detailed I mean asteroid belts with bases built into the asteroid etc). The fewer systems could also play into plot like "Humanity over populated earth which leads to war so as a solution they reach for the stars. Now Humanity faces a similar problem with all the reachable systems colonized and tension between the nations growing again" or something like that. I think this will give the game some pace but still maintain its micro-management aspect. Fleets of ships (made up from huge battleships to tiny fighter) will be commanded by AI commanders who you can promote, demote, decorate or reprimand at your discretion. The player will still be able to command the battles. Actions though will affect their way of thinking (like the vice-virtues feature in Total War). Be to negative towards them they might defect or go rogue and become pirates. Be to positive and they may be come too proud and attempt to take power for themselves. Basically I like the idea of having AI commands that can think for themselves and take action. As well as fleets needing commanders, player controlled planets will also need governors. Like fleet commanders these guys have their vices and virtues. For example, a greedy and corrupt governor will leach money for the player's treasury and the loyalty of the planet will suffer. The main resource of the game will money will can be collect via taxes and trade. Taxes will be collected automatically but money from trade will come in via cargo ship conveys, will need protection for pirates and enemy factions. Thats as far I've come thinking. Please add, slate, poke fun at, praise :D ps excuse the bad grammar and spelling I'm a little dyslexic
First of all: What are you capable of in programming? I won't focus on this (this is the game development forum), but such a project would be a huge undertaking. I don't have the facts with me right now, but I think Rome: Total War took a massive team three years and hundreds of thousands of dollars.
Second: It sounds like you are proposing Space: Total War. What makes this game unique, other than the settings? What makes this game truly different from Rome, SHogun, and Medieval, other than you using lasers instead of arrows?
Second: It sounds like you are proposing Space: Total War. What makes this game unique, other than the settings? What makes this game truly different from Rome, SHogun, and Medieval, other than you using lasers instead of arrows?
Quote:
Original post by rdllewellyn
ps excuse the bad grammar and spelling I'm a little dyslexic
I personally believe all great programmers and game developers are dyslexic to one degree or another. So its cool ;)
Anyways, the idea sounds really cool, but I'm going to rag on you for the same reasons I rag on just about anyone who posts ideas like this in the game dev forum. Ideas are a dime a dozen. The real question is, can you work this idea out mathematically? Also, is this a project you feel you're capable of completing by yourself?
The only way I (or anyone) is going to be able to tell you if this idea will work or not is if you lay it all out on some sort of spreadsheet. I want to see all the variables such as the different types of ships, their unique abilities/stats, how users gain resources, etc. Anything that will be important to the game.
And, since I've harped on this so many times, and no one seems to get what I'm saying... I have posted an example here:
www.lordsofmidnight.com/Pictures/Economy1.xls
Its not the best example in the world, but it should give everyone and idea as to what I've been preaching. Its helped me catch a lot of holes in my system before I got too deep into programming.
If you're looking for a stamp of approval.. BLOP, .. there you go. I love space games. I really love real time strategy space games.
To be honest, I don't agree with the others. Space vehicle simulation is a lot easier to put together than human soldier / horse simulation. That alone will reduce the amount of work needed by a huge, huge number. Strategy games are a great starting project, because you don't need to scale them. Similar to sports titles or fighting games. There's no need for more levels, more characters, more item types, etc. You can just cut development off at any point you get over your head and try to balance what you already have.
Good luck with it.
To be honest, I don't agree with the others. Space vehicle simulation is a lot easier to put together than human soldier / horse simulation. That alone will reduce the amount of work needed by a huge, huge number. Strategy games are a great starting project, because you don't need to scale them. Similar to sports titles or fighting games. There's no need for more levels, more characters, more item types, etc. You can just cut development off at any point you get over your head and try to balance what you already have.
Good luck with it.
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