So I've taken a break from my recent Men of War and Garry's Mod modding and I decided to make a strategy game.I'm paying homage to two of the most underrated games I know, Dominions 3 and Emperor of the Fading Suns (which itself is a pretty big Dune rip). Neither games are graphical super stars, but by posting here I'm going to assume that doesn't matter.Dominions 3 is a fantasy turn-based strategy game with a risk-like board filled with provinces to conquer. Dominions 3 has an amazing system for multiplayer. It does not use a hex-based grid, and battles are automated, but battleplans can be set beforehand. The player can then watch the battle when they get their next turn to see what happened. Although most people still prefer to fight battles manually, trying to do this in a multiplayer game, especially with more than one person, means games never finish.Dom3 also had amazing customization and a lot of unique mechanics I'll be shamelessly ripping.Dominions 3 Features:-Risk-style province system-Huge amount of units-Fun mechanics (Olympic-type arena, globally biddable mercenaries, world changing spells/abilities)-Automated, preconfigurable, watchable battles-Dedicated multiplayer PBEM host.Emperor of the Fading Suns is an even lesser known game that Dominions 3. It is the only game I know that let's you build a civilization-like empire, but on multiple planets. Having to deal with space and enemies that can land all over your planet is a unique challenge that I want to replicate. There are a few other notable things about EotFS. One is that it had a rarely used resource system in these types of games. Instead of building cities for population, most of the building is separate facilities to mine/harvest and refine the dozen resources. The resource system manages to be very easy to grasp despite the amount of resources and it allows for a lot more strategy (blockades especially).The main things about EotFS that I like are the setting and politics. The universe is ruled by a single emperor and all the players play as leaders of Houses vying for power. Each player needs to protect their noble bloodline (losing all your nobles = game over) and they need to try and get as many royal scepters as possible. Royal scepters are units that can be captured by anyone clever enough to find and obtain them. Each scepter counts as a vote whenever elections are called.When elections are called everyone votes for who they want to be the Imperial Regent. The Regent's main power is that they assign who get's to be in the Royal offices (and they can pick a role as well). The Imperial Fleet Commander has full control of a large and powerful space navy. The Stigmata have a massive defensive force and are charged with defending humanity from the mutants. The Imperial Eye has spies all over the universe as well as several other fun units. Essentially, each has a role that players are supposed to fill, but players will try to use them as much to their advantage as possible. "So what if I'm targeting the rebels near my planets first?" "Oops, looks like the mutants are attacking your planets. I promise to try harder next time." There's also a neutral trading faction, marauding mutants, and The Church. The Church is the most interesting, as they will randomly put bans of certain technologies it deems 'evil'. If you continue to research or build units that use these technolgies you will anger the church. Their massive armies will crusade against you, burning down your labs and possibly declaring war on you. This was a great risk/reward system and it also kept games from always having the exact same tech progression.Anyways, to win the game you need to become the regent and then try to take the crown by starting a massive fight with every player and trying to conquer the super-planet Byzantium.Pics Hidden: EotFS Features:-Civ-like building on mutliple worlds-Cool resource system-Awesome politics and related game mechanics-Great Technolgy TreeSo what I'm going to do is take all of these and merge them into soe sort of super game. I'm building it with multiplayer from the ground up and don't even know if I'll ever get to AI.I'm willing to accept any help on can with just about anything. If you want to throw in ideas, help code, submit art, playtest, map, whatever, be my guest. I'll be releasing this free and open source.Systems: PC/Max/LinuxSingleplayer: Not initiallyMultiplayer: LAN/NET/HotseatTurn based - Simultaneous Execution (http://www.rjcyberware.com/md/intro-tbse.html)Theme: Dune/WH40K-esqueWarning!!! These screenshots are from literally only two days of work. They show the basic idea of how maps will work and some of the most basic UI elements. Currently, I've gotten the framework down to add maps, units, resources and most of the variables I'll need to actually make content. I'm currently working on making some more custom UI animations and elements before I make the dedicated server.
Design Docs:
General: http://docs.google.com/View?id=ajjpvfhr6skd_194ggjnsqfr Combat: http://docs.google.com/View?id=ajjpvfhr6skd_199cjknb9hp
I'd love to get EFS working on windows 7
Good luck with your work, and keep us updated.
Good luck to you
Looks very interesting really, now EotFS or Dominions 3 made with today's technology and a big budget would be awesome.
Yeah goodluck, ill be keeping an eye on this
How do you plan on making it? Mod or from scratch?
EotFS actually sounds very similar to a civ5 mod i was planning.
Good luck, it sounds like something I would be interested in playing.
Sammual
What engine are you using?
I can play EFS with win7 x64. Use compatibility mode. If you are having problems with it saying it's not installed I can fix that too.
I am making this "from scratch" using the Love engine. I was thinking about using the civ 5 engine, but I thought, "Why wait for it to come out just to find that it won't do everything I require?" I'll check out civ 5 later, but I've already got a lot of stuff working, not to mention my version will be free and not require civ 5.
I just finished the combat tester program. People can design units and armies and have them fight each other using quite a complex combat algorithm. I'll probably release that to you guys soon so you can play around with it.
I'm also including the design docs. These are very detailed!
That sounds awesome. Have never heard of Fading Suns before. Sadly, I know nothing about programming .... but I know about games, so I can help test when you get things up and running, or juist in general if you need any input.
Will it be multiplayer only, like Dom3 is more or less (the AI is gruesome)? Will you have AI?
At this point it's impossible to tell if there will be an AI. I can tell you that an AI is not being developed side by side with the main engine as Elemental is. Making a good AI is a feat equal almost equal to the game itself so it would require significant work.
Here's the timeline:
If you know about games and game design the best time to speak is now. Although this forum topic isn't that busy, I have this same post on a number of other boards and the ideas people have been pitching have been extremely helpful. I'd like to hear about any mechanic from a turn based game that you particularly like or any that you may have thought up yourself. These ideas don't have to be from Dom3 or EotFS.
Even just throwing out things you don't like about certain turn based strategy games would be useful in helping me avoid those save mistakes.
An artist from the Bay12 Forums (Davion), has suggested a name and made a splash screen.
This game doesn't have an official name yet so suggest away. Davion has also started experimenting with how the actual planetary maps should look. Here's a possible look:
I am intruiged by what you have shown of EotFS.
I read the Wiki entry, which failed to say whether the game was for MP or SP, but the Gamespot review from 1997 seems to indicate that it is SP. Is that review accurate? In other words: Does it suffer from the same abysmal AI that Dom3 and Star Chamber suffer from?
Where can I get a copy, do you think, over here in Germany, to test it out and learn more?
thank you
No idea where you can get a copy and the AI wasn't that great.
I've done a lot of work on the game's framework and I'll probably be posting a video some time soon.Here's the things that I can't progress to until more decisions are made:-Production/recruitment limits per province? How is production determined? Is it a slot based system where I have X number of slots to build units per factory and the units take a set time to build, or is it civ system where increased production just makes you build that one unit in less time?-Is there a limit of buildings per province and is it the same for all provinces?I also need to make a lot of decisions about the fog of war:What determines what a player can and cannot see? Do you need a single unit on a planet or in orbit to see the whole planet?Do players see the actual units of spotted enemies or do they see a more vague indication of how many troops or there?I was initially thinking of some system where any orbiting ship or satellite would have relatively low chances to spot specific units anywhere on the planet each turn, as well as automatically giving a very rough estimate of the army strength/number of all provinces on the planet.Provinces adjacent to yours would automatically get a very vague estimate of army strength/numbers. The only way to reliably see what types of units are in a province would be to move spies into the province or use special satellites. Any thoughts on what should be included in FoW and how it should be revealed?
I would have it based on a series of ships/satellites in orbit that reveal the FOW based on their position. This could be a tricky one to work out, but it would provide an additional strategic element. Knowledge is power, and it could be just as important to keep your opponent in check with his spy satellite network as well as his ground forces.
I don't repost every little thing here that I post in the main thread, but this one is a pretty big update.
I love Dominions and tried a bit of EotFS once, so this project looks interesting to me.
I found EotFS hard to get into, though, because there lacked a story/tutorial to get into the world and learning all that's needed. I know Dominions lacks one too, but at least the concept is easy to grasp and some players may know some of the various mythologies and be at east with parts of the world.
As for drawing, do you talk about painting-like or drawing smaller things like 2D units?
Amazing work Tourresh, simply Amazing!!! You are quite talented indeed.
Well Done. I'd be happy to give this a shot when you're finished. Keep us posted, my friend.
"Warring Suns" isn't a good name for a game. There already is a "Titans of Steel: Warring Suns" game, so your game will be almost impossible to find with a search engines. This is a very bad thing for an open source game.
Also, what about the open source part? Do you plan to make a forum, upload the source code somewhere etc.?
P.S. I liked the idea behind Emperor of the Fading Suns, but it had so much micromanagement... It was more fun to read the manual and AAR than to play it I didn't finish even one game in the end.
Also, search for "emperor of the fading suns" "open source" gives me that http://sourceforge.net/projects/ad-infinitum/
So, it's really hard to find
Interface is a killer as well.
P.S. I just brought a main book for a tabletop version of Fading Suns. I guess i'll give a game a second try after i'll finish my Europa Universalis 3 - Heir to the Throne:Magna Mundi Platinum game.
I don't think anything about Dominions 3 is easy. It is one of the most unfriendly games to new players ever. I even had to write a multi page tutorial just to help get friends into it (and these are gaming vets).
The drawing is basically just the 2D unit sprites like you can see in the screenshots. Probably 32x32's or 64x64's.
Ellestar, I've known about Titans of Steel:Warring Suns ever since that guy made the background and it's really only a minor obstacle. The second this actually has a public release it will very likely be one of the top three results on search engines as ToS;WS is not only obscure, but also old and inactive.
Regardless, we were already searching for new names and we started brainstorming starting at the post below.
http://www.bay12forums.com/smf/index.php?topic=56342.msg1307294#msg1307294
The main problem here is that there are a few gameplay mechanics that need to be figured out before the name is chosen, because these mechanics can radically change the feeling and background of the game.
Ad-Infinitum is a very different project that I've known about since before I started this. However, BrodieBrodie (the author of Ad-Infinitum) never responded to any of my requests to work together and it looks like we actually have very different games.
While Dom 3 is hard to get into, the single-player does become very easy. The AI has certain quirks that rally hold it back. Multiplayer is great though. I rarely win, but playing against humans is just so much more rewarding.
Keep up the good work.
i must say, after going through the dwarf fortress forum, and regardless, this project looks very promising.
so keep it up!
Here's a screenshot of the unit/building production screen that I'm looking for feedback on.
Each region... -Can produce one building at a time. -Can produce as many units simultaneously as it has production slots for. -Has a limited number of spaces to build on (some buildings can take multiple spaces). What I'm looking for feedback on: -Where the information is displayed. -In what form information is communicated. What I'm not looking for feedback on: -Visual quality of the temporary sprites I used. -Font & color choices Basically, I want feedback not directly related to the art I used.
With this level of complex, the first source you need to research into are websites design. the web design field, although relatively new, has reached a good understanding of how to arrange mass quantity of info on the screen. that being said, my example starts to follow this method. but, and its a big but, i really didnt research or took as too long to think the overall design, so it is still very far from becoming at the level of being a good mass info screen.
what i did was seperating the units and buildings into diffrent tabs. this way they are as easily reachable while getting each their respected space. so when you click on the buildings tab, it will look exactly like the unit tab, but with diffrent info ofcourse.
instead of showing the game icon in the unit description, it is much better to show the unit in a more dramatic angle. this gives much more "personality" and realism to the unit and helps color interest in the screen.
keep in mind that i barely touched the visual aspect of the screen, i just arranged it a bit diffrently, as i believe that before any actuall graphical design begins, the info arrangment of the screen needs to gets sorted first.
now that i look at it, it would be more logical to switch between the "buildings queue" and the available slots...
I'd think about going in the opposite direction. Most strategy games these days tend towards a minimalist UI, rather than heavy framing. A lot of information can can be suppressed. Descriptions can be overlays or pop-ups. You can use icons, rather than text.
Thanks for the mockup burningpet!
I did web design/web sites for a short while and I used to use a lot of nice clean drop down menus to organize information. Then I found out that that anything not on the front page might as well have been invisible to people. No matter how many times I'd reorganize the menus, their names and contents people still were just awful at finding information. After making HUD's in Garry's Mod that used a tab based organization system and I kept encountering the same trend of people calling tabs "confusing". If it wasn't on the main screen it might as well not exist.
I should be able to expect more out of a turn based strategy player, but I'm just scared of it happening again.
Here's the one screen option themed similarly (might have to click on it):
I'm less concerned about players being lost by either of these two options. Both of them are fairly straightforward, with the two tab panel being a little less complex. I have faith that players can figure out both options. The question is, is the increased simplicity of the two tab option worth the extra clicking between them?
As far as minimizing the text, almost everything already has tooltips and I don't really know how much more I can dumb it down. I could use images in places of the words for the unit stats, but that's not really helping anything.
I seem to recall seeing huge pages of sprites for another modding community. One sec...
Ah yes. Do you know the Space Empires games? They have an active modding community with buckets of resources you can steal. Here is the starting point: http://home.spaceempires.net/index.html
There are many great features available to you once you register, including:
Sign in or Create Account