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
You know... I could possibly churn up some art for you. Just don't expect it to seem really professional looking... or good looking. I need practice. And you wouldn't really have to feel guilty about replacing it later. Really.
zigzag, i totally agree, as minimal as possible is the best, the thing is: i think, and i am pretty sure tourresh will agree, that this is the minimal as possible regarding the fact that each of the elements in this screen are essential and correlate with eachother so it will not help to seperate them into popups, as it canl only cluster the actuall game screen. this way tourresh can sort the mess in a seperate screen and have much more control.
tourresh - the questions to your question will be:
how will it appear on the main game screen? if its the entire screen, then it really doesnt matter, but if you want to integrate it into the main board, size does matter. the two tabs saves you almost a third of the entire production screen.
how fast do you want the players to set up a queue? if you want the player to quickly set up the entire production simultaneously, the non tabbes version is far far superior.
i can take a shot at the resources icons, can you list them and maybe future ones?
I prefer the tab system myself.
However, using either option, Tourresh, I think you would do well to create some greater contrast between the Unit Info section and the queue sections. I know it won't be confusing, but something about it just... tickles the back of my mind? That odd feeling would go away if the Information section had a different background color (like the hue of the green you are using for the lower headings?) or a more significant border. Just something to make it pop out a bit more.
Actually, if you want to play it safe with the single-page layout, using some light backgrounds to differentiate the Info, Buildings, and Units areas of the window would work.
It's a tiny issue, I know, and one I bet I could get over in minutes... but... something about it just bugs me. It's hard to explain, but it feels like the whole window is just... leaking into itself? Fading into itself? I don't know
Thanks for the space empires link, I'll have to spend some time exploring that community.
Magic I'd love any help I can get. Luckily for us both, the game doesn't require photorealism or anything even close. The unit sprites probably don't even need need to be any larger than 64x64 , which limits the quality anyways (though I guess if someone wants to make anything in better quality it's no problem just shrinking it).
Burningpet I agree with every part of your last post. For now, I really can't even comment on what I'd rather the player be doing. A lot of that has to do with the entire production and industry system not being finalized. I'm getting a lot of different ideas and I think I'm just going to have to experiment with a few of them. I can theorize and debate some of these systems for months, but until they are actually tested in game I won't really know. Therefore, I'm going to try to hold off on perfecting most of the UI stuff until all the basic components together. It's really hard to do these UI elements when their role in the overall game isn't certain.
Oh, believe me I agree. It's hard to think of a recent game that hasn't used that. Even EFS used such a system. Without so much as even a sprite artist on board I kind of feared that 95% of the units would just have a big "N/A" or a question mark there.
As for the resources most are similar to the ones from EFS, and I'm finding it hard to think of how else they could be represented besides the general way they were there (not that they need to be that different). here's the ones I know will be in:
Resource roles that will be in the game, but whose form is not finalized.
Questionable resources
Then of course there's money and time, both of which can have many graphical interpretations.
Not a bad idea louist, but I'm saving the changes like the one you suggested to more final builds of the game as way too much could change before then.
No worries, I understand how early in the works you are and how prone to change most things will be. I just felt that if I didn't say something now, I'd forget to later.
As for the Extremely Rare Harvestable Resource, how about adimantium? It's been used in almost as much SF writing as in fantasy, it's an established concept that most gamers will intrinsically attribute great value to, and I've been playing a lot of Dwarf Fortress lately. That last point isn't necessarily relevant, but DF lends any argument weight.
As for Trace, I don't recall if that was a resource in its own right, or if it was just a tile that produced better metal yields.
I'll add adamantium to the list (might as well add slade while I'm at it).
Trace is the 3rd resource from the left in the last EFS screenshot in the original post.
heres a first set of icons, tell me if that style suits you. they are much more simplified than EFS icons style, which are basically shrinked semi realistic paintings.
if you rather have the icons more of the style of EFS, i can take a shot at that also.
My brain is not artistic and I tend to have to resort to a lot of user polls to help me decide what looks better. I find nothing wrong with the style itself. The sharpness doesn't fit into the default gui I'm using, but I'm going to end up replacing the gui graphics anyways. The main thing with the art style is it has to be relatively consistent throughout the game. I don't know how far exactly this would need to extend. Would the large unit portraits need to be done in a similar style? It's quite the contrast to the production mockup you made. The only thing I have to compare to style wise is the old EFS style and the style of the units I've taken from FreeCiv. I don't really know if any of them is inherently better.
On the note of the production mockup, il-palazzo suggested a pretty good industry method I think I'm going to implement which would work better with tabs.
Back to the symbols...
I asked five people what they thought each symbol meant.
1. 100% correct answer responses
2. 100% correct answer responses
3. 40% correct. Others thinking it was an arrow or wing with a shadow.
4. Got a lot of interesting ones like 'brain juice', but they all had the same theme of biochems.
5. 1 correct answer. 'A shell', 'A door', 'Armor', 'A box'
6. 1 correct answer. 'a button', 'a light', 2 'the letter I'. The guy who got it correct was literally mining in UO at the time and his entire backpack was filled with ingots.
7. 100% correct answers
8. 'A bowling ball', 'The new symbol for lua', 'the gay death star', 'pool ball', 'an easter egg'
I think 3 can easily be solved with splitting the left polygon into two.
5 probably needs more detail.
6 would be a lot more recognizable if it was represented in isometric form and/or with multiple ingots stacked.
I've played EFS and the only one that caused me to pause was the biochems. It also bugged me that the lighting on the singularity and ingot was opposite that of the gems. I do like the simplicity of them all, though.
Also- who still mines in UO? Get a bot to do it for you
I liked the semi objective methoed of judging the icons, although, the context here is also important, had you said those were all reources in a turn based strategy game, would people still recognise the gem as an arrow? or the ingot as a button? i am not sure. non the less, it is still important to make it as easiest as possible to recognise them in glance without forcing the player to make mental connections.
the reason why i went with such a method is because it is one of the simplest ways of creating icons, bearing in mind that you will not always get assistance from graphic men, so you could easily create icons youself that will remain in the style of the previous ones.
this brings me to what you have brought up regarding the unit portrait issue, i may have a solution, not the pretiest, but it can bring the entire interface, along with the icons into a single graphic style that can be easily made without much of artistic skills.
louist - nice catch on the lighting
those wireframe portraits can be easily made, and it brings a militart futuristic notion into the interface.
note that we are talking style here and not neccecarily the exact arrangement of the elements.
I guess I failed to put that in my last post, but I gave people a second round of guessing, mainly because after I gave them the test, the askees wanted to know what everything actually was. In this round I told them they were 'resources in a sci-fi game'. The people who got the gems wrong said ruby, crystals, gems so that one improved a lot. The only other one that actually improved was the metal icon, which a couple people who thought it was an 'I' before changed their answer to 'Iron'. The rest of the icons that they didn't already get were still big "???" to them.
Well, the brain-juice has grown on me, but if you are worried about it, try out something like a liquid-filled syringe, or the rather well-known biohazard symbol.
So what needs fixed, the electronics and the exotica only, or you want me to change other icons aswell?
interface style wise - let me know which direction you prefer, i have free time now and i can start working on the actual game interface graphics.
i can also start working on units sprites, preferable vehicles for the moment beause i can do 'em in 3d quite fast.
so i could use some sort of general unit list if you havent finilased the ones that will be in the game
I guess electronics needs something, but I don't know what if anything needs to be done to exotica.
As far as UI style in concerned I really don't know at the moment. One thing I was considering was how the GUI style is guying to affect the maps. The latest mockup would probably look totally out of place on some of the maps that have been made. There's not a lot of maps made currently so it doesn't really matter if some maps can't be used because of the style. However, we need to keep in mind that the UI will have an impact on the style of maps. So with the more "worn" UI the maps would look quite a bit different.
The UI also is one of the parts that really hard to implement piece by piece, unlike the unit portraits/sprites. So I guess working on vehicles would be great for now and should give you a lot of freedom. For a general list of units you can look at http://website.lineone.net/~rwein/nova/unit2-3.htm . Although the names will change and some of the units won't be there the general roles the units fill will probably still exist. You can be pretty certain that if there's a vehicle, there is probably a later more upgraded version or two, a heavy variant, a scout variant, and one that hovers. I'm also not above using the same model and just replacing treads with some hover doodad.
nothing new?
this sounded nice,....
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