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A new 4x turn-based game is being developed
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We're developing a new turn-based 4x space strategy game which should be pretty cool. But we need you to take a few minutes to fill out the survey and to tell us the things about 4x games that you liked or didn't like. The time you spend now on filling out the survey will help the game be better once it comes. Thanks to everyone who decides to help!
The survey is here: www.surveyinside.com
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Come back over to the Core a reply to some topics, tell us about yourself. If you lost the link then here it is Link
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I don't want to get too much into the specifics of the game, because these specifics are all open to change. If I work too hard to build a vision of the game in your heads, there might be a sense of disappointment if the real game proves different from the vision.
But I'll share some of the broader design principles.
- My game should have the discipline, smoothness, and lack of micromanagement of MoO1.
- The game should have at least as much depth, richness, and variety as MoO2.
- The game should have a bunch of really cool ideas and innovations that do not appear in the MoO series. These should always be consistent with the first two goals.
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#8
by Citizen Chippoka - 4/29/2005 5:57:38 PM
I'm easy, and my only main requirement is that the user interface be every bit as efficient as MooII, playable by track ball or mouse, and include a tabular, sortable, summary where the player can complete purchases from savings (if global money is available) or be re-routed to the appropriate game screen - etc, etc, etc. Also, user configurable game options are a must so that users and tweak variables to thier own tastes (spying as a selectable game feature, for example, not as a core game function). And... Keep ship movement structure and turn protocall similar to MooII, not as in GC.
Lastly: Efficient Assembly Level Programming that screams on newer PCs and runs graphics in the hardware mode, even if just 2D! Let's not move backwards in high speed execution of game programs done with nothing but simple graphics! I don't want to see any slow moving ships or slow game fuctions while using a typical modern high speed PC.
As for content, MooII and GC provide a lot of truely unique and original concepts worth retaining; as I'm sure can be said for other 4X Space games as well. Reinventing what is already successful and already invented as proven 4x protocalls and concepts typically leads to failure and subsequent waste developement funds --- rather, build upon already successfull concepts and ideas where the fan base already waits eagerly for such. Add new concepts, ideas, and game structure protocalls cautiously. 3D enviroments are not necessarily a priority if fast program exectution will suffer.
The developement team should already have a firm grasp 4x game play, game mechanics and dynamics from the more sucessful 4X games, including, not limited to: MooII, Stars, Reach For The Stars (it started the 4X story in the retail markets), GC/AP, Spaceward Ho, Pax Imperia... I probably forgot to mention some others as well.
Keep some humor in the game...
I'm a single player fan and like random situations the best (user configurable). The multiplayer on-line aspect is my least concern.
Good Luck and Best Success to you and your team.
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