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  1. (http://renegade-x.com/forums/viewtopic.php?f=135&p=150347#p150347) http://abload.de/img/2015-03-24_000040kstl.jpg "Underground units,Unit detection" ? -> Sure Im just putting salt in i know. But you kinda asked for it by saying this uninformed things about the Renegade X SDK. Thats all. Peace God that fucking animation on the titan is pure sweetness with a big pile of more sweetness on top. That's how i want the Titan in Reborn to move like
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  2. Great ideas Dave! Graphics are interesting yes. Personally I love me some good graphics, but I can totally see why you'd want to limit them. Perhaps if you used a fancy rendering system that turned objects you can't directly see into wireframes or something that might same some memory... You probably couldn't go the Minecraft way of only rendering what's in your 'sector' because then any AI's you had that went out to chop wood would simply cease once they left your render range. As for settings - nice. When I originally though of this I pictured a colonial theme (for obvious reasons) but then I went Sci-Fi. Finally I ended up with a dieselpunk/colonial hybrid but as you pointed out, it's good to have some strong enemies that make sense in your world - and my concept did lack that. As for how a town started, that's another good idea. It sounds like the start settings in Banished. I had though of having a start like Minecraft, as a lone newcomer to a New World, with just your backpack and some tools (maybe you could pick from some character classes for some RPG elements). I'd have some roads and towns already existing (for combat or trade) and if you build near a road (or build a road near your place) then NPCs in cars or on foot would occasionally travel past you. You could then hire them or they might trade with you - like in the iPad game Towncraft. Building the buildings is a challenge. I think you're suggesting a system like in Spore - I hadn't thought of that and it solves some problems. The biggest problem I think with building is that there should be a balance between the hight scale town planning and the low scale architecture. If you have to design each home by scratch yourself that'll quickly get tedious and frustrating, but if you don't get any control over your town's architecture it won't feel custom enough. I had thought about a complex SimCity style system where citizens build their own homes on plots of land you designate, using whatever materials you supply. That would require powerful generation tools. Another idea I had would be to have a bunch of components related to the building type and level. A citizen's house would be their own property and they'd decorate them themselves, but factories and shops are built by the player by using pre-built room templates and then placing specific components into them. You could build a lumber mill by first building a brick building, and then placing a 'saw' and a 'engine' into it. Maybe later on you'll upgrade it by placing another saw, a generator, a burner and a storage room. This one of the coolest parts of the game but also one that would need the most work For the RTS style building, I would have a component be a 'mayor's desk' or something like that that you can place in your home or town hall. Using that puts you into RTS view. I can see why a tutorial would be important haha Would a story based tutorial or an abstract narrated one be better? Another important area of the game would obviously be the AI citizens. Should they behave autonomously, carrying out their own lives and businesses, or should they work under your dictatorial thumb? I supposed you could have 'private' citizens that runs banks and insurance companies and provide your settlement with money that they generate as long as they're happy and working. Then you'd also have 'workers' who respond to your commands in a indirect way, you could say 'cut these trees' and the nearest free workers would get on it. I'd say the most important 'victory condition' would be your people's happiness. Providing your citizens with a nice city with plentiful bear and food would cause them to be happier thus increasing your score. That would be interesting! You could start out as a villager and level up to eventually become a paladin. Image if you came across a enemy monk who tried to convert you haha
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