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Squid Empire

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Posts posted by Squid Empire

  1. Here are some responses to the initial post:

     

    I was originally going to post this as a response to a post in a different thread, but I feel like this deserves to be discussed in a broader sense, and to avoid derailing another topic.

     

    I have to ask: why are people so concerned with what engine a game uses? To me, the only people who need to worry about engines are the developers, as they need to work with it in order to create their game. But why is it an issue for the average consumer (or player, for free games such as the ones at W3D Hub)? It's pretty baffling, honestly.

     

    To use a AAA example: One of the many criticisms that Call of Duty has received over the years is the fact that they essentially all use the same engine. Personally, I don't see why it matters, as the IW engine clearly does everything Infinity Ward/Sledgehammer/Treyarch want it to do, not to mention the fact that it's been tweaked and updated over the years. The same could be said for W3D; Sure, it's an old engine, but it's come a long way since Renegade came out in 2002. Just look at what we have so far; sprinting, digging underground, deployable artillery, walkers, jetpacks, chronoshifting, sandworms, etc... Stuff that nobody would've thought remotely possible 13 years ago. And yet, there is still a push for a switch to UDK or UE4 because they're "better engines." While I'm not blind to the advantages of moving to UE4, I do wonder why people claim that the switch would solve all of our issues and bring in tons of players.

     

    What are your thoughts on this? Is there something I'm missing here?

     

    You're correct to say that the players shouldn't be concerned with the engine, it should be an entirely technical topic for the developers only. The fact that players are talking about it shows that there's a problem. It's an indirect path, but the players are responding to shortcomings in the project as a whole by fixating on the engine. Development of the W3D games is about as slow as it can be (I know it's just a hobby), and the graphics are not a major concern of the teams. The reason some people are recommending updating the engine is that they believe that doing so would help the fix these problems. By changing to a newer engine, the teams would be able to move faster: because of the support, communities, resources, and technology these engines offer - as compared to the entirety of W3D knowledge existing in this small community.

    It's not a direct criticism of the W3D engine at all, but a statement that "Hey, you've been slogging away on this ancient engine to make these games, and in 10+ years we have something 'passable'. Maybe if you switch to some modern tools, you'll be able to create better games, faster?"

     

    Using a AAA game as an example isn't really relevant, as they're working with gigantic teams and heavily modify their engines themselves in a very short time. And for them it's true that the engine they use, so long as it supports their game and looks on par, is of little consequence to the player. Again, it's true that our teams have been editing the W3D engine to suit our needs, the pacing of that is what creates the issue. It might be that W3D hub simply doesn't have the staff to do what we want using this engine.

     

    In my opinion, switching to a modern engine would allow faster, more rewarding work (especially as it would give the team members marketable experience with modern tools), thereby giving the players a better game sooner. However the downside would be the loss of years of W3D work and the likely death of the engine completely.

     

    It boils down to the question of whether this team exists to create TSR, AR, and the other titles, or whether this group exists to preserve and update the W3D engine.

  2. If your going to go Diesel punk you should include a modified version of that Mining steam punk Mech I'm positive I remember you posting ages back (either that or I'm getting my awesome posters mixed up again)

     

    Either way good luck with this.

     

    [sketchfab]8a4d54f6946a45018f3494a4e40e7430[/sketchfab]
    This one here! I'd like to keep vehicles simple for now, but if I get the conditions to add this you bet I will :)

     

    What engine are you going to build this on?

     

    Are structures going to be pre-fab'd (and potentially you could add new pre-fabs with mods) or self-build a-la minecraft? pre-fab would probably be easier if you want to give buildings functions and whatnot.

     

    I can't really comment on the engine, but I'll take any suggestions. If I had to make a prediction I might hazard Unity 5.

     

    There is a scale of building pre-fabrication I suppose from Minecraft style lego blocks to Age of Empires style pre-built buildings. Ideally, I would lean towards the method used in Rust, but perhaps with even simpler options. A player could place a 4mx4m room using the material they like, and then add things like doors, windows, ladders etc onto the walls. Room could be placed next to each other to make larger rooms. To make a room functional, you would add some certain objects. For example, to make a home you might add a bed and a cupboard to a room of at least 8mx8m floorspace (2 'units). A crushing plant for a mine might need 16mx16m, a diesel generator, a control module, an industrial device, and a storage module. These devices would be crafted by the player and placed down in first person or via 'mayor mode'.

     

    However to keep things simple, the method of simply placing pre-built structures could work. Perhaps if you went this route you could have player made content included - with a steam workshop sort of thing for buildings (as Dave suggested previously).

  3. 49K8rJ9.png

     

    cityconcept_by_squidempire-d983gk5.png

     

    *Concept title and image are subject to change

     

     

    Introduction

    General overview

     

     

    Real time strategy games have been successfully crossed with first-person shooters before. Minecraft introduced the world to a first person sandbox format. Both these genres skirt the edges of a large, ancient genre: city-building. City building games are very high-scale oriented, with the player managing very high-level instructions and tasks. However, a smaller scale city-builder, mixed with familiar first-person survival elements (Rust, Seven Days to Die, Life is Feudal, Minecraft etc.) is a viable game. This mix would present the player with a game both allowing macro city-building style gameplay, and micro-style architecture and survival aspects.

     

     

     

    Disclaimer

    Please read

     

     

    This is less of a project or a serious attempt at a game at the moment and more a concept. Energy and circumstance permitting I'll spend some time on this beyond drawing or writing, but at the time of writing this I don't consider an implementation likely at any realistic time.

     

    This document makes frequent references to many real time strategy (RTS), city-building, and first person games. Some examples include:

    • Minecraft
    • Rust
    • Age of Empires series
    • Sim City series
    • Anno series
    • City-Building series by sierra (Rome, Pharaoh)
    • Tropico series

    Disclaimer for Synaesthesia

     

     

    Don't hate me!

     

     

     

     

     

    Concepts

    Collection of all concept images and content

     

     

     

    Core Concept

    Regarding the purpose and direction of the game

     

     

    Blending a city-builder with first person gameplay requires that both original game styles are simplified. In order to achieve this, the survival elements of the game will be reduced, and the city-building scope will be turned down. The game can be expected to contain these features to be considered functional:

    1. A world is available for the player, featuring terrain and natural features
    2. The player can move around and interact with the world in first person
    3. There are resources that can be collected by the player
    4. These resources can be 'crafted' by the player to create new materials
    5. Using these materials a player can 'build' structures which for 'settlements'
    6. These structures have purposes
    7. NPC citizens come under the players command in relation to settlements
    8. These NPC citizens can be instructed to perform resource collection, crafting, or building
    9. There are other AI citizens and settlements not player controlled for the player to interact with
    10. Using weapons the player or the player's citizens can attack and destroy other citizens or structures

    The specifics of these elements will be discussed below.

     

     

     

    Setting & Style

    The theme and art style to be used

     

     

    Generally there are a few concepts to consider. The limitation on style are not final but help in determining the theme. For example; it's best to choose a fantasy or Sci-Fi theme, as then gameplay elements like healing devices or town interfaces can be explained via magic or technology. The following themes are considered possible, in order of most to least considered.

     

    1. Squid's Dieselpunk
      Squid's own personal style used when doodling or daydreaming. Lacks a definite time period, but could be hesitantly placed in the 30's. This style is assumed from henceforth in the document. Squid's Dieselpunk would have the player as arriving on a scarcely colonised new continent, with a rucksack full of provisions. The setting includes motor vehicles (most notably transport trucks and autobikes), electricity, simple industrial architecture, diesel motors (all over the place), firearms, dirty industry, pipes, cables and dim lights everywhere, vacuum tube electronics, a warm pallet, and alternative future technology.
    2. Hard science fiction
      Arriving on a newly colonised planet, the player is provided only with what they brought on their spaceship journey. This setting allows the most manipulation of environment and resources as the alien world can contain all sorts of inventive items. The 'hard' in the science fiction means there would be an emphasis on keeping the setting scientifically valid. This setting would include modern efficient space architecture, vehicles (space buggies and transports), firearms, high-powered industry, LEDs and lasers, touchscreen devices, flexible tubes with white gas in them, a blue and white pallet and realistic future technology.
    3. Hard colonial fantasy
      This setting would be considered traditional in city building games. The player is a new colonist in the 17th or 18th century arriving in the New World. This setting requires extensive work in environments and NPCs in order to keep them at least semi-authentic, and doesn't allow much leeway in explaining gameplay elements 'in-world'. Hard colonial fantasy would include only horses as vehicles, authentic colonial architecture, melee weapons augmented by some firearms, low-level workshop industry, torches, smelly peasants, barrels, rickety wooden structures, an earthy pallet, and semi-realistic colonial technology.
    4. Soft colonial science fiction
      This setting would take place on another planet, taking the advantages Hard Science Fiction provides there, and use a neo-colonial theme - gaining the traditional nod from Hard Colonial Fantasy. The player would be a new colonist on a planet recently claimed by some intergalactic empire, providing a colonial theme. The setting would include a style meant to look like a futuristic take on the 17th century, with metal instead of wood. There would be simple vehicles (like an automated transport), firearms and melee weapons, moderate level industry, space barrels, space peasants, a other-worldly pallet, and science fiction 'worn world' technology (like Star Wars or Blade Runner).

     

     

     

    Environment

    Environmental concepts - from implementation models to aesthetic goals

     

     

    When considering the method for creating a world there are two major camps. Either a Minecraft style procedurally generated map, or a selection of prebuilt maps, such as in Tropico 4. In a most idealistic version of this game, a procedural map would be used that generates beautiful natural terrain with no errors. However, to remain grounded a better suggestion for this project would be a prebuilt map. The suggestion is to create a series of large, carefully crafted maps with differences in terrain and geography between them. While it's true that the player can expect the same world twice, by making the worlds large (e.g. 32km square) and spawning the player in a random location the feeling of familiarity can be slowed. To further keep these maps fresh, some basic generation could be used - such as scrambling the exact position of trees in an area designated as a forest, or changing the locations and layouts of pre-made towns.

    The maps would include a few variations of each type specified. For example a fews maps would include most terrain types (deserts etc), there would be a few snow only maps, a few grassland maps, a few mountainous maps, and so on. Keeping the maps pre-built means that the style used on the maps can be controlled to a greater degree, and the mappers can work to keep the style consistent.

     

    Another method that could be used would be a similar generator to those in Age of Empires' random map. This would mean the player could pick a map type ('snow', 'desert', 'grassland' etc.) and the game would generate this type of world based on some specific algorithms. A 'river' map might always contain one large river, while a inland sea map includes a large ocean in the centre. While this method allows for a nice degree of controlled randomisation, it has some downfalls. For example, the level of detail in the map suffers greatly (unless a gratuitous amount of time is spent on generation code for small prop grasses and rocks). Furthermore, any generation code would put a great burden on the programming team, and isn't really necessary for this project.

     

    City building games give a view of the total land available to the player at all times. This is a bit of a problem for this game, as the survival aspects require that the player has to spend time scouting their surroundings themselves. The simple solution is that the mayor view in game can only be activated within the confides of the players town. If the player wishes to build a remote logging cabin they can do so in first person mode.

     

    Terrain Types

    A variety of terrains will be included in order to give the player variation in vistas and exploration, and to allow the collection of varied natural resources. Ideally, these terrains will be implemented in a realistic way - with cold climates gradually giving way to warm - but some maps might subvert this. Each terrain type considered is listed below along with design goals and concepts.

    • Grassland
      This should be a common type, consisting of lush tall grasses on rolling hills, with occasional clumps of trees.
    • Forest
      Another common terrain type, consisting of shrubs and bushes on the ground (bare dirt and rocks in-between) with large trees clumped together. The density of the forest can vary highly, as can the tree type.
    • Riverland
      Low lying ground, consisting of either pebbles or mud with sparse shrubs and grasses growing between.This will sit either side of slow rivers or in empty river beds.
    • Rocky plains
      Similar to grassland as above,but with less grass and ith clumps of boulders and rocks. The rocks should be crumbly and mossy. This is found at higher elevations.
    • Tundra
      Higher or colder still then rocky plains is tundra, where there is very low bristly plants with small ponds and rocks. The plant life should be autumn coloured.
    • Mountain
      Above the tree line, only rocks and snow. There might be some occasional small shrubs, and there is plenty of moss on rocks.
    • Desert
      A vast sandy emptiness. Occasional oasis and palm trees.
    • Rocky desert
      Think Colorado or Utah in America. This is a desert characterised by large monolithic rock structures in rustic red colours. The ground is a mix of sand and rock and there might be fast flowing meltwater rivers, but no vegetation.
    • Scrubland / bush
      Very flat, dull land, consisting of weak sandy soil spotted with gnarled shrubs with occasional trees.
    • Volcanic
      Large swathes of black rock with boulders and other structures. Smoking vents dot the surface, and there might be hot springs. No vegetation.
    • Shoreline
      Low sandy beach connected to a body of water. There are thin grasses clumped towards the land side.
    • Lake
      A calm body of water fed by rivers. The lake's colour is lighter then an ocean.
    • Ocean
      Massive body of cold salty water.
    • Swamp / mangrove
      Very low lying, waterlogged terrain. Features a thick forest of droopy, dark coloured trees.

    Map Types

    Below is a list of map types considered. Each type should have at least two variations in the final product. Note that the names used here are descriptions not concepts for names in the product.

    • Bavarian
      Mainly: forests, grassland, rocky plains, tundra
    • Alps
      Mainly: forests (taiga),tundra, mountain
    • Tableland
      Mainly: rocky desert, grassland
    • Amazon
      Mainly: forest (jungle), riverland, mountain, swamp / mangrove
    • South Island
      Mainly: Forest, rocky plains, volcanic, mountain, shoreline, ocean
    • Lapland
      Mainly: Forest, riverland, shoreline, lakes, tundra
    • New Holland
      Mainly: Grassland, scrubland/bush, desert, rocky desert, shoreline

    Further below there is a section for resources, which includes how they are generated in the world.

     

     

     

    Player

    Player character concepts

     

     

    Considering the player character brings up some interesting possibilities. The easiest way to manage the character would be to have them as an unchangeable, mute figure who chops wood and never tires. However, some level of character customisation would be welcome, especially as most games that are in a similar vein already feature this silent gorilla. The simplest customisation method would be to allow the player to name their character and choose a skin or body to represent them. Going further, the player character could have a backstory or profession chosen by the player - and this background affects their skills and how they play. Going even further then this, the player character could become more like a hero from an RPG game; they could have stats and levels, abilities and needs. In the interests of simplicity, it is suggested that this last step is not gone to, and instead the player character is affected only by the initial background choices the player makes.

     

    A suggested player creation form:

    1. Player name
    2. Player gender
    3. Player profession
    4. Reason to be here

    Name and gender are self explanatory. Name would affect things like save file allocation and UI messages. Gender would affect the model chosen to represent the player.

    A player's profession would represent what their character is trained in. This would allow for some in-game bonuses or disadvantages. A player's 'reason to be here' asks why they came to the in game New World, and would affect what items they begin with.

     

    Professions

    • Mercenary
      A soldier of fortune, this player gets a bonus to damage dealt and reduced damage received, even by their citizens. However their buildings take longer to build and cost more.
    • Explorer
      This player has been to the corners of the globe, and receives faster movement speed and crafting, as well as automatic healing. However they take more damage and they harvest less food.
    • Engineer
      There isn't much this player hasn't taken apart and rebuilt, they get faster building times and more efficient factories. Their individual resource gathering is very slow though.
    • Frontiersman
      This player lived in the wilds with wolves for thirty years and so all food they harvest (even by their workers) is increased and they are invisible to hostile animals. Their buildings have less health and build slower however.
    • Professional
      Having four degrees from prestigious universities, this players knows the secrets of trade, all buying prices are decreased and selling increased. However hostile animals deal more damage to them and they do less damage in general.

    Reasons

    • For fortune or glory
      Spawns with: a knife, ropes, food supplies, a tent, and good clothes
    • To begin again
      Spawns with: bricks, planks, tools, a cart, decent clothes, a modest sum of money, and food supplies
    • To conquer
      Spawns with: a revolver, ammunition, food supplies, and armour
    • By accident
      Spawns with: nothing! Only some basic clothes and a few coins.

    Note that all players spawn with a rucksack (to serve as inventory),a hatchet (to use as a tool), a map (to give a minimap of places been to), and a survey tool (to be used to map a locations fertilities or resources) by default

     

     

     

    Resources

    List and concepts for resources, their collection and use

     

     

    Personally, I love games where there is an absolute abundance of resources. I've tried to be realistic in my number of resources here, but I will include more if I can.

     

    An important element of the game will be collecting resources to build and upgrade the players settlements. At first this will be done 'by hand' in first person mode, but once a town is built it will be handled automatically by NPC citizens. Materials can be harvested from a variety of natural locations, and these can then be processed or crafted into further materials. In addition, some materials can be bought or sold with traders.

     

    Finding natural resources

    To create most resources the player must first collect natural resources. Doing so is a simple process of having the right tool and using it in the right area. To collect logs for example, the player hits a tree (which will naturally spawn in areas with a chance to re-spawn on stumps-that cannot be removed) using a hatchet until it breaks apart. To collect various sands or soils the player can 'dig' using a shovel as long as they are standing on solid ground.

    Minerals are a little more complex. To collect iron or coal the player may hit an exposed vein with a pickaxe to collect iron or coal. This may be done endlessly, but collects at a slowish rate. An exposed vein will be apparent as either a rusty red band on grey rock or a black line on rock. To collect greater quantities the player must construct a mine above a vein (see below for construction details). To do this the player uses their survey tool.

     

    Using the tool will give the player an indication of the fertilities in their surroundings. It works in first person but it far more useful in mayor mode, where it can be activated by a button on the UI.

     

    It would appear like this

    (place-holder image from Tropico 3)

    387637-tropico-3-windows-screenshot-buil

     

    With different coloured squares on the grid to represent different mineral availabilities.

     

    A similar overlay will be used when determining crop fertilities.

    For simplicities sake, crop fertilities will come only in the groupings of the crops themselves; that being fruit, vegetable, spice, grain, cotton, tobacco. Ideally there would be different crop requirements for all classes, but to remain feasible only those listed will be used. Crop fertilities will be shown using the same survey tool as above, when tuned to their type. For instance looking for 'fruit' fertility would provide an overlay showing the relative fertility of the soil to grow fruits.

     

    Crop requirements:

    • Fruit:
      Low or moderate elevation, high levels of rain, moderate to hot temperature
      Normal tolerance
    • Vegetables:
      Moderate or high elevation, moderate levels of rain, moderate to low temperature
      Normal tolerance
    • Spice:
      Low or moderate elevation, low levels of rain, moderate to hot temperature
      Low tolerance (must always flow)
    • Grain:
      Low or moderate elevation, moderate levels of rain, moderate temperature
      High tolerance
    • Cotton:
      Any elevation, moderate levels of rain, moderate to low temperatures
      High tolerance
    • Tobacco:
      Moderate or high elevation, low levels of rain, moderate temperatures
      Normal tolerance

     

    It would look more like this:

    (place-holder image from Tropico 4)

    2013-11-20_00010.jpg

    With red to green being the scale of how well the land is suited to grow the crop.

    Once an area has been decided upon, the player must build a farm and use it to plant the seeds they wish to plant. The farm can then be used by the player's citizens or by the player themselves. See the buildings section for more information.

     

    Lists of Resources:

     

    Note that the creation methods given below are for the player character. To see how to create these materials automatically, see the construction section.

     

    resources1_by_squidempire-d8yo9vw.png

     

    resources2crops_by_squidempire-d8yxyyx.p

     

    resources3misc_by_squidempire-d8yy54f.pn

     

    Natural Resources

    Things that are found or collected straight from the world

     

     

    • Logs
      Found by cutting down trees (the resource comes as logs scattered when the tree is destroyed)
    • Leaves
      Found on the ground in forests or by cutting down trees
    • Mulch / Compost
      Found by digging in swamps or by processing leaves, grains, vegetables, or fruits
    • Fruit
      Apple, orange, peach, banana, coconut, berries
      Found on various plants or trees, collected by hitting to break them off
    • Vegetables
      Carrot, potato, pumpkin, cocoa bean, corn, lettuce
      Found when various plants are destroyed
    • Spice
      Found by breaking a spice plant
    • Grains
      Wheat, barely, sugar
      Found by breaking certain plants
    • Stone
      Found by mining on any exposed stone surface or via any mine
    • Minerals
      Coal, iron, gold, gems
      Found by mining exposed ore deposits (only for coal or iron) or by mines placed over deposits
    • Clay
      Found by digging near rivers or lakes
    • Water
      Found by collecting water with a bucket near a lake or river
    • Oil
      Found by placing an oil well over a deposit
    • Fish
      Found by fishing in lakes, rivers, or the ocean
    • Cotton
      Found by hitting a cotton plant
    • Tobacco
      Found by breaking a tobacco plant
    • Soil
      Found by digging in most places
    • Sand
      Found by digging on sand
    • Ash
      Found by digging on volcanic grounds or in burnt areas
    • Gravel
      Found by digging in rivers, beaches, or lake shores

     

     

     

    Processed materials

    Things that are made by processing (using a reaction or simple action like cutting) other materials

     

     

    • Glass
      Created by smelting 2 units of sand or 1 unit of ash in a furnace
    • ​Powdered Stone
      Created by processing 1 unit of gravel or 2 units of stone in a Grinding Machine
    • Cement
      Created by mixing 1 unit of powdered stone with 1 unit of water and either 2 units of clay or 1 unit of ash in a Mixing Tank
    • Metal
      Steel, gold
      Created by smelting 5 unit of either iron of gold and 1 unit of coal in a furnace (produces 5)
    • Flour
      Created by processing 1 unit of wheat in a Grinding Machine
    • Powdered spices
      Created by processing 1 unit of spice in a Grinding Machine
    • Tobacco product
      Created by processing 1 unit of tobacco in a Grinding Machine
    • Seeds
      Vegetable seeds (for each type), fruit seeds (for each type), tobacco seeds, cotton seeds, spice seeds, grain seeds (for each type)
      Created by processing 1 unit of vegetable, fruit, tobacco, cotton, spice or grain (produces 10)
    • Diesel
      Created by processing 1 unit of oil in a Chemical Workstation

     

     

     

    Crafted materials

    Things that are made by crafting (using some fine assembly) materials together

     

     

    • Bricks
      Created by smelting 2 units of sand and 1 unit of clay in a Furnace (produces 5)
    • Cloth
      Created by processing 1 unit of cotton at a Fine Tools Workbench
    • Cigarette
      Created by processing 5 unit of tobacco product and 1 unit of leaves at a Fine Tools Workbench (produces 5)
    • Alcohol
      Rum, beer, vodka
      Rum: created by processing 3 units of sugar and 2 units of water in a Chemical Workstation
      Beer: created by processing 1 unit of sugar, 2 units of barley, and 1 unit of water in a Chemical Workstation
      Vodka: created by processing 2 units of potato and 3 units of water in a Chemical Workstation
    • Chocolate
      Created by processing 1 unit of cocoa bean and 2 units of sugar in a Kitchen
    • Planks
      Created by processing 1 unit of logs at a Machining station (produces 3)
    • Bread
      Created by processing 1 unit of flour and 1 unit of water in a Kitchen
    • Tools
      Pickaxe, axe, hoe, repair tools
      Produced by processing 1 unit of planks and 3 unit of steel at a Machining Station
    • Wires
      Produced by processing either 3 units of steel or 1 unit of gold at a Machining Station (produces 10)
    • Glass products
      Produced by smelting 1 unit of glass in a Furnace (produces 3)
    • Machine parts
      Produced by processing 2 units of steel at a Machining station
    • Vehicle parts
      Created by processing 2 units of steel and 3 units of machine parts at a Machining Station
    • Electronics
      Created by processing 5 units of wires, 1 glass product, and 1 steel at a Fine Tools Workbench
    • Electric Lights
      Created by processing 1 unit of glass product, 3 units of electronics, and 1 unit of wire at a Fine Tools Workbench
    • Neon tube
      Created by processing 2 units of glass product with 1 unit of neon gas* at a Machining Station
    • Weapons
      Knife, revolver, rifle, automatic rifle, flame thrower
      Knife
      : created by processing 4 units of steel and 1 unit of water at a Furnace
      Revolver: created by processing 3 units of steel, 1 unit of wood, and 1 unit of machine parts at a Fine Tools Workbench
      Rifle: created by processing 5 units of steel, 2 units of wood, and 2 units of machine parts at a Fine Tools Workbench
      Automatic rifle: created by processing 7 units of steel, 2 units of wood, 3 units of machine parts, and 1 unit of electric lights at a Fine Tools Workbench
      Flame Thrower: created by processing 8 units of steel, 5 units of machine parts, 4 units of electronics, and 12 units of diesel at a Fine Tools Workbench
    • Ammunition
      Bullet, flame thrower fuel
      Bullet: created by processing 10 unit of steel and 1 unit of gunpowder at a Fine Tools Workbench (produces 30)
      Flame thrower fuel: created by mixing 5 units of diesel and 2 units of water in a Chemical Workstation (produces 100)
    • Gemstone
      Created by processing 3 unit of gems, 1 unit of water, and 1 unit of gravel in a Grinding Machine (produces 2)
    • Jewellery
      Created by crafting 1 unit of gemstone with 2 units of gold at a Fine Tools Workbench
    • Clothes
      Created by processing 5 units of cloth at a Fine Tools Workbench
    • Armour
      Created by processing 1 unit of clothes, 2 units of cloth, and 3 units of steel at a Fine Tools Workbench
    • Wheelbarrow
      Created by processing 1 unit of vehicle parts with 5 units of steel
    • Autobike
      Created by processing 8 units of steel, 5 units of vehicle parts, 4 units of cloth, 4 units of electronics, and 2 units of electric lights at a Garage
    • Transport Truck
      Created by processing 30 units of steel, 22 units of vehicle parts, 20 units of cloth, 9 units of electronics, and 6 units of electric lights at a Garage

     

     

     

    Import only materials*

    Things that can only be gained by imports

     

     

    • Book
    • Gunpowder
    • Neon gas
    • Rope
    • Tent
    • Cart
    • Dye

     

     

     

    Building modules

    Things that can be placed in the world, especially for building settlements

     


    For all following room, each are a 4x4m room that can be created with either 25 planks and 2 steel, 10 bricks and 5 cement, or 30 steel, each giving a different style

    Below each room are building modules specific to that type that can only be placed within those rooms.

     

    A brief description of each module is provided.

    • Housing room
      • Fireplace
        Increases the occupant's happiness
        Created with 4 units of coal and either 8 units of steel or 4 units of bricks and 1 unit of cement at a Machining Station
      • Bed
        Allows the occupant to sleep
        Created with 3 units of planks and 5 units of cloth at a machining station
      • Chest
        Decreases how often the occupant needs to resupply their home, can be used to store items
        Created with 4 units of planks at a machining station
      • Kitchen
        Increases the occupant's happiness, reduces how often they need to resupply
        Created with 3 units of steel, 3 units of glass products, and 2 units of electronics at a Machining Station
      • Bookshelf
        Increases the occupant's happiness
        Created with 2 units of books and 1 unit of planks at a Machining Station
      • Table
        Increases the occupant's happiness
        Created with 3 units of wood and 1 unit of steel at a Machining Station
      • Television set
        Increases the occupant's happiness
        Requires electricity
        Created with 4 units of electronics, 5 units of planks, 1 unit of glass, and 1 unit of neon tubes at a Fine tools workbench
    • Commercial / public room
      • Mayor's desk
        When placed, specifies the town hall and allows Mayor View
        Created with 4 units of planks and 1 unit of alcohol at a Machining station
      • Safe
        Can be used to store items
        Created with 8 units or steel and 2 units of machine parts at a Fine tools workbench
      • Shop counter
        Allows NPC's to work at the shop
        Created with 2 units of planks and 2 units of glass at a Machining station
      • Storage shelf
        Created with 4 units of planks and 1 unit of steel at a Machining station
      • Neon sign
        Displays the name of the building it is attached to
        Requires electricity
        Created with 4 units of neon tubes at a Fine tools workbench
      • Settlement trade centre
        When placed, specifies the trade centre of the settlement
        Created with 4 units of planks and a safe a Machining station
      • Mainframe
        Supports terminals or business offices in the room it is placed in
        Requires electricity
        Created with 40 units of wires, 20 units of electronics, 10 units of electric lights, 5 units of glass products, and 3 units of steel at a Fine tools workbench
      • Terminal
        Can only be placed in a room with a usable Mainframe
        Requires electricity
        Created with 10 units of electronics, 5 units of wires, 4 units of steel, 2 units of planks 2 units of electric lights, and 1 unit of glass at a Fine tools workbench
      • Business office
        Allows NPC's to work at an office - can only be placed in a room with a usable Mainframe
        Requires electricity
        Created with 12 units of planks, 1 unit of electric lights and a terminal at a Machining station
      • Surgery
        Restores the player to full health on use
        Created with 12 units of planks, 10 units of cloth, 4 units of electronics, 4 units of alcohol, and 2 units of electric lights at a Machining station
    • Industrial room
      • Tool Store
        Grants the player tools if they don't have any and there are some in the town stockpile
        Created with 2 units of wood and 2 units of steel at a Machining station
      • Furnace
        Used in crafting
        Created with 10 units of coal and either 4 units of stone or 12 units of clay at a Machining station
      • Grinding machine
        Used in crafting
        Requires an engine
        ​Created with 6 units of steel and 2 units of machine parts at a Machining station
      • Machining station
        Used in crafting
        ​Created with 12 units of planks (first time only)
        Created with 6 units of planks and 2 units of machine parts at a Machining station
      • Fine tools workbench
        Used in crafting
        Created with 6 units of planks, 4 units of machine parts, and 2 units of glass products at a Machining station
      • Chemical workstation
        Used in crafting
        ​Created with 4 units of steel and 4 units of glass products at a Fine tools workbench
      • Mixing tank
        Used in crafting
        Requires an engine
        ​Created with 12 units of steel and 2 units of glass products at a Machining station
      • Diesel engine
        Used to power machinery
        Requires diesel to operate
        Created with 10 units of machine parts and 8 units of steel at a Machining station
      • Garage
        Used to construct vehicles, takes up an entire (4x4) room
        Requires an engine
        Created with 20 units of steel, 6 units of diesel, 4 units of repair tools, and 1 unit of cloth at a Machining station
      • Water pump
        Provides water
        Requires an engine
        Created with 12 units of steel, 4 units of cloth, and 2 units of machine parts at a Machining station
    • Storage room
      Used to created storage buildings
      Created with 8 units of wood, 2 units of steel at a Machining station
    • Military room
      • Armoury
        Restocks the player's ammunition (if the town stockpile has enough)
        Created with 18 units of steel at a Machining station
      • Communications array
        Requires electricity
        Allows the player to see hostile units near the settlement lit up in Mayor Mode
        Created with 18 units of wires, 6 units of electronics, and 4 units of steel at a Fine tool workbench
      • Mounted gun
        Powerful weapon with long range that can't be moved
        Created with 18 units of steel, 10 units of wood, 6 units of machine parts, and 2 units of electric lights at a Machining station

    Generic building modules

    These are exterior features for outside rooms

    • Road
      Used by NPC vehicles, increase travel speed
      Created with 2 units of cement and 4 units of gravel
    • Mound
      Used to raise the land to a certain height; en mass it flattens the terrain
      Created with either 5 units of soil or 5 units of sand
    • Farmland
      Used to grow crops from seeds
      Created with 5 units of mulch/compost
    • Power line
      Shares electricity between connected buildings - automatically connects to buildings within a 3 block radius or power lines within a 5 block radius (as long as the direct path is clear)
      Requires electricity
      Created with 10 units of wires, 3 units of logs, and 1 units of electronics at a Machining station
    • Diesel generator
      Produces electricity enough for 12 electronic components
      Requires diesel to operate
      Created with 10 units of machine parts, 10 units of wires, 8 units of steel, and 2 units of electronics at a Machining station
    • Mine shaft
      Requires electricity
      Allows up to 5 NPCs to enter and mine minerals and stone based on the abundance of these materials where the shaft is placed
      Created with 35 units of planks, 18 units of steel, 12 units of logs, and 4 units of electric lights in Mayor Mode only
    • Oil well
      Allows up to 4 NPCs to enter and extract oil based on the abundance of oil where the well is placed
      Created with 12 units of steel, and 10 units of machine parts in Mayor Mode only
    • Door
      Allows entry and exit from a building. Must be placed on a building's wall
      Created with 4 units of planks, 1 unit of steel at a Machining station
    • Window
      Must be placed on a building's wall
      Created with 2 units of planks, and 4 units of glass at a Machining station
    • Stairs
      Wood, brick, metal
      Used to reach higher level of buildings. Can only be placed on exteriors.
      Created with either 10 units of planks and 1 unit of steel, 6 units of bricks and 2 of cement, or 15 units of steel at a Machining station
    • Balcony
      Wood, brick, metal
      An extension of a building's floor on the exterior. Can only be placed on exterior walls of building (or their corners).
      Created with either 8 units of planks and 1 unit of steel, 5 units of bricks and 2 of cement, or 12 units of steel at a Machining station
    • Scaffolding
      Wood, brick, metal
      A 1 block construct that spans a level but is empty. Can be built on top of.
      Created with either 14 units of planks and 1 unit of steel, 9 units of bricks and 2 of cement, or 20 units of steel at a Machining station
    • Railing
      Wood, brick, metal
      A 4x0.5 wall that prevents people falling off high places or going where you don't want them. Can be placed on the edge of a grid (see construction).
      Created with either 4 units of planks, 2 units of bricks and 1 of cement, or 6 units of steel at a Machining station
    • Fence
      A chain-link fence to prevent entry to an area. Can be placed on the edge of a grid (see construction).
      Created with 10 units of steel at a Machining station
    • Exterior lighting fixture
      A light that can be placed on a power-line or on an exterior wall (the building must be powered)
      Requires electricity
      Created with 5 units of wires, 2 units of steel, and 1 unit of electric lights at a Fine tools workbench
    • Garden bed
      A garden bed that grows flowers or bushes
      Created with 4 units of planks, 4 units of mulch/compost, and 3 units of leaves
    • Fountain
      A water fountain
      Created with 12 units of water, 6 units of stone, and 4 units of cement in Mayor Mode only
    • Banner
      A hanging banner that can be placed either on a power-line or on an exterior wall
      Created with 12 units of cloth and 2 units of dye at a Fine tools workbench
    • Sign
      A sign that displays the name of the building it is placed on, or a custom message if placed elsewhere
      Created with 4 units of planks and 1 unit of dye at a Fine tools workbench

     

     

     

     

    Construction

    Concepts relating to building things

     

     

     

    Quick notes

    • buildings that require fuel to run (generators, engines, and furnaces) take this directly from the town stockpile
    • A 'Block' is a 4x4x4m cube
    • When a new building is created, a door is added for free
    • focus on building upward not outward

     

    Buildings:

    Following is a list of buildings that can be set

     

     

    Housing:

    These are buildings that allow more citizens to live in a settlement. They also server as shelter for defenceless citizens, and as resupply points. Citizens in their downtime can bring goods back to their house, and can then return to their homes to resupply instead of a shop. Houses can also be upgraded by adding more furniture from the housing building parts. Note that if a couple of citizens become married they live in the same house/bed.

    • Home
      A standard home for a citizen, this building provides good comfort
      Built with at least 3 blocks, and a bed
    • Apartment
      A different home for citizens, this building provides less happiness for the inhabitants then a Home, but allows up to 3 citizens per 2 blocks to live in it
      Built with at least 3 blocks and up to 2 beds for every 3 blocks (minimum two)

    Commercial / public
    These buildings generally employ citizens and provide a wide variety of services for a settlement.

    • Town hall
      This building defines a settlement, and features the desk allowing the player to enter Mayor Mode. It is used by the player as a HQ where they can run their town, and requires no citizens to work there.
      Built with at least 4 blocks and a Mayor's desk
    • Trade centre
      Having a trade centre allows the settlement to trade with various companies to sell and buy goods. It employs 4 commercial workers (2 per shift).
      Built with at least 2 blocks and a Settlement Trade Centre
    • General shop
      General shops provide citizens with a place to purchase goods to restock their homes. These goods are taken out of the settlement stockpile. It employs 2 commercial workers (1 per shift).
      Built with at least 2 blocks, a shop counter, storage shelf, and a safe
    • Diner
      A diner is a place where citizens can go to eat, which also increases their happiness while there by a factor based on how many others are also there (If it's just one citizen there is no effect). Each table inside the building can service 3 citizens, so the more tables the more people can sit and higher the happiness bonus that can be granted. It will only function when supplied with food, and employs 6 commercial workers (3 per shift).
      Built with at least 4 blocks, a shop counter, a fireplace, a kitchen, and at least 2 tables (at most 6).
    • Bar
      A bar is like a diner but instead serves drinks. It will only function while supplied with alcohol and employs 4 commercial workers (2 per shift).
      Built with at least 3 blocks, a shop counter, and at least 2 tables (at most 4).
    • Computing station
      Requires Electricity
      A computing station is a public computer access room to allow citizens to utilise computers in their downtime. Citizens using it gain extra happiness, and every time one is used the settlement gains a slight income bonus.
      Built with at least 2 blocks, a mainframe, and at least 1 terminal (maximum 4).
    • Business
      Requires Electricity
      A business is a great way to employ many citizens and earn extra money for a settlement. Businesses earn a constant stream of money based on their work mode, which can be altered in Mayor mode at any time - but changing the work mode makes the business produce nothing for two shifts. Each business employs 10 commercial workers (5 per shift).
      Work modes:
    1. Advertising company: income based on the number of citizens living in the settlement, citizens consume more of all goods
    2. Banking: income based on how poor the settlement is, trade prices are lowered
    3. Administration: income is high and flat, lowers the happiness of all those working there

    Built with at least 6 blocks, 4 business offices, and a mainframe.

    • Doctor's office
      A doctors office heals any citizens that visit it. This is especially useful for soldier citizens. It employs 4 commercial workers (2 per shift).
      Built with at least 3 blocks and a surgery.
    • Storage building
      Storage rooms are places where the couriers can deposit goods. When deposited to a storage room, the goods will sit on the floor for a time until they are 'stored' after which they'll enter the settlement stockpile. If a storage room is full of good waiting to be stored then no more can be placed there.
      Built with at least 1 block and 1 storage room (must always be 1:1 so a room of size 4 must have 4 storage rooms in it).

    Industrial:

    • Lumber mill
      This building is a hub for lumberjacks, it produces planks. It should be built near trees. Employs 6 lumberjacks (3 per shift).
      Built 1 block and a tool store.
    • Fishery
      This building is a hub for fishermen that produces fish. It is better to build it near the water. Employs 6 fishermen (3 per shift).
      Built with 2 blocks, a storage room, and a tool store.
    • Landscape depot
      This building is a hub for shovelmen. It should be built near where they are to be working. The building can be set to what material is to be collected: mulch, clay, sand, soil, ash or gravel. It employs 6 shovelmen (3 per shift).
      Built with 2 blocks, a tool store, and a storage room.
    • Brickworks
      This factory produces bricks as long as it is supplied with clay and sand. It employs 8 industrial workers (4 per shift).
      Built with 4 blocks, a furnace and a mixing tank
    • Cotton mill
      Requires Fuel
      This factory produces either clothes, cloth or both from cotton. It employs 10 workers (5 per shift).
      Built with 6 blocks, 4 fine tools workbenches, and an engine.
    • Cement factory
      Requires Fuel
      A cement factory produces cement from powdered stone and either sand or ash. It employs 6 workers (3 per shift).
      Built with 3 blocks, a mixing tank, a water pump, and an engine.
    • Glassworks
      This factory produces either glass, glass products, or neon tubes from sand or ash. It employs 6 industrial workers (3 per shift).
      Built with 3 blocks, a furnace, and a fine tools workbench.
    • Foundry
      This factory produces either steel, gold, or either (based on availability) from ores and coal. It employs 8 workers (4 per shift).
      Built with 4 blocks and 2 furnaces.
    • Furniture shop
      Requires Fuel
      A furniture shop further processes planks into wood products. It can be set to produce a repeating patter of 4 items consisting of chests, beds, bookshelves, tables, shop counters, storage shelves, doors, windows, stairs, balconies, railing, scaffolding, or gardenbeds (as long as materials are available). It employs 6 workers (3 per shift).
      Built with 4 blocks, 2 machining stations, a engine, and a fine tools workbench.
    • Refinery
      Requires Fuel
      This important factory automatically refines any oil in the town stockpile into diesel. It employs 10 industrial workers (5 per shift).
      Built with 6 blocks, 3 chemical workstations, 2 mixing tanks, and an engine.
    • Processing mill
      Requires Fuel
      A generic factory that can be specified to perform a number of tasks. It can be set to produce either flour, tobacco product, powdered spice, powdered stone, or gemstones as long as the raw materials are available. It employs 4 workers (2 per shift).
      Built with 3 blocks, a grinding machine, and an engine.
    • Bakery
      A shop to produce bread and chocolate as long as the raw materials are available. It employs 4 workers (2 per shift).
      Built with 4 blocks, a water pump, a furnace, and a kitchen.
    • Brewery / Distillery
      Requires Fuel
      This factory produces a specified alcohol (or can be set to produce from whatever is available) from the raw materials. It can produce beer, rum, or vodka. It employs 6 workers (3 per shift).
      Built with 5 blocks, a chemical workstation, a water pump, two mixing tanks, and an engine.
    • Machine shop
      Requires Fuel
      A generic factory to produce complex metal goods. It can be set to produce a repeating patter of 4 items consisting of tools, wires, machine parts, weapons, ammunition, vehicle parts, safes, or fences (as long as materials are available). It employs 8 workers (4 per shift).
      Built with 6 blocks, 4 machining stations, and an engine.
    • Electrical Engineering
      Requires Electricity
      A factory to produce electronic goods. It can be set to produce a repeating patter of four items consisting of electronics, electronic lights, television sets, mainframes, terminals, communication arrays, power lines, and diesel generators. It employs 6 workers (3 per shift).
      Built with 4 blocks and two fine tools workbenches.
    • Garage
      Requires Electricity
      This factory creates vehicles when told to. It can produce either wheelbarrows, autobikes, or transport trucks. It employs 6 workers (3 per shift).
      Built with 4 blocks and a garage.
    • Fine goods production
      Requires Electricity
      This factory can be set to produce some luxury goods. It can either produce jewellery or cigarettes. It employs 4 workers (2 per shift).
      Built with 3 blocks, a safe, and a fine tools workbench.

    Miltary:

    • Turret
      Requires Electricity
      This building automatically fires on hostile units in its range. It employs 2 soldiers (1 per shift).
      Built with 1 block and a mounted gun.
    • Outpost
      This building is used by soldiers to restock their weapons and ammunition and allows more soldiers to be hired. It employs up to 8 soldiers and require 4 minimum (2 per shift).
      Built with 3 blocks and an armoury
    • Redoubt
      Requires Electricity
      This building combines the functions of an outpost and turret, and allows many soldiers to be hired. It employs up to 40 soldiers, with 10 minimum (5 per shift).
      It is built with 6 blocks, 4 mounted guns, 2 armouries, and a communications array.

     

     

     

     

     

    Destruction

    Concepts relating to destroying things

     

     

     

     

    NPCs

    Theoretical implementation models and behaviour patterns as well as general concepts for AI characters

     

     

     

    citizens_concept_1_by_squidempire-d8y0s2

     

    An NPC is an AI controlled character. In this game they will be central to establishing settlements and growing them. NPC's will be found in the world and will be 'hired' by the player to work in their settlement. There are a few ways this could work.

    1. NPC's appear on the outskirts of the player's town and walk towards it, waiting at the town hall, as long as there are homes for them to live in. The player can hire them or dismiss them.
    2. NPC's travel along the pre-made roads on the map, and the player must either build near roads, build their own connected roads, or wait on roads to contact NPC's to hire.
    3. NPC's are 'requested' at the town by using some resource (money?) and will arrive soon thereafter

    Regardless, all npc's require a home to live in (see buildings), and will also require resources. An NPC's happiness indicates their willingness to continue living in the player's settlement. Happiness can be raised in a variety of ways, the most important being food, clothes, and work. As long as these three conditions are met the NPC will remain in the settlement. The happiness can be raised higher by giving them better supplies or homes. Higher happiness results in faster production and overall effectiveness of the NPC.

     

    By existing as a citizen, an npc will consume food and clothes. If they are available (stored in the town stockpile), citizens will also consume cigarettes, alcohol, jewellery and chocolate. Each citizen would have hidden statistics relating to their satisfaction regarding each of these resources. If this statistic remains above a threshold, it will provide benefits to the citizen's happiness, and if below it will have a detrimental effect. For example, if a citizen has their need for food satisfied well (above say 80%) they would gain extra happiness, whereas if their food fell below 40% they would lose their happiness. As a citizen exists these stats will automatically drop over time (simulating hunger for example) requiring the citizen to 'refill' their stats by visiting a shop or their home and collecting more.

     

    Citizens can marry other citizens if the two spend a certain amount of time together in various activities (such as a bar or at work). A married couple behave as normal except that they will share a house/bed and spend their downtime together if able. Becoming married gives a permanent boost to happiness for both parties but if either dies or leaves the other will suffer a bigger penalty.

     

    NPC jobs/tasks:

    Every employer in this game will have a minimum requirement of two employees. This is so that the business can work 24/7 with citizens taking 12 hour shifts. In their downtime citizens will wander around the town, buy supplies, or visit their homes to sleep or relax. When a shift changes, citizens will simply abandon their current task, meaning that fishermen might never make it to the water, so care should be taken by the player to keep resource buildings near their resources. The majority of citizens will fit into either the 'Industrial Worker' or 'Commercial Worker' categories. All other categories are:

    • Lumberjack
    • Fisherman
    • Shovelman
    • Courier
    • Miner
    • Oil driller
    • Farmer
    • Industrial worker
    • Commercial worker
    • Soldier

    Information on special NPC's

    Couriers:

    Couriers are very important to the player's settlement. While some goods are simply available wherever needed (like tools) many have to be moved manually. For example, lumber cut down in a lumberjack mill must be carried to the town stockpile in order to be usable. Courier NPC's automatically carry out these orders. Whenever a building has goods it needs moved, it sends a request to the 'courier stack', which is placed on top of the stack. Couriers take tasks from the bottom of the stack and complete them, removing them from the stack. A courier can work faster with a wheelbarrow (by increasing their movement speed - they always carry all goods stored in a run) and can work very fast over long distances using a transport truck. Couriers in transport trucks work differently from normal couriers in their they take the longest distance request from the stack each time. They will not complete courier tasks that are under 8 cube's worth of distance (32m).

     

    Couriers do not have a employment building, and instead the number of couriers desired can be specified in Mayor Mode.

     

    Soldiers:

    Soldiers are NPC's tasks with combat duties. They can be moved around by the player in mayor mode, or asked to follow them in first person mode. Soldiers can be equipped with any weapon a player can, and will not use ammunition when using their weapons.

     

    Regular citizens will not automatically become soldiers. Instead the player must specify the number of soldiers they'd like the town to have in Mayor Mode. The number of soldiers possible is a factor of the number of outposts and redoubts the settlement has. Each outpost owned requires 4 soldiers to be hired to maintain, but allows an extra 4 to be hired in addition. The redoubt requires 10 soldiers to function, but can employ an extra 30.

     

    Scripts:

    I don't claim to know anything about how to code AI behaviours, but below is my best guess at how this would be done.

     

    Each NPC would sit within a hierarchy of parent and child types. For example, a Lumberjack NPC's hierarchy might look like this:

     

    Global NPC

    \/

    Hired NPC (living in settlement)

    \/

    Employed NPC

    \/

    Lumberjack NPC

    As per normal conventions behaviour specified in higher tiers would override that in lower. For example, a 'Global NPC' might be instructed to run away from danger, whereas a 'Soldier NPC' would override this action with fighting the danger instead.

     

    Each level of NPC behaviour would feature a variety of 'scripts' to be run in various situations. There would be a main script within each level of hierarchy that checks for new calls to other scripts and runs them accordingly. Here is a an example 'Lumberjack NPC' script list:

     

    GLOBAL NPC:

    • Global Main -> calls and checks global npc scripts
    • Head to settlement -> tasks the npc to move to the nearest player settlement
    • In danger -> tasks the npc to escape the danger
    • Hired -> makes this npc a hired npc
    • Fired -> removes all subclasses from this npc

    HIRED NPC:

    • Hired Main -> calls and checks hired npc scripts
    • Set home -> identifies a series of cubes on the map to be this npc's home
    • Shop -> tasks the npc to go to the nearest shop to buy supplies
    • Needs -> tasks the npc to fulfil their needs as best they can with their supplies
    • In danger -> (overridden) tasks the npc to return to their home to escape danger
    • Return home -> tasks the npc to return to their home
    • Employed -> makes this npc an employed npc
    • Sacked -> removes employed and lower subclasses from this npc

    EMPLOYED NPC:

    • Employed Main -> calls and checks employed npc scripts
    • Set job -> identifies a series of cubes on the map to be this npc's workplace. Also sets this npc to be the specified lower subtype (lumberjack in this case)
    • Head to work -> tasks the npc to go to their workplace

    LUMBERJACK NPC:

    • Lumberjack main -> calls and checks lumberjack npc scripts
    • Chop tree -> tasks the npc to look for the nearest tree and proceed to cut it down
    • Collect wood -> tasks the npc to return to the workplace with the collected wood
    • Replace tool -> tasks the npc to return to the workplace to receive an axe

    Scripts for other job types:

     

     

    FISHERMAN NPC:

    • Fisherman main
    • Fish -> tasks npc to go to the nearest shoreline or river and proceed to fish
    • Collect fish -> tasks the npc to return to the workplace with the collected fish

    SHOVELMAN NPC:

    • Shovelman main
    • Shovel -> tasks npc to begin shovelling nearest specified (mulch, clay, sand, soil, ash, gravel) patch
    • Collect -> tasks the npc to return to the workplace with the collected earth
    • Replace tool -> tasks the npc to return to the workplace to receive a shovel

    COURIER NPC:

    • Courier main
    • Begin task -> tasks the npc to begin a courier task from the top of the stack
    • Complete task -> updates the courier stack
    • Replace tool -> tasks the npc to return to the workplace to receive a wheelbarrow
    • Replace vehicle -> tasks the npc to return to the workplace to receive a transport truck

    MINER NPC:

    • Miner main
    • Enter mine -> makes the npc 'enter' the mine
    • Exit mine -> 'makes the npc 'exit' the mine
    • Replace tool -> tasks the npc to receive a pickaxe

    OIL DRILLER NPC:

    • Oil driller main
    • Replace tool -> tasks the npc to receive a repair tool

    FARMER NPC:

    • Farmer main
    • Sow -> tasks the npc to use the specified seeds to plant a crop
    • Reap -> tasks the npc to collect all the crops in the farm
    • Replace tool -> tasks the npc to receive a hoe

    INDUSTRIAL WORKER NPC:

    • Industrial worker main

    COMMERCIAL WORKER NPC:

    • Commercial worker main

    SOLDIER NPC:

    • Soldier main
    • In danger -> (overridden) fight back at the danger using weapons
    • Replace weapon -> tasks the soldier to receive either a knife, revolver, rifle, automatic rifle, or a flamethrower
    • Replace clothes -> tasks the soldier to receive armoured clothes
    • Patrol -> tasks the soldier to walk around the outskirts of the settlement
    • Stand ground-> tasks the soldier to stay in the current location
    • Follow player -> tasks the soldier to follow the player
    • Respond -> tasks the soldier to move to a location

     

     

     

     

     

     

    Settlements

    Concepts relating to the management of settlements

     

     

    Trade:

    Trade should be an important element of the game - if the player chooses to play it that way. Trade is a key feature of many city-building games, and helps differentiate this game from other survival sandbox games, while also making the world more alive. Trade will be conducted purely through money, with the player being either able to buy or sell goods. To trade with a trader, the player can either approach them in first person mode, or set up a trade agreement in a settlement via mayor mode.

     

    Basic trading:

     

    Trade agreement:

     

    Trade partners:

    Here is a list of available trade partners and what they will trade:

    • West & Smith Frontier Outfitters
      • Buys: Wheelbarrows, armour, seeds (all types)
      • Sells: Tent, carts, dye, ropes, tools (all types), clothes
    • Jackson Goods
      • Buys: Jewellery, cigarettes, alcohol, gold, spice
      • Sells: Books, gemstones, tobacco product
    • Poundstone Contractors
      • Buys: clay, steel, wood, building blocks (all types)
      • Sells: Bricks, sand, dirt, cement
    • GTM Incorporated
      • Buys: wires, glass, electronic components, electronic lights
      • Sells: Neon, terminal, mainframe
    • Armlock Munitions
      • Buys: Oil, steel, machine parts, diesel
      • Sells: Gunpowder, weapons (all types), ammunition (all types), armour
    • Goldsun Wholesale
      • Buys: chocolate, powdered spices, fruit, vegetables, mulch
      • Sells: bread, fish, flour, grains (all types)

     

     

     

    Gameplay Icing

    Additional gameplay features and concepts

     

     

     

     

    Audio

    Regarding music and sound design

     

     

     

     

     

     

     

    Additional Information

    Information not contained above

     

     

     

     

  4. Oh yeah! I've heard about a lot of these and try my hand at many of them, and you were right to say it's a huge mix and requires a lot of learning. Even more programming to make it I'd imagine. I haven't played Valkyria Chronicles but I did see it when it came out. It seems that on the scale of FPS ---- RTS most hybrids are in the FPS zone. One I played was Iron Grip: Lords of War (which had a cool steampunk aesthetic), that game was a FPS tower defence. I think that sort of mix would be fairly common, as evidenced by the games you listed Dave. I remember Natural selection too, which again I was thinking of buying...

     

    It's a bit dubious to say that the games didn't get the reignition they deserve, while they may have had bad luck conspire against them; if there was a true niche they needed to fill they would still be going I think. It might be that there's just no market for this sort of game, and that we three here are the only ones who would play it!

     

    The city-building FP game I was thinking of above would be my ideal game and I would absolutely love it even if it was full of bugs and had placeholder graphics, but I can't speak for the population of video gamers as a total. This is sorta the reason for this thread. With enough willpower and willing people, we could make this game. The question is; is it worth looking into? Is there any need for it, or would it just be a waste of everyone's time.

  5. Sounds great for the tutorial. Personally I love the manly european narrators from the Anno games (not 2070 lol) and would have one of them narrating the tutorial haha

     

    That's what I was thinking of for the citizens too. It's the same style used in a lot city-builders (like the Settlers, Tropico, Banished etc.). How in depth would you have to go though? Would it be like Tropico, where some citizens are better at some jobs, and you have to micromanage them to shift them around, or simpler where the citizens are all equal (like in Age of Empires) and they can all work well anywhere?

    Say you're playing in first person, I'd think the most you could do would be to select one tree or rock for 'harvesting', whereas if you're in 'mayor' mode you can click and drag for an area of 'work here' - like in Banished. But when you're in first person, you can get some citizens to follow you (like you said) and go on adventures, they could have weapons and act as your army, and help you construct camps along the way.

     

    One problem I just thought of fits into this. How much can the player 'see' in RTS mode? In most RTS/city-building games the player can see the whole map at a time. But in this game if you could do that it might take away the fun of exploring in first person mode. On the other hand, if you limit their mayor-mode view to just their town, how can they tell their people to mine the forests just outside of it?

     

    Resources are cool. I would be tempted to go the Anno route and have heaps of resources, that can be combined and worked in chains. As for how they're collected... Ideally you would have a Minecraft system I think. But pragmatically, it might be hard to implement an underground with resources strew about in a modern 3D engine without 'blocks'. My suggestion would be to have areas of fertility, like in Tropico.

     

     

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    Certain areas are richer in some resources. Maybe you'd need to conduct a survey to find out an areas fertility, or maybe it's automatically discovered for you. You could then build an iron mine in an iron rich area, and as long as people work there it provides iron. Or you could build a sugarcane farm in an area suited to that crop. This would mean you'd try to build your town in an area with the resources you want or need. Trees I think would be handled differently, with lumberjacks actually cutting them down, and replanting them.

     

    As for resource transportation, this game is begging to have lots of AI's moving around so I would say go for the people carrying stuff all the way. I suppose having a stockpile where people take everything would be great, but they have to actually take it there! It would be awesome to build a road from your distant silver mine to your base and then see trucks loaded with silver lumbering along to deliver it to you. You could have 'shop' buildings in your town that distribute your food etc from your stockpiles to your people.

     

    Just to add to the fun, let's add anachronisms all over the place! Byzantines vs. the Incas! It will be just like the original game in that sense. I mean, there was an Aztec campaign which had the Aztecs developing Gunpowder and Calvalry late in the game...

     

    Yeah I'd imagine that a Age of Empire RPG would quickly become a comedy game, what with 10 war elephants on a small boat, or villagers being paid a lump sum of 100 food for indefinite indebted servitude to the mysterious overload that controls everyone's actions :D

  6. 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.

     

     

     

    I did some sketches of some 'level 0' houses for the earliest town. Here's one I quickly modelled.

     

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    It's a cozy 4x4m

     

     

     

    How about Age of Empires in an First Person RPG game?

     

    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

  7. Obviously the Renegade games are built around playing the RTS command and conquer games as the units in a first person perspective. I've been putting some thought into how an RTS (leaning towards city building) could be built in first person. My concept would play like a mix between Minecraft or Rust and Anno or Age of Empires. I liked Minecraft but was frustrated by the emptiness of it, the hollowness of your creations, and Anno games are great, but it would fantastic to play as the mayor, wander your own streets, and have greater control over the micro architecture of your base - not to mention lead your armies into battle! The goal would be to mix the 'macro' elements of the RTS game (the abundance of 'citizen' AI's, large scale cities that manage themselves) with the 'micro' elements of a sandbox building game (resource gathering, crafting, architecture, exploration, fighting).

    Has anyone got any thoughts on this? Is there a market for it? How would you do it? What theme/setting would be best? Maybe there's a different way to convert an RTS game into a first-person game?

  8. That's exactly what i had in mind man, you might just be psychic also lol. I still like the first version with the Jet fighter word, definitely reminds me of the 1980s era, and looks just like Nintendo game box art.

     

    Glad you like it :)

  9.  

    I don't think quality is an issue. Reborn is more detailed, complete, and balanced than vanilla renegade. Just the branding. People don't seem to trust indies. On another note, the "stupid noobs, get out of here!" behavior I frequently witness certainly doesn't help.

     

    While the models are definitely higher quality than vanilla, balance overall in vanilla renegade is much better. Most maps in renegade are 50/50 odds for each team winning (other than field). Reborn on the other hand is definitely lobsided in the balance department. Also it needs a serious rework of the repairgun and c4 mechanics as well as more variety in characters. Think of the changes made between Tiberian Dawn and Renegade. Vehicles are also rather useless unless you have a huge rush. There's no convenient way to repair a tank on the battlefield. The mobile repair tank is clunky and requires another person and GDI has to return to base and pay money to repair a tank. Also the lack of the ability to repair nod characters in the field is also a sore point. (other than cyborgs in tib).

     

    What i think would be cool if someone could renegadize tiberian sun, the same way tiberian dawn was tweaked.

     

     

     

    That would be interesting, but the teams here have always leaned more towards making the new games more like the original RTS's. Many of the devs dislike the renegade approach and prefer to keep their games more faithful to the sources - instead of interpreting them in their own way. A more renegade-ish TS would be interesting though, applying a lighter, gamer-y art style would definitely result in some interesting changes elsewhere.

  10. Awesome artwork man, I think all those drawings are very well done. Could you possibly make one for me too? lol. I want a picture of a city with two skyscrapers in the background and an jet going between the two buildings on an angle.

     

    Sure thing!

  11. Here's a neat little voxelart tank. A voxel is just a 3D pixel. I used a program for editing RA2 units so it uses the RA2 rendering and pallet.

     

    The first two images are .gif's but you have to click on them for them to animate

     

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  12. I've been talking to a variety of people on whether online multiplayer, team-based FPS games can have atmosphere/immersion.

    My standpoint is 'optimistically yes' but I have to admit the opposition has a good argument. A lot of the people I talked to play 'Counter Strike - Global Offensive' so that's where they're coming from. I don't really play any online games so that's where I'm coming from...

     

    My friends say that it can't work because atmosphere relies on immersion, and playing a multiplayer game means you'l be playing the same map over and over, dying and respawning all over the place. No matter how beautiful your world is, players will cease to see it after a couple of dozen rounds. Trying to build atmosphere (though quiet environments, slow pace etc.) is also doomed to failure because you'll have a team of chums on the voice chat loudly enjoying themselves, oblivious to the subtle wind effects. Inevitably, your game will become simply a chessboard to your players, where the actual game-world is almost entirely irrelevant.

     

    What does everyone here think? Is it possible to have a multiplayer fps game with immersion/atmosphere? How would you do it?

     

     

     

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