1 year ago5 points(+0/-0/+5Score on mirror)2 children
I think you mix me up. I am the one who works on a space combat/exploration game. No niggers, no faggots, players can only be White characters and all hostile factions are some brand of shitskin-jew-mongrel who have been long thrown out from Earth, which caused the White race to thrive for centuries and basically conquer the galaxy (and later others too).
Btw, just 2 days ago I had a great idea about what to implement, which would greatly complement player activities.
1 year ago2 points(+0/-0/+2Score on mirror)1 child
That's what it was. Didn't realize graphic design wasn't in your repertoire. I always figure people making games have all these sketches and drawings everywhere. Bad assumption on my part.
Oh, I see. Technically you need all sorts of people for games. Programmers, testers, various artists for 2D, 3D, animations, sound, those knowledgeable in game design itself, decision makers who follows one vision and doesn't allow it to get diluted. Optionally web designers, marketing and business people.
There is quite a major chunk of "art" involved, but in my case it's mostly about designing stars, nebulae, galaxies, warp, space ships, faction styles, weapons, shots, explosions, planets, moons, also considering rendering far away and close up.
What I chose to do is something that has a lot of math and algorithms, and once done, things can scale up a lot. I draw inspiration from Battlestar Galactica, Ghost Recon Wildlands, Helldivers 2... I want extended, epic space ship battles.
1 year ago2 points(+0/-0/+2Score on mirror)1 child
It would be cool to get details and updates, but make sure not to doxx yourself - you don't need that hassle.
Everything you list is well suited for procedural generation, so I'm guessing that's the route you're going? Are you doing this from scratch or in an engine?
Yes, I use procedural generation. The primary galaxy and all of its content are already procedurally generated, and subsequent ones can be too with varying parameters (size, solar system density, galaxy arm count, distribution parameters, etc). The player can traverse it in free flight, so there are no "warp gates" like in EVE Online, no forced warp to stars like in Elite Dangerous.
I use Unity, but I made sure most of the code is independently working (C#) and caught in DLLs.
What I have recently finished is the networking part. It was quite tough, but it is new technology, where everybody would play on the same server cluster. Meaning there is only 1 realm. It is highly performant and is meant to host a LOT of players, hopefully thousands per server (it is also scalable). What is also done is the math and logic around ship types, items, stats and combat.
The recent idea I had was to have "sites" around stars, planets and moons, which contain various things like asteroid fields, debris, independent space stations, abandoned space stations, secret research facilities, etc. Players can fly around, find them and visit them, doing salvaging, looting, researching. They "respawn" after x hours, meaning if someone was there, it stays like that for 8-24 hours. Combat is essential, so many of these sites have alarm devices, which draw in hostile ships.
Aside from that, hostile factions operate organically, and occupy large territories. They farm resources, do production, patrol the area, protect and loot sites for themselves. Players can attack them, their outposts, their transports, solo or coop, where their periphery is less defended and easier, the center is well defended and difficult, and in between it gradually changes. When they took losses, they get defensive for a while, otherwise they are aggressive and harass players' stations and transports, follow-up consistently on alarm traps on sites, patrol the area, etc.
So there is interaction between players who do different things. One player may play economic, having a station with mining, processing, trading, production, who does resource/goods transportation a lot, while others may focus more on combat and decimating hostile factions. Both have a synergy.
Combat itself is quite straight forward. Range is not crazy long as in EVE Online, you are able to *see* your enemy. A ship generally has 2-4 sets of weapons, for example a turret array for small craft on short range, and front cannons for equal or bigger sized craft. Turrets arrays have 4-8 outputs, and 1 deals 100% damage, subsequent ones increase that minimally. There are multiple mechanics that promote split fire over focus fire. Ships also have consumables, which can range from strong self-repair to nukes. Nukes are not easy to deploy, but when they manage to hit, they cause big damage.
There is a lot of emphasis on sustainability. Ammo, warp fuel, internal integrity, consumables all can decline over multiple encounters, which the ship's replicator cannot compensate. Meaning players will have to look out if they have enough left to continue, or if they have to go home and refuel.
When players die, they lose all their cargo and all material progress they made since they started. But neither do they actually die, nor is the ship destroyed. They emergency-teleport home and the ship is repaired. Small craft is repaired within seconds to minutes, larger ships (cruiser, battlecruiser, carrier, titan, etc) may take hours or days. Repairing costs nothing. In that case the player can switch into another ship and do things.
Players have their personal space station, which is protected from raids, but cannot be expanded much. They can build normal space stations later on, and they are not meant to be expensive. However they'll have to deal with enemy factions possibly raiding them.
All ships can dock smaller ships. With a special structure, the hangar capacity is even quadrupled. A player can thus drive around with a cruiser and hop into a mobile scout to look around. Multiple players can also be in the same ship as copilots, and while the primary player is driving and firing, they get special copilot mechanics to support it in combat. It's not supposed to be +100% net power per additional player (for that bring your own ship along), but it can significantly apply boosts to defense, offense, movement, warp, repair, etc, in the right moments. I think it can be a nice coop experience, and being a copilot is quite a different gameplay as being the pilot.
The overall design is metallic and fiery. Generally gray, white, red and yellow. No laser light shows (like in Star Trek), in fact lasers and shields will exist far later in the game, and are non-standard. People will beat each other with kinetic weapons like cannons and miniguns, and they will hit the armor and hull of ships. But there will be drones, missile launchers, interceptors. And stars in subsequent galaxies may have any color, including green and purple. It may look cool after all.
I may be mixing you up with someone else...
Btw, just 2 days ago I had a great idea about what to implement, which would greatly complement player activities.
There is quite a major chunk of "art" involved, but in my case it's mostly about designing stars, nebulae, galaxies, warp, space ships, faction styles, weapons, shots, explosions, planets, moons, also considering rendering far away and close up.
What I chose to do is something that has a lot of math and algorithms, and once done, things can scale up a lot. I draw inspiration from Battlestar Galactica, Ghost Recon Wildlands, Helldivers 2... I want extended, epic space ship battles.
Everything you list is well suited for procedural generation, so I'm guessing that's the route you're going? Are you doing this from scratch or in an engine?
I use Unity, but I made sure most of the code is independently working (C#) and caught in DLLs.
What I have recently finished is the networking part. It was quite tough, but it is new technology, where everybody would play on the same server cluster. Meaning there is only 1 realm. It is highly performant and is meant to host a LOT of players, hopefully thousands per server (it is also scalable). What is also done is the math and logic around ship types, items, stats and combat.
The recent idea I had was to have "sites" around stars, planets and moons, which contain various things like asteroid fields, debris, independent space stations, abandoned space stations, secret research facilities, etc. Players can fly around, find them and visit them, doing salvaging, looting, researching. They "respawn" after x hours, meaning if someone was there, it stays like that for 8-24 hours. Combat is essential, so many of these sites have alarm devices, which draw in hostile ships.
Aside from that, hostile factions operate organically, and occupy large territories. They farm resources, do production, patrol the area, protect and loot sites for themselves. Players can attack them, their outposts, their transports, solo or coop, where their periphery is less defended and easier, the center is well defended and difficult, and in between it gradually changes. When they took losses, they get defensive for a while, otherwise they are aggressive and harass players' stations and transports, follow-up consistently on alarm traps on sites, patrol the area, etc.
So there is interaction between players who do different things. One player may play economic, having a station with mining, processing, trading, production, who does resource/goods transportation a lot, while others may focus more on combat and decimating hostile factions. Both have a synergy.
Combat itself is quite straight forward. Range is not crazy long as in EVE Online, you are able to *see* your enemy. A ship generally has 2-4 sets of weapons, for example a turret array for small craft on short range, and front cannons for equal or bigger sized craft. Turrets arrays have 4-8 outputs, and 1 deals 100% damage, subsequent ones increase that minimally. There are multiple mechanics that promote split fire over focus fire. Ships also have consumables, which can range from strong self-repair to nukes. Nukes are not easy to deploy, but when they manage to hit, they cause big damage.
There is a lot of emphasis on sustainability. Ammo, warp fuel, internal integrity, consumables all can decline over multiple encounters, which the ship's replicator cannot compensate. Meaning players will have to look out if they have enough left to continue, or if they have to go home and refuel.
When players die, they lose all their cargo and all material progress they made since they started. But neither do they actually die, nor is the ship destroyed. They emergency-teleport home and the ship is repaired. Small craft is repaired within seconds to minutes, larger ships (cruiser, battlecruiser, carrier, titan, etc) may take hours or days. Repairing costs nothing. In that case the player can switch into another ship and do things.
Players have their personal space station, which is protected from raids, but cannot be expanded much. They can build normal space stations later on, and they are not meant to be expensive. However they'll have to deal with enemy factions possibly raiding them.
All ships can dock smaller ships. With a special structure, the hangar capacity is even quadrupled. A player can thus drive around with a cruiser and hop into a mobile scout to look around. Multiple players can also be in the same ship as copilots, and while the primary player is driving and firing, they get special copilot mechanics to support it in combat. It's not supposed to be +100% net power per additional player (for that bring your own ship along), but it can significantly apply boosts to defense, offense, movement, warp, repair, etc, in the right moments. I think it can be a nice coop experience, and being a copilot is quite a different gameplay as being the pilot.
The overall design is metallic and fiery. Generally gray, white, red and yellow. No laser light shows (like in Star Trek), in fact lasers and shields will exist far later in the game, and are non-standard. People will beat each other with kinetic weapons like cannons and miniguns, and they will hit the armor and hull of ships. But there will be drones, missile launchers, interceptors. And stars in subsequent galaxies may have any color, including green and purple. It may look cool after all.