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Acharis

Member Since 05 Oct 2010
Online Last Active Today, 04:55 AM
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Topics I've Started

Europe 1300 - released & "postmortem"

29 July 2014 - 10:30 AM

First, I would like to thank all people who were providing me the feedback (especially to all of you who don't play this kind of game and were just checking it as fellow designers).

 

In the first post there is a standard "release promo" and I will post the postmortem on the second post.

 

 

 

=============================
Link: http://europe1300.eu
Description: Realistic historical medieval sim
Genre: simulation
Theme & period: medieval, year 1200-1400 (with focus on 1300)
Time needed: you should login 1-2 per day for full efficiency, generally (as most/all my games) it's designed for people who don't have much time to play.

e1300-pr-map_zps2991d8e3.png

How it works:
There are historical kingdoms, players join these. Then they elect a king (contrary to common belief in medieval tiems, and especially around year 1300, there was no such thing as absolute monarchy but a feudal system, where nobles were sometimes even more powerful than kings), the king wage wars, distribute royal offices and so on.
You can take a role of a commoner (merchant, craftsman) or a noble (knight, baron, bishop) and many special ones (minstrels, pilgrims, priests, monks, scholars). Commoners usually craft final goods and trade (there is a very nice market system, I'm very proud of it), nobles usually tend to their fiefdoms (produce food and raw resources), compete for Countial positions and control of provinces. And many more.

e1300-pr-city_zps8ed80558.png


The main differences to other games (not that there are many in that genre):
* I went for historical accuracy, no magic, no imaginary kingdoms and no political correctness. The aim was to simulate the spirit (not necessarily the letter) of that era. There is a strong Church (just one, no "alternative" religions/churches) with the Pope (a player choosen via conclave), crusades against saracens (infidels shall die!), the mongols golden horde (which rampaged through eastern europe in that period).
* Low time commitment
* Interesting and balanced market system
* A lot of fighting between kingdoms with protections against "farming" the weak (the game was designed so very unbalanced kingdoms, in terms of number of citizens, can coexist). No way to eradicate a kingdom (but there is an option to vassalize weaker nations).

Link: http://europe1300.eu


Exploration in space 4X (boring & tedious)

29 July 2014 - 06:18 AM

It goes like this, you build a scout ship, then send it to a nearest unexplored planet/system, then build another one and send in another direction. Finally you build several of scout ships and tick "auto explore" option...

 

You know, maybe it's me, but I find it tedious :D I understand there needs to be some exploration is such games, if nothing else just for the thrill of discovering what is where. But does it have to be so boring and pointless? Or, if it can't be made exciting, maybe exploration should be automatic from the beginning?

 

Ideas?


Europe 1300

26 July 2014 - 09:56 AM

The game has been in production and testing for 3 years (way too long if you ask me biggrin.png), and I'm releasing it next Monday (28-07-2014).

 

Link: http://europe1300.eu
Description: Realistic historical medieval sim
Genre: simulation
Theme & period: medieval, year 1200-1400 (with focus on 1300)
Time needed: you should login 1-2 per day for full efficiency, generally (as most/all my games) it's designed for people who don't have much time to play.

e1300-pr-map_zps2991d8e3.png

How it works:
There are historical kingdoms, players join these. Then they elect a king (contrary to common belief in medieval tiems, and especially around year 1300, there was no such thing as absolute monarchy but a feudal system, where nobles were sometimes even more powerful than kings), the king wage wars, distribute royal offices and so on.
You can take a role of a commoner (merchant, craftsman) or a noble (knight, baron, bishop) and many special ones (minstrels, pilgrims, priests, monks, scholars). Commoners usually craft final goods and trade (there is a very nice market system, I'm very proud of it), nobles usually tend to their fiefdoms (produce food and raw resources), compete for Countial positions and control of provinces. And many more.

e1300-pr-city_zps8ed80558.png


The main differences to other games (not that there are many in that genre):
* I went for historical accuracy, no magic, no imaginary kingdoms and no political correctness. The aim was to simulate the spirit (not necessarily the letter) of that era. There is a strong Church (just one, no "alternative" religions/churches) with the Pope (a player choosen via conclave), crusades against saracens (infidels shall die!), the mongols golden horde (which rampaged through eastern europe in that period).
* Low time commitment
* Interesting and balanced market system
* A lot of fighting between kingdoms with protections against "farming" the weak (the game was designed so very unbalanced kingdoms, in terms of number of citizens, can coexist). No way to eradicate a kingdom (but there is an option to vassalize weaker nations).

Link: http://europe1300.eu


Why Dune (game) will never be made again

26 July 2014 - 09:08 AM

This is a split of http://www.gamedev.net/topic/659120-how-to-make-unique-and-interesting-planets-4x/ topic since it got a bit sidetracked to Dune :)

 

To me it seems we can't expect any new Dune game in future.

 

For some strange reason Herbert Limited Partnership (owners of Dune) are not going to give anyone licence to make a game in Dune universe ever again. And I don't mean small fish, even Fantasy Flight was unable to get it (in the end they had to go for another theme), so it does not seem like a money problem (which is strange, usually money can solve all problems in this industry :D)

What's more puzzling their lawyers are crazily hunting for ANY fan made games, no matter how small or insignificant, and demand taking that game down (or rename/retheme), for example Dune Express, Stilgar.

 

Somewhat related topic: http://boardgamegeek.com/thread/945035/who-owns-dune-rights

 

 

Does anyone have a clue why?


How to manage 100 planets?

25 July 2014 - 06:48 AM

4X game, you start with one planet and build a factory, then next planet, then next and finally like 20-30 at what point you get a nervous tick each time you invent a new building since you have to build it manually everywhere and finally you decide to give the management of the planets to AI (at what point I ask what is the purpose of this planet management in the first place since the player don't want to do it anyway). It's boring and annoying and lame.

 

Let's say you start with 20 planets and by the mid game you got 100. How to make a system where you can manage them (and it's fun or at least not annoying, but preferably fun)?


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