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weymiensn

Member Since 26 Jun 2013
Offline Last Active Jul 21 2013 12:21 PM
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Topics I've Started

Input Required - Feudalism (game)

29 June 2013 - 04:52 PM

Greetings,

 

Regardless of your intent and/or input I want to thank you for reading my topic. The following content which you are about to read, whether it will be enjoyable I cannot say, is the game I wish to create in several steps. First a very simplified prototype (2D, sucky graphics, ...) and build further and further until I create a will polished game. This will be, of course, a personal endeavor that will span a period of months, perhaps a year or two, three.

 

Why so long? First I want to program the game myself in C++, a language I just recently started to learn. Smart? Probably not, but what better way to learn then a real project? It will be a long road filled with depression, happy feelings and many, many, many compile errors. I have foreseen it. Do I have any game developing skills whatsoever? No, beside a programming experience, though, alas, in C#. So why not write this game in C#? I want to learn C++, simple. I am not in a hurry to develop a game and make a quick buck out of it. No, I just see it as a learning experience which will slowly teach me the skills to be a decent C++ developer.

 

I, of course, hope and will try to garner the help of this fine community whenever I am in need and depression is near. So forgiveness in advance for silly problems and endless rambling posts such as this one.

 

Currently, I am writing down my idea in a design document, while I am used to write documents for software I have written most often they were pretty technical, mere documentation actually. So I took to the internet and looked up what a design document for a game should include and I hope I did a decent job at the game overview, which I was made to believe should be a short version of what the entire document will describe.

 

So is the text beneath acceptable and did I explain my vision/idea clearly enough so others will know what I am thinking off or am I just a simpleton that got everything wrong.

 

All input is welcome, the good, the bad and the off topic, but please try on topic...

 

Feudalism is an city-building simulation game with strategy and role-playing elements added to it. In it the player will play as a landed noble, in the Dark Ages, ordered by his/her liege to found and govern a new settlement in the newly conquered lands for the glory of the realm. The game is one where management skills and a keen eye for detail will enable to bring out the maximum potential of his land during these harsh and dark time. The game targets due to its setting and genre to those who love both history, the medieval period and city-building simulation games such as SimCity. The game itself is aimed for PC only.

 

The player's main task in Feudalism is constructing and ruling an estate while reaching specific objectives given at the start of a mission when doing campaign. Constructing and planning the settlement is done by zoning the lands as either demesne, which is the land reserved for the personal use of the lord (the player), plotted lands, which is land available for peasants to hire, or service buildings. While constructing and planning the settlement is a major aspect of the game, the greatest challenge for the player will be managing his estate. This is done by optimal people management skills and squeezing the maximum potential out of the land and your peasants. If the player fails to properly run his estate, the settlement will fall prey to various dangers such as peasant rebellions or famine and should the player character, the lord, die either from hunger or be killed in a rebellion the game ends.

 

The game will reward the player by allowing him to further customize the manor, the center of the settlement and home of the lord. This is done by adding modular pieces available when certain requirements have been met. Extending the manor does not always serve only as an aesthetic reward, but can also be functional such as increasing its defensive or storage capabilities or offering completely new functionality such as a dungeon.

 

Feudalism will be an easy to pick up game as the controls will be intuitive and reminiscent of other games of its genre such as SimCity, Caesar and Stronghold. The first mission in the campaign will also serve as the tutorial introducing the basic the player should know to start building his estate. This tutorial should be as short as possible, leaving most to be discovered by the player himself. The player however will be accompanied by his advisor who throughout the game will direct the player's attention to any pressing issue the settlement is currently facing.

 

The setting of the game is the early medieval period in Europe, when the feudal system was in full swing. This is the era where the first "castles" were nothing more but wooden motte[1], with the villages surrounding these defensive structure. As the game progresses the player will gradually see his wooden motte transform into a more solid stone variant and eventually to the iconic well-known stone castles often associated with this time period. The game will be try to bring a colourful touch as to not bore the player with too much greyness and bleakness.

 

Due to its nature the game, it will have a minimalistic story, even the campaign. However, the campaign will offer a little back story; placing the tasks in a historical perspective so to teach the player a little bit about the situation in a certain region in that time period.  Events such as the Treaty of Verdun, which divided the great empire of the Charlemagne, or the Norman Invasion of England, with which William the Conqueror pressed his claim for the crown of England, will serve this purpose.

 

While the game is serious in its nature, the game will be accessible  by most demographics, though it would not be suited for the very young since the game will include the less beautiful aspects of history and aspects of life such as war, crime and racism which must, of course, be place in their proper historic perspective. The game will especially be suited for gamers who enjoyed previous games of this genre as the Caesar and Stronghold series.


[1] A fortification with a wooden or stone keep situated on a raised earthwork or hill, accompanied by an enclosed courtyard, surrounded by a protective ditch and palisade.

 

 

 


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