Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Back with Citizen

Sign in to follow this  
Staffan E


As I mentioned before I had to put Citizen aside up until now. In the last couple of days however I've had some time to review the project and make some improvements. I thought I'd give you a quick briefing of its status.

First off, as you might have noticed, I've changed the project name from Citizen Heist to just Citizen. The reason for this is that I don't know if the Heist elements will fit into the game. The Heist part was based on a storyline about a female pilot trying to escape her past sins. I still like that element but I think I'll put it back in the box of random ideas for now.

The one game I've played the most lately is Mount & Blade by Taleworlds. The way I heard it the game has been in open beta stage for several years and has only recently entered the market, published by Paradox. The long thorough testing has refined the game into something incredible in my opinion. Sure there are still flaws but none that take away the solid feeling of genuine gameplay. I think it's a fine example of how important solid testing is, especially since testing is the first thing to go when big budget games get short on time.

Anyway I like the way you begin with very little and slowly work your way up to a powerful warlord. I thought I'd experiment with something like it in Citizen. If you keep the numbers a bit smaller, the player could recruit ships and wingmen to a point where, say eight to ten ships would be a powerful force. The recruits would need to be paid regularly, thus creating a natural boundary. If the ships belong to classes like Interceptor, Bomber and Gunboat then you could use basic tactical maneuvers to dominate the battles. The player could use the spoils of combat to build up an enterprise, thus gaining influence and becoming a force in Citizen space. I'm pretty enthusiastic about this.

I've set up a local SVN repository for Citizen. I had never used version control before I joined REEP and now I can not live without it. Right now the repository is local which isn't very safe but I plan on moving it to a remote host later. Version control helps me as a single developer in so many ways still. I don't have to worry about screwing up my code since everything can be recovered. Keeping a log helps me see the progress I make. Whenever I end up with a bug or a problem I can't solve I just browse through the log. It helps me see the big picture and the the problem seems small compared to the work I've done. It helps evening out the motivation curve which is great.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!