• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
allnamestaken

Planet Colony - Resources & Commodities?

12 posts in this topic

I would think you could include a lot more raw materials, iron, gold, space crystals, etc. Depending on the raw materials available, different planets would be better at manufacturing different things. You could also expand manufactured goods exponentially, from nail clippers to space liners.

0

Share this post


Link to post
Share on other sites

I would think you could include a lot more raw materials, iron, gold, space crystals, etc. Depending on the raw materials available, different planets would be better at manufacturing different things. You could also expand manufactured goods exponentially, from nail clippers to space liners.

 

He wouldn't want to make it too convoluted/complicated though.

 

You might include Deuterium, which is used for nuclear fusion and either mined from the earth or from the sea.

It would generally be interesting to have the planet you are on largely determine what you can mine.

 

 

Something else you could include is that you could build colonies on other planets in your star system, and moon of those planets and mine for more materials there.

 

Would there be a war element to the game? 

1

Share this post


Link to post
Share on other sites

Yeah there will some war in the game, abit less hectic than a pure RTS though.

 

As for minerals I was going to keep it fairly basic ... Ore Metals (to produce Alloy) Precious Metals, Radiative Metals, Gems perhaps, maybe some fancy space crystals.

 

The other thing was sometimes planets would generate a 'unique' commodity, such as 'Aldasian Wine' as apposed just 'Liquor' which is basicly Liquor with extra benefits and more profitable. As for other planets? You can setup trade routes but you can't switch to another planet when at one colony, I imagine you having a star map, and planets you colonize in previous missions can be used as a source of supply and trade for your new colony if lose enough. But I was considering things like being able to build asteroid mining ships if your planet has a nearby asteroid field, maybe in a similar way moons can have something similar.

0

Share this post


Link to post
Share on other sites

Medecine.

You'll notice it as a plot device in several Star Trek: The Next Generation TV series. It's actually a viable explanation as this is the kind of goods a lot of cultures would be willing to buy with quite an elastic price in fact. Rather than making it a straight "medecine", perhaps include goods that serve a purpose on their own (construction alloy, gems used in laser crafting) but that can somehow be turned to eradicate certain illnesses. That way, the player could make a profit by remaining aware of every other planet's current issues and pressing matters.

Example:

I could sell my "tungzon alloy" to these shipcrafters because they would be willing to pay a hefty price for this, but I might be aware that in the Beta Sector, the Zongoids are currently fending off a Gutzka plague that can only get healed by ingesting large amounts of Tungzon alloy. The good player will have sold to the highest bidder he knows (the shipcrafters) whereas the terrific player will have blackmailed the Zongoids by bartering the price up and break their bluff about claiming everything is fine. In the end, the skilled player gets more because of his awareness, and this is something that's always part of trading.

 

By the way, good initial concept, I'm curious about where this is going :)

2

Share this post


Link to post
Share on other sites

I hadn't thought of that ... and although maybe not as complex as you are suggesting, event based trade options would be neat ... possibly with the option to plant agents on other worlds/rival colonies to get the dirt on them.

 

I may disappoint but I wasn't planning on going with alien races (just alien animals and such) at least not to begin with, I thought I'd resign that to possible future expansion. There is an alien presence in the form of the aforementioned relics as well as archeological artifacts which are the long forgotten debris of ancient alien technology that will act as a source of conflict and competition as they can unlock powerful research options (such as shields, anti-gravity, teleportation, deathrays, etc, etc), 

1

Share this post


Link to post
Share on other sites

One thought:

 

Will this be a one base per planet scenario?

Its typical games to do this but doesnt make much sense to me. I mean if you can mine useful materials with 100 guys in one small location, is really the rest of the entire planet useless? Becouse moving to another planet for the next base seems extremely costly.

0

Share this post


Link to post
Share on other sites

One thought:

 

Will this be a one base per planet scenario?

Its typical games to do this but doesnt make much sense to me. I mean if you can mine useful materials with 100 guys in one small location, is really the rest of the entire planet useless? Becouse moving to another planet for the next base seems extremely costly.

 

I plan it more to be a large (but not true planet sized) map for each planet, again something to the size or larger than what you get in ANNO or Industry Giant map or such. So plenty of bases can and will likely need to be established over the map. I imagine you'd play a map like you'd play a city in Sim City or Caesar, just new maps will have different terrain, strategies and quirks. Possibly the map will 'wrap' around it give it a planetary feel, but again it will probably on a reduced scale for purposes of gameplay.

0

Share this post


Link to post
Share on other sites

I may disappoint but I wasn't planning on going with alien races (just alien animals and such) at least not to begin with, I thought I'd resign that to possible future expansion

 

There's nothing disappointing about limiting your scope. If anything, its a good production habit, and it leaves you much room for later content addition without cutting back on making a fun core gameplay.

0

Share this post


Link to post
Share on other sites

 I plan it more to be a large (but not true planet sized) map for each planet, again something to the size or larger than what you get in ANNO or Industry Giant map or such. So plenty of bases can and will likely need to be established over the map. I imagine you'd play a map like you'd play a city in Sim City or Caesar, just new maps will have different terrain, strategies and quirks. Possibly the map will 'wrap' around it give it a planetary feel, but again it will probably on a reduced scale for purposes of gameplay.

 

 Just a thought, since there is such a rise of popularity in sandbox games, it seems to be the new trend, why not make it a free roaming sandbox? if done cleverly, it might be even easier than scenario based game, you wouldn't need to make all missions and scenarios and  stuff, and it sounds more appealing that way.

0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0