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Zennoya

Starship blueprint/idea needed

31 posts in this topic


Well, if you are referencing Star Trek, you'll notice the use of 'computer' (a voice-controlled interface)

As I understand Youre talking about Commbadges ? The little stuff they wear at their uniforms? Yes, I was thinking of it already but as a possible as and event/research:

-  After first time captain cant be somewhere on time the event appears connected to one of technican that they should install intercoms around the ship, which after Captain agrees will be added to each room (or at room management console as wall equipment, so he can choose where to place them). After going to one of those, and interacting with it, complete list of crew members (i suppose 20-25 crew on the ship) will appear, and after clicking crew member same options as while speaking face to face would be avalible. After another period of time, another event will appear, that will enable research of commbadges, which will work same as intercoms, but instead of need of running to them in room youre at, a "Communication" button will be become visible bottom-right part of the screen and You will be able to use it everywhere (instead of events like going through nebulas etc, where communication and some other electronics will be disabled, and running will be required again). And after such nebula travel, another research would be avalible, where you will be able firstly to modify intercoms again, to be possible to use in nebula, and later commbadges too.
 

 

 


I'm not saying this is not a viable idea. I'm just trying to help you make coherent design decisions. If anything, I like the basic idea behind what you're trying to achieve, and I recognize that its filled with tough decisions on how to render that in a way that's interactive and easy to use yet fun to play and experience.

At beginning i wanted it to look like Sheppard commanding Normandy in Mass Effect, but now i think best way it would look is rather isometri/orthogonal view. At beginning i also wanted it to be real time, but after suggestions from TechnoGoth about staging and Waterlimon about day/night cycle, I've started to think about a turn based with action points (Fallout 1/2 or Jagged Alliance style but with much higher amount of action points). In this way I'll take best from staging (chance to plan actions, see what happens) but still with going out from desk, and going to crew. And i take best from day/night cycle, so I'll be sure not too many stuff happens durning the "night" where i cant react to it.

How do You guys (and girls) like this idea?

 

 

P.S. Do You guys(and girls) think I should change (if its possible) or ask some admin to change name of this topic? At this moment it goes into a bit other direction than drawing the spaceship tongue.png

Edited by Zennoya
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At beginning i wanted it to look like Sheppard commanding Normandy in Mass Effect, but now i think best way it would look is rather isometri/orthogonal view. At beginning i also wanted it to be real time, but after suggestions from TechnoGoth about staging and Waterlimon about day/night cycle, I've started to think about a turn based with action points (Fallout 1/2 or Jagged Alliance style but with much higher amount of action points). In this way I'll take best from staging (chance to plan actions, see what happens) but still with going out from desk, and going to crew. And i take best from day/night cycle, so I'll be sure not too many stuff happens durning the "night" where i cant react to it.

How do You guys (and girls) like this idea?

 

Given that it's not really a strategy game, I'd stick to real time, but give the ability to pause perhaps? (and still issue actions).

You could even base this off a stats of your avatar, where his leadership allows you to slow down for X units of time, with Y cooldown, allowing you to issue bursts of commands very quickly when necessary?

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Given that it's not really a strategy game,

Partialy it is, and partialy not. At this moment its actually hard to tell what is that -> It's adventure/strategy/spacesim/manager/rpg game tongue.png All i need to do now is to put captain on a bike so it will be sports game too smile.png

 

 

 


You could even base this off a stats of your avatar, where his leadership allows you to slow down for X units of time, with Y cooldown, allowing you to issue bursts of commands very quickly when necessary?

I need to admit that the Captain stats are the thing I havent even start working or thinking on, but with action points it would be even more possible to add those to avatar stats (f.e. agility would reduce action points needed to move, and charisma would reduce action points needed for social actions, ofcourse if captain would have such stats like agility or charisma).

 

 

 


I'd stick to real time, but give the ability to pause perhaps? (and still issue actions).

I think thats not good idea -> I mean, that real time even with a pause button gives a lot lot more pressure than an action-point tactical game, its obvious. And now Im thinking, IF someone would like to play a game, who it will be? I doubt that someone who decide play a game where he is managing ship, doing researches, talking with crew etc will like a pressure "holy sh*t! everything around explodes! press pause!press pause!aAAAHHH...". Nah, they would prefer to plan each step, count whats better etc, see what happens - i think action point based would fit it more, but im still open: how the rest of you guys (and girls) thinks ? Maybe Im wrong?

 

 

P.S. Also forgot to add, that I've decided to stop working on Ogre, and restarted my project on Unity3D.

Edited by Zennoya
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Partialy it is, and partialy not. At this moment its actually hard to tell what is that -> It's adventure/strategy/spacesim/manager/rpg game All i need to do now is to put captain on a bike so it will be sports game too

Apologies, by strategy I meant competitive strategy.

 


I think thats not good idea -> I mean, that real time even with a pause button gives a lot lot more pressure than an action-point tactical game, its obvious. And now Im thinking, IF someone would like to play a game, who it will be? I doubt that someone who decide play a game where he is managing ship, doing researches, talking with crew etc will like a pressure "holy sh*t! everything around explodes! press pause!press pause!aAAAHHH...". Nah, they would prefer to plan each step, count whats better etc, see what happens - i think action point based would fit it more, but im still open: how the rest of you guys (and girls) thinks ? Maybe Im wrong?

 

KOTOR's intro?

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I want to make game, where you can really feel like part of the ship, with all of its good and bad sides. Thats the reason why i closed whole world in one ship, and trying to make a lot of choices, both important and minor ones, which only some crew members care of.
Maybe you should make a game where you are not a captain but a crew member? Then you could have all this walking around and talking to others and making friends and random arbitrary events won't be that bothersome (because it's not player's reponsibility to fix the problem, it's captain's problem, yours is just to react properly and help).

 

What you want more? The management of a ship part or the feeling like a part of the crew part?

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I doubt a basic crewmember could freely walk around. Surely, their duties would have them remain in specific areas (like an engineer affected to the engines would rarely go anywhere besides engines, cantina and quarters).

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Yeah, not too much action is ok, for players that dont like it, but doing a game about crew member... it would be too boring. By the way I just have another game idea -> first of its kind - noone did something like that before, and i doubt ever will. Imagine this -> Huge spacecruiser, 300 crew on board, middle of the war, middle of the battle, fight is going on, everyone are running, everything exploding, power shortages, and You inside of this mess... the janitor who needs to clean all toilets on board...

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