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Sevi

I want to make grand strategy game. Where to start?

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I'm totally beginner. I know that learning programming and process of game development takes a lot of time and practice. I'm aware of that.

What I want to make?

As in the topic, I want to make grand strategy game. This is kind of game where player takes control of any country in the world while AI handles the rest. The map is divided into provinces, each with its own stats etc. Europa Universalis IV is the example game.

Where to start?

Which language should I choose? I only know JavaScript and PHP on intermediate level so maybe something with similar syntax? I also learned some basic algorithms and data structures.

And the last question, not exactly about basics.

How would you implement this kind of world map? Is this some kind of graphic file, svg?

As you can see on this video, you can apply different filters on the map to see different stats like demography, province stability, risk of revolt etc. Would it be possible to make a filter with lines (not always straight) to symbolize the roads infrastructure like this?

 

Edited by Sevi

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I think you need to start smaller. What games have you written before?

Start out with a Mario clone or something. Most people say start even smaller.

Hope this helps!

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Same advice, start with a simple platform, or maybe and endless runner 2d. Yo will learn a lot of thinks to use in your dreamed game. 

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On 2/2/2019 at 4:27 PM, Sevi said:

I'm totally beginner. I know that learning programming and process of game development takes a lot of time and practice. I'm aware of that.

Trust me, if you are a beginner, just start with a smaller version of the  game you want to make and see how things work. You can always keep adding new features. It'll help you learn things.

If you start off with making a "grand strategy" game, you will find yourself overwhelmed and faced with too many things to sort out. 

 

 

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Here's a suggestion: you know JS and PhP, start off making a web-based game where a map is represented by an 8x8 grid like a chess game.  Use JS for the UI, and PhP on the server side.  Focus on the basics of play without worrying about the graphics other than the basic 8x8 grid and some simple controls.  You can represent units and status using colours in the grid without going whole-hog with a fancy map with 3D animations.

Later you can replace both the UI with something fancier because they're well de-coupled. Or, or can reimplement everything for version 2 using a commercial game engine, but you've already learned lessons and made designed decisions.

Start with what you know and keep simple.  What you know and what simple means will expand as you go along.

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This is an interesting, if massive, question.

As for your other questions, it seems to me that you're jumping far ahead.

Before the map, before the language, before the UI and all that: you have to know the model. That is, how the game acts. What provinces, what stats, how does a stat change, what makes up that stat, where this stuff is important. If a province attacks another province, does one have a defensive number, and the other province have an attacking number, and is there a random element on top of that? There is a lot of data to consider here, and how it all reacts is another thing.

So you need to model all this, and work it out. For this, you can use spreadsheets. I have worked on many games that are spreadsheeted. Most strategy games can be turned into spreadsheets. Plague Inc (and by extension Rebel Inc) are all layed out in spreadsheets, that can be imported into the game.

You can start by having column A being the names of a province, column B can be the defensive stat, column C the attacking stat. You can have random number generators to add on to these inside the spreadsheets too.

The next step to that is maybe building a pen and paper version, using your model. Where a player can play it, and you can act as the "computer" and calculating the data that moves around. This way you can design, model and test your strategy game long before you build it for real.

It's a lot of work, but it's a proven method to create brilliant strategy games.

 

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I've the same advice like the others: Start with smaller projects and grow with your projects.

In the past I wanted directly to start with a Wing Commander clone and (of course) I failed. But after some small games where I learned a lot of stuff (Game, asset and project management, coding skills and so on) I finally made it. So a strategy game is not a MMORPG, but it is also not a "level one/two" game.

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