Zennoya

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About Zennoya

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  1. Backyard Genius

    Resources for project: Backyard Genius
  2.     Interresting idea. I will stick to that, thanks       Total possible invention is going to depend on how much i can think of, but as Ive said before, i want to keep all recipes in XML files (or something like that), so they can be modded, improved, and expanded by players too. After reaching the goal i plan to make some "congratulation" window with "Continue or Quit" option, at least at the early state of the game.     Yeah, it would be great, but dunno if i manage to do so. It would be quite easy to draw about 20 most important invention graphics and combine them depending on progress, but dunno how to work it out with xml modifications of research tree (if player change some of those 20 inventions, game can "lie" about who received that invention, right?) I need to think about it how to resolve it, because i really like the idea.   And for addition - main menu screen graphics (bigger one in my gallery):
  3. I don't think the game is too complex and huge - i may even say that ist quite easy, because even with big content its still procedural, and repeatable. It also depends in what order I will code it -> first I want to make it playable at all, and then expand, so priority for me is to make backyard digging, building, equipment placing etc fully working, so it will be playable in the simplies manner. Next thing i want to add is to add researching engine, and enable player to do researches and sell blueprints (no prototype building yet). After that im going to make graphics for all workstations, and fully expand research engine, including keeping all techs with requirements, workstations needed, materials needed, base time, base price etc in xml files, so it will both make it easier for me to expand tech tree, and give players basic modding possibility. At this point game should be quite playable and even give some fun, to player. As You see to this point its not as much as it seems, while still beeing playable and giving some fun.   Later on harder work starts -> adding factions, diplomacy, events, robberies, game goals, prototypes etc. And yes, I agree here - it will be huge amount of time to write it, but maybe at that point i will both have more experience in game making, and maybe i wont be alone anymore too.
  4. Only games I made at this moment are some platformers I made with friend on IT classes at school, and some dirt digging ant game to learn what Unity can and how 3d and 2d voxels works and thats all about games Ive did, but... I may not have experience in games, and maybe Im a bit overambitious, but as Ive said before I have experience in both coding ( i work for over 6 years as full time developer ), and graphics ( i made a lot of sprites for friends, also a lot of graphics for websites, etc.).  Because of my experience Ive chosen to make game like that which does not require 3d graphics (which obviously i have no practice with so its nearly impossible for me to make), not as much 2d graphics, to overflow my possibilities (and obviously if it will be possible im going to use some free art too instead of drawing everything myself, but main character is quite required to be mine), and as little action/pathfinding/AI code as possible. Ive chosen approche where I can use my code skills (so mainly statistics, research algorythms etc, but it would be boring without some lab building right?).   Also I don't mind is someone dev or artist would like to join me in this project, but I suppose that the fact that someone joins me at the state of "idea" is more unrealistic than that i will finish it alone, right?   And thats how Corporations, Army and Mafia representatives at Diplomacy will look (it was made using Mark layers, so it looks similar, and time efford to make it was only like 20 mins each):
  5.   Maybe in some other game modes - scenarios or something there will be time limit, but Im not planning it in main game, but it doesnt mean that You have unlimited amount of time. What I want to achieve is a world invention timeline, because Youre not the only inventor in the world right? If You will be lazy, than someone else can invent some fuel, engine, bacteria or energy source before You, and You wont receive any cash for it. Your inventions can also affect world timeline, because your inventions will speed the timeline too -> this makes game more flexible, because You need to choose -> "Do I need money now, or maybe I'll keep my invention on my PC.. but they may be stolen, or invented by someone else" etc. So no clear time limit there, but depending what You do it can happen, that at some point of game, reaching the amount money to win is not possible to be achieved anymore, and You wont even know about it. But possibility of winning stays with "Glory" way -> Donating a lot of inventions to Society wont bring You much profit but You can win "Hobel Prize" (dunno if its legal to use Nobel Prize name ingame, so I decided to call it this way).      Hmm, I hope that main incentive will be that he likes the game, and want to explore the tech tree, and try to winning different way. As the goal of the game is not "reach tech xxx" and I want the tech tree to be quite expanded (at least more than civilisation and xcom research trees together), so theres multiple way You can win, and the victory doesnt uncover whole tech tree. Also finding easy way, and using it always to achieve victory isnt so simple because a lot of stuff is going to be randomized -> global invention timeline i wrote before, robbery attemps, and even inventions cause to simulate unpredictability of inventions i wanted to set time of each research to base + random (from 0 to me base). This way, there wont be two same games.       Basicaly its open and player can do whatever they want, BUT still remembering that world wont wait for them with its own inventions. And i plan some "Scenarios" later on, but as a different game mode. Maybe some zombie strike at Your lab, where You need to find a cure, before they reach You, or some space station rescue, where You need to build Your spaceship prototype fast. etc. But as Ive said - when the main game mode is finished.       At this stage Im not planning to add any areas with different legal restrictions -> only Your backyard. Hiding from enemies is basicaly to hide underground with covered enterance or use your inventions to protect Yourself (Set traps maybe - but still thinking about it - dont want this game to be too much "action style"). Also in this times "robbery" doesnt need to be direct strike - You also need to think what computer You use, is it connected to internet (the one You use for buying stuff needs to be - can You afford another one, or risk some hacker attack?), how deep it is etc, - or You can keep Your most important discoveries in Your pocket (using pendrive - thats why theres only 5 inventory spaces ;) ). And about legal restrictions, resource avability - as Ive partialy said it before i want to resolve that by factions that youre selling your inventions too. F.e. making weapons is illegal... until You sell it to government or have good relations with them. Some resources prices would depends on relations with corporations, and terrorists can help you protecting Your backyard by sending You couple of armed hitmens. I plan to make diplomacy tab to manage faction relations, their awardness and enable some actions you can do to affect those, other than just selling them your inventions. Also they dont like each other (terrorists and government, corporations and society etc). About of addign some outside lab minigames or missions where you use Your inventions.. why not, but it will be at very end, when main game engine will be finished, and game will be already playable I can add those to improve gameplay - not all at a time.   BTW i finished drawing Mark, and started to make animations for him -> he will look this way:  
  6. Hi, at beginning something about me and idea history -> I work as developer in business company, creating mostly business software and tools, and Im very passionate about games. Im playing a lot, and have a lot of ideas, and I want to start game developing too (but only in small scale - mostly to learn). I already had some ideas about games, and I even posted one here before, but after my eyes were opened by community, about game beeing too complex, similar games i didnt knew already on market etc, Ive dropped the project. And now I have new idea, so I wanted to know Your opinion of it. At this moment game is in very early stage, but Ive started making textures, coding and planning tech tree. Please tell me what You think of this game concept, and tell me what would You change, and do not hesitate to criticize it too.   The idea of came on, after playing a lot of strategy games - when playing games like f.e. XCom series ones, i realized that at some point I save the game, and start skipping tactical missions, and the plot too just to uncover all the reseach tree - to see how big it is, what it gives me, how my players equipment will change and so on. And I thought "What if there would be a game, when the research is main goal of game, not only part of other game?". So I decided to make such project myself (if there is such game please tell me its name - i will be happy to play it ).   STORY: Story is quite short - You are Mark Glassberg. Mark is a genius, that just recently lost another job, because Your way of "free thinking" did not fit to corporation employee lifestyle. You dedided, that You will be corporation slave no more, and You earn fame, glory and a lot of cash "Your way".    GOAL: The game is about doing researches, and inventions. Your goal is to get Glory (by making several humanity breakthroughs) or Power (by making super/hiper mega combat suit like Ironman did ;), or some mind control equipment, or different stuff that most of movie/game evil characters try to do. Or just earn a lot lot lot of money, cause money is power too). But its not so simple. At beginning You have only your backyard, and a garage with old desk. You can earn cash in couple ways - mostly by inventing stuff, and selling blueprint or prototype. You obviously earn more cash by prototype, but it take resources and require tools to make those.   FEATURES: - You invent stuff if different areas -> chemistry, biology, energy, drives, materials, tools (Ive already started tech tree of those, but still expanding), and they often require each other to be invented (f.e. to make some drive you need both to invent materials to build them, and a fuel for them using chemistry, and to make some fuels you need to do a lot of research both in chemistry and biology tech tree). - Ofcourse You cant invent "miracly appearing materials" -> you need to buy them, or make them from something, using some tools, so You are spending the cash too). Also most of experiments/inventions requires a lot of stuff to be analyzed, f.e. in botany sometimes You have to analyze a plant which You can buy easly for 2$, and sometimes You require plant from rainforest, which costs couple thousands, and You have to wait long time until delivery will reach You).  - You need to watch what inventions You are publishing, cause some inventions can be illegal (like drugs, weapons etc). You can ofcourse sack them.. wasting all effords, or leave them for later. Its Your choice anyway.  - You need to cover/hide/protect Your lab, cause even if Your invention is legal, and You are not protected enough (both legaly and phisicaly), some people may be interested in getting them from you. Government can try to steal your weapon projects, oil companies can try to steal your fuel/energy projects, terrorists can try to steal some of your biology/chemistry projects etc. - Ive already started to make engine using Unity, and at this moment game is sited at 2d voxel (terraria,craft the world, signs of life style) backyard map with garage, with digging option -> You can both build Your lab up, or dig it down (preffered options for safety, and illegal operations), but other than terraria style games, you cant build lab made of dirt only (and you rather wont have enough trees at your backyard, and rather wont dig any metals or oil there too) - you need to buy building materials which costs a lot, and get rid of dirt while digging while it costs even more. Ofcourse you can store dirt too, but Your backpacks can hold max 5 items), and its effective only at beginning, while you dont have anything else at Your backyard. - Your inventions can have different customers (Government, Large Companies, Terrorists, Mafia/Drug Dealers, Ecologysts, or donate it for Society too). Decision You make can affect how much cash You get, but also affect consequences, and affect who and how much is tracing your progress and spy what Youre working on.   I think its all what i want to tell at this moment (or Ive just forgot some things i wanted to tell). Please tell me what You think about this idea, and is it game that You would like to play if it will be created someday.
  7. Retro Hacker Game

    Hmm, it will be a bit more realistic if using command prompt instead of graphical panels, and i think i would try it at least, but im sceptic. Uplink also has possibility to write commands in command prompt, but players dont use it, cause it takes too much time, while youre traced. I think that to find players You need to decide which audience You want to set this too. Players who would like a command prompt would probably demand very realistic commands and actions, and its hard to achieve if you havent hacked too much in your life (I think HackThisSite.org made some programming cometition to make realistic hacking game - you can check it out). Others would probably think that writing in prompt is boring and wont even try. If I were you, with idea to make hacking game i would rather make it like uplink, with graphic etc, but added some features that arent avalible there and a bit more "on time" -> hacking clone of facebook, or posting fake "tweets" to discredit someone, or even hacking personal computers with trojans to steal data/pictures and blackmail someone. Also contracts with police to track other hackers and so on..   So in short. In my opinion "retro hacking" doesnt tell if i would play it or not. Quality of quests there, maybe some main plot if planned, or some nice career mode "from zero to hack hero" would tell if someone would play it or not. Worth trying.
  8. Retro Hacker Game

    Such game already exist: Uplink:Trust is a Weakness  until You have any new ideas, that will different Your game from this one, than i think there's no point.
  9. Starship blueprint/idea needed

    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...
  10. Starship blueprint/idea needed

    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       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 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.
  11. A tile system... for a sphere?

    And what you think about hexagon sphere? Its possible to be done as easy as triangles (becuase its made of them), and also hexagons are nice fields for strategy game (a lot of games use those already).
  12. Starship blueprint/idea needed

    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.       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
  13. Starship blueprint/idea needed

    Theres a lot of possibilities -> you can throw them away, but its a waste, you can trade them with aliens for some usefull staff, or if workshop avalible (not from very beginning, but nearly) you can recycle them to produce new ones and i think this will be way of doing with most stuff.       Take for example H2O recycling plant. At beginning it will be large, and have separate room for it. At beginning its nearly capable to hold your people alive, You can upgrade it like 3-4 times each time adding 20% efficiency, which will enable You to get new equipment that uses water, or produce smaller water tank size to fit your requirements. Also you will be possible to do some miniaturisation that will enable you to change recyclle plant from "whole room size" to "large size", than "medium size" and "small size". At the very end it can be integrated with water tank. Still you need to remember that most of research possibilities will depend on events which can be bit randomized, so you dont really know which of that you will be able to research first, but working of one of those, will greatly increase a chance of triggering of event that will enable the other one.   Yeah, Im familiar with this way of playing from games like Gangsters:Organized Crime. Hmm i need to think about that, and how it will change gamplay -> I mean that "standing up from the desk, and going to people" was the main course of this game, and planning and staging will take this effect away. On other side it makes the game easier to make (and it means that more time can be spent to polish all the events and adding new ones, etc), and gives new possibilities. Heh It will be best to make some kind of voting what would people rather play :) 
  14. Starship blueprint/idea needed

    This "engine explosion" was writing word mismatch - i was rather thinking about minor engine accident (i used "engine accident" later) which has no effect on overall situation.     Those examples was the idea of how engine works, but I was thinking about giving high importance events, and also plot events. They will be dealed same way that minor ones (need to talk to the crew connected to event), but because of the importance the Captain would be called by loudspeakers etc and when event affects ship he would be called to speak with the crew and deal with problem immediatly, and if he dont it can loose some crew members, equipment, damage ship, add new events to the game (alien attacks), or even destroy the ship and loose the game.  I know its arbitrary, that player dont know what will happens, or what effect it will have. Im hoping that i will be able to add a lot of clues in the event dialogs and texts. I think It wont be bad by adding 5grade scale of risk, or ETA to research.   Storeroom/equipment management, researches or basic production would be dealed by speaking to adequate persons (leading scientist, or quatermaster) where research/production/store management panels will appear, but still all related stuff (effects, possible researches etc) would be shown in those panels only after speaking with crew that can "have idea of research" or finished mission (loudspeakers calls captain to take mission report from team leader) that put in report all they found, and sometimes will speak more than they wrote. All reports, logs of what captain spoke with with peoples would be avalible from console at his desk, where from he would be also able to call each crew member to come to his desk).     So what do You suggest? Is game concept bad, and it wont work this way, or game concept is ok, but i need to change/ work more on background story?     Just additionaly: The thing is that me, some of my friends and I think a lot of players are bored of all the games with each time bigger worlds, each time better graphics, and each time less of plot, dialoges etc. I remember Planescape Torment or Baldur's Gate and choosing from one of 10-15 dialog choices, while most of new games has max 2-3 of those. 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.
  15. Starship blueprint/idea needed

      It seems youre writing about some other game than the one im doing In my game concept that you can see above there is only one ship, from beginning to the end. You manage crew, and equipment inside it. Instead of changing ship to larger and larger, Youre rather research miniaturisation and make equipment smaller and smaller and more efficient, less resource consuming. Than produce it and use it. Recycle the old ones etc