Remi Noorlind

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About Remi Noorlind

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  1. I would like to make an interactive sphere that has "pixels" as smallest divisible map units. By "pixels" I mean like the provinces of Rome Total War or like the hexes in Civ games. But not so important and detailed. They would just contain absolute basic information about the area they cover (coordinates; terrain; population; adjecensies; infrastructure level; etc)   How would I go about generating a sphere which is covered by those "pixels"? Is such a thing even possible?
  2. 2D or 3D star map?

      I feel that I owe you a credit for coining such a term in video game horizon. Might wanna share your preferred name here, should anyone start an inquiry about this term few decades from now. >.>
  3. 2D or 3D star map?

    These are some darn good ideas. Thanks!
  4. 2D or 3D star map?

    It is quite abstract. Similar style as the CK II or EU IV.   If I am going to do 3D map, then the local group is the gameworld, if I am going to do this in 2D galaxy can be the gameworld.     I didn't mean clusters by the most strict definitions. I mean a cluster as an area of stars. Ideally clumps of stars if entire galaxy is observed from the top.
  5. Help choose a starting point for space empire game

    That's what I intended for "game logic." I'm not sure how you can know what graphics you'll need until you know how the game is to be played. That is, have you decided what you want the user to "see?" Menus? Maps of territories? Inventory? Opponents or friendlies?   That being said, SDL may serve your purpose. And, certainly, in the learning process, if you want to try your hand at graphics just to see what it's about, experience is often the best teacher.     A rough version has been done in pygame/python and I have pondered about the interlying systems intensively. I can say that at least I require a representation of the "real-estate" as that is going to be the base of the game and everything is built upon them. With the star-clusters visible and interactable on basic level I could think of more advanced mechanics and rules.   At first I am not going to include many features for user, perhaps only a developer environment of sorts. I am interested to flesh out the AI and AI-AI interaction and only then add to user the possiblity to do something that AI can already do.
  6. Help choose a starting point for space empire game

    I stumbeled upon SDL 2.0, it seems rather promising. I might use that.       What do you mean with "game logic" - I am not familiar with the common game developer's lingo yet.   I don't really want to dedicate too much work to graphics. I just want to get the basic graphical representation out of the way, so that I can focus on the mechanics and rules of the game,
  7. I made my game's protoype in python-pygame, but now I want to transistion to C++ and make it again from scratch. I am steadily learning C++ now and I want to start tinkering with my game as I study. But I am not sure of what starting point should I use.   What I mean with "starting point"? - Should I start with a graphics library/framework or is there a premade game creation utility software that suits my needs.   My game is going to be a space empire grand strategy game. It will encompass entire galazy as a map. Smallest interactable units of "real-estate" are going to be star-clusters. These star-clusters represent hundreds or even thousands of stars or even hundreds of thousands of stars. Star-clusters are going to be most of the graphics (plus some triangle shaped sprites for fleets). I would prefer if implementing graphics didn't take too much computing power as a lot will be required to calculate all the AI agents in the gameworld. It is going to work sort of like Europa Universalis IV or CK II.   So, what could be the best "starting point" for my graphical needs.
  8. 2D or 3D star map?

    I think I have come to a golden middle road on this one. I won't be portraying any single stars as the smallest interactable entity, but clusters of stars(made of hundreds and thousands of stars). The essense of gameplay would be unaffected. That way I could have entire galazies as my maps and suspension of belief could still be maintainable. Plus, it would be fairly realistic to have a 2D style to it - because at the scope of the width of galaxy, depth is arbirarily small and thus insignifiact.
  9. 2D or 3D star map?

    Any reason why?   Can you name one good game with 3D star map (excluding shooters of course)? Or popular one? Or playable one? Just one, because I never, ever found any. I still remember the terrifying 3D star maps of Imperium (EA)... It was horror   Planetary Annihalation is a pretty sweet game, that has 3D maps. Battles on planets take place on a 3D sphere and inter-planetary action is perfectly represented aswell.   Homeworld RTS was supposed to be a 3D game - or was it wnother space RTS, I don't remember.   Starshatter: The Gathering Storm carrier-command ship command mode featured a 3D map to assign missions for the fleet.   Those all are from the memory, I might be totally wrong about them having a 3D map though.   Now that I think about it, 3D map would make my game little bit more enjoyable perhaps. It features as few micro-magamement stuff as possible. Only things that a player is going to look at, are stars and the lines between them. And the only things a player can interact with, are stars and fleets orbiting a star. And fleets also, can only fly from star to another star. There are no cliche starlanes though(although I might implement a possiblity to create a starlane at a high price.   Since my game is stripped down macro-management game, a more complex world to work with could compensate for the general emptyness.   Milky will appears flat if we look at all the billions of stars from a far away. My game is more about looking at 300 - 1000 stars at a time. Like watching at a cluster or a section of one of the Milky Way's arms.   Technical problems can be easily solved with map overlays. For your concern, there could be a proximity mapmode. You activate it and select a star as the target. Then all stars will be overexxagerately bigger the more closer they are to the target star.
  10. 2D or 3D star map?

    Any reason why?
  11. 2D or 3D star map?

    I am starting to develop a space empire building game. I have made a rough prototype in Python, but now I am redoing it in C++. But I can't deside wether to do a 3D map or 2D map.   I envision that the 3D map was something like in this video. Skip to about 00:10 to see the 3D star map.   I don't think that implementing it would be any more difficult than implementing 2D map. Only thing that would change, is that every object has additional coordinate. I don't plan on having too many objects cluttering the space anyways. Dots for stars and triangles for fleets. A fairly minimalistic game, where I try to keep everything at macro level. Implementing map overlays, on the other hand, would require an innovative approach.   I am worried that a 3D map would be too confusing.   Help me decide, please.
  12. Artifictial Society Simulation

    If I start building this simulation, what programming language I should use? As I understand, the simulation is going to need quite a lot of processing power eventually, so I would like to know, what kind of programming languge is geared best for it? I understand that, at the beginning, it doesn't rally matter, but I don't want stay stuck with too small scale of simulation in the end. So is there even any difference?
  13. Artifictial Society Simulation

    From your posts I understand that you recommend me to build my simulation entirely myself. And that it would make me understand my engines every nook and cranny.   Btw, I have almost no experience in programming.   However, I do not want to build it for scientific purpose. I just want a realitic sandbox. My own little world. My backroom god experiment. If I ever reach 3D I definately would make it so that I can play it instead of just watching. So that I can be a part of the "sapient" settlement or a part of wolf pack or be running from "sapients" and wolves as a rabbit.   But what can you say about using a premade engine and building on top of it? I could just script the fecal matter out of Skyrim or source engine. Or these kinds of engines are not built for simulation, but rather for script narrated stories? Or they would require far too much power when tens or even hundreds of entities stats and actions must be processed at the same time?
  14. Artifictial Society Simulation

    I have read the sticky "For Beginners" post, but it didn't ansver my questions. So here's my problem.   I would like to create a 3D simulator. This is basically a sandbox game. Although I have no intention to enter game market with it. I will be just my personal project that I forever improve.   Expectations:   I want to make a simulation in where different agents interact with eachother. For example, agent like a deer will move around and search for randomly placed plant agents and bodies of water to eat and drink. Wolf agents would search other non-plant agents that are smaller than them and would kill and eat them and would also search water to drink. Alongside animals I would create a settlement of "sapient" agents. They would perform like a society. They would have different professions. Some are harvesters, who collect their respective materials (food, building materials, raw goods). Some process the materials to goods, which are sold or given to agents living in the settlement. Each agent has needs what increase over time, like in Sims. The levels of needs determine, what action are they going to take. For example, if a "sapient" agent hasn't got any money and is hungry, but is not of a hunter profession, that agent will try to steal food.   I care little for good graphics. As long as I can tell the difference a rabbit and a wolf, I am content. I do not desire to create endless world. I want to have a wolrdspace in what at least one settlement can excist without hunting away all the non-"sapient" agents.   Questions:   Is this project even feasible? How should I begin? Should I create an engine from scratch or should I use some open source or free engine for this simulator?