Hello all! I'm currently working on a 4x space game that's inspired by MoO 1, along with some elements from MoO 2 and 3 and Space Empires series.
I have a blog about it at here. I welcome any feedback from MoO fans since I'm not fully satisfied with the 4x space games that came out after MoO 2. I wanted the simplicity of MoO 1, with some elements that I liked from MoO 2 and 3, but all the new 4x space games are too complex for me to easily pick up and play. So my goal is to satisfy the desire for a MoO 1-esque game for myself, and for others.
Let me sum up the game's design:
Each star system can only be occupied by one empire, and ship construction occurs at system level (all the planets' production are combined together to form the system production), so it feels similar to MoO 1, but have a bit more control over each planet.
Each planet have two types of "development", they are called "Infrastructure" and "Population". This is similar in concept to MoO 1's factories and population
Each planet can allocate its budget to infrastructure development, production, research, pollution cleanup, and defense (weapons platforms, similar to MoO 1). This is accomplished by using sliders.
Each system can build more than one thing at a time. The total production is spread over the different current items via sliders. Also, if more production than an item's required production is done, more than one item may be constructed in the same turn (again, similar to MoO 1)
Research is done at empire level. This part is more similar to MoO 3 and space empires. You pick out some items to research from list of available technologies, and allocate research points to those items. Most of the items will have diminishing returns, which mean you can re-research laser cannon to improve its damage, reduce space, etc. As a result, there won't be huge tech tree, since you can keep researching the same weapon.
Diplomacy will be similar to MoO 1, with spying as a slider.
You can design your ships, there are starships and system ships (system ships used for defense or intra-system colonizing). Battles will be tactical, meaning you control all of your ships. Your ships won't stack, it will be similar to MoO 2 (different sized ships).
There will be space monster events, some systems will be guarded by monsters and "Sentinels". Sentinels are similar to Guardian, but there are more than one Sentinel in the game (the amount is decided based on the galaxy size). Sentinels will always guard worlds that have advanced artifacts. There will be also random events.
There are no starlanes, and no fuel range limitations. However, black holes may block some areas, and nebulaes will slow down travel time. The galaxy is divided into a grid, so you can intercept an enemy fleet in space, without having to wait for them to arrive at your system.
So what do you guys think of the design? I also have an older released Alpha, found here.
For screenshots, visit the blog and view older posts.
I have a blog about it at here. I welcome any feedback from MoO fans since I'm not fully satisfied with the 4x space games that came out after MoO 2. I wanted the simplicity of MoO 1, with some elements that I liked from MoO 2 and 3, but all the new 4x space games are too complex for me to easily pick up and play. So my goal is to satisfy the desire for a MoO 1-esque game for myself, and for others.
Let me sum up the game's design:
Each star system can only be occupied by one empire, and ship construction occurs at system level (all the planets' production are combined together to form the system production), so it feels similar to MoO 1, but have a bit more control over each planet.
Each planet have two types of "development", they are called "Infrastructure" and "Population". This is similar in concept to MoO 1's factories and population
Each planet can allocate its budget to infrastructure development, production, research, pollution cleanup, and defense (weapons platforms, similar to MoO 1). This is accomplished by using sliders.
Each system can build more than one thing at a time. The total production is spread over the different current items via sliders. Also, if more production than an item's required production is done, more than one item may be constructed in the same turn (again, similar to MoO 1)
Research is done at empire level. This part is more similar to MoO 3 and space empires. You pick out some items to research from list of available technologies, and allocate research points to those items. Most of the items will have diminishing returns, which mean you can re-research laser cannon to improve its damage, reduce space, etc. As a result, there won't be huge tech tree, since you can keep researching the same weapon.
Diplomacy will be similar to MoO 1, with spying as a slider.
You can design your ships, there are starships and system ships (system ships used for defense or intra-system colonizing). Battles will be tactical, meaning you control all of your ships. Your ships won't stack, it will be similar to MoO 2 (different sized ships).
There will be space monster events, some systems will be guarded by monsters and "Sentinels". Sentinels are similar to Guardian, but there are more than one Sentinel in the game (the amount is decided based on the galaxy size). Sentinels will always guard worlds that have advanced artifacts. There will be also random events.
There are no starlanes, and no fuel range limitations. However, black holes may block some areas, and nebulaes will slow down travel time. The galaxy is divided into a grid, so you can intercept an enemy fleet in space, without having to wait for them to arrive at your system.
So what do you guys think of the design? I also have an older released Alpha, found here.
For screenshots, visit the blog and view older posts.