So I've taken a break from my recent Men of War and Garry's Mod modding and I decided to make a strategy game.
I'm paying homage to two of the most underrated games I know, Dominions 3 and Emperor of the Fading Suns (which itself is a pretty big Dune rip). Neither games are graphical super stars, but by posting here I'm going to assume that doesn't matter.
Dominions 3 is a fantasy turn-based strategy game with a risk-like board filled with provinces to conquer. Dominions 3 has an amazing system for multiplayer. It does not use a hex-based grid, and battles are automated, but battleplans can be set beforehand. The player can then watch the battle when they get their next turn to see what happened. Although most people still prefer to fight battles manually, trying to do this in a multiplayer game, especially with more than one person, means games never finish.
Dom3 also had amazing customization and a lot of unique mechanics I'll be shamelessly ripping.
Pics Hidden:
Dominions 3 Features:
-Risk-style province system
-Huge amount of units
-Fun mechanics (Olympic-type arena, globally biddable mercenaries, world changing spells/abilities)
-Automated, preconfigurable, watchable battles
-Dedicated multiplayer PBEM host.
Emperor of the Fading Suns is an even lesser known game that Dominions 3. It is the only game I know that let's you build a civilization-like empire, but on multiple planets. Having to deal with space and enemies that can land all over your planet is a unique challenge that I want to replicate. There are a few other notable things about EotFS. One is that it had a rarely used resource system in these types of games. Instead of building cities for population, most of the building is separate facilities to mine/harvest and refine the dozen resources. The resource system manages to be very easy to grasp despite the amount of resources and it allows for a lot more strategy (blockades especially).
The main things about EotFS that I like are the setting and politics. The universe is ruled by a single emperor and all the players play as leaders of Houses vying for power. Each player needs to protect their noble bloodline (losing all your nobles = game over) and they need to try and get as many royal scepters as possible. Royal scepters are units that can be captured by anyone clever enough to find and obtain them. Each scepter counts as a vote whenever elections are called.
When elections are called everyone votes for who they want to be the Imperial Regent. The Regent's main power is that they assign who get's to be in the Royal offices (and they can pick a role as well). The Imperial Fleet Commander has full control of a large and powerful space navy. The Stigmata have a massive defensive force and are charged with defending humanity from the mutants. The Imperial Eye has spies all over the universe as well as several other fun units. Essentially, each has a role that players are supposed to fill, but players will try to use them as much to their advantage as possible. "So what if I'm targeting the rebels near my planets first?" "Oops, looks like the mutants are attacking your planets. I promise to try harder next time."
There's also a neutral trading faction, marauding mutants, and The Church. The Church is the most interesting, as they will randomly put bans of certain technologies it deems 'evil'. If you continue to research or build units that use these technolgies you will anger the church. Their massive armies will crusade against you, burning down your labs and possibly declaring war on you. This was a great risk/reward system and it also kept games from always having the exact same tech progression.
Anyways, to win the game you need to become the regent and then try to take the crown by starting a massive fight with every player and trying to conquer the super-planet Byzantium.
Pics Hidden:
EotFS Features:
-Civ-like building on mutliple worlds
-Cool resource system
-Awesome politics and related game mechanics
-Great Technolgy Tree
So what I'm going to do is take all of these and merge them into soe sort of super game. I'm building it with multiplayer from the ground up and don't even know if I'll ever get to AI.
I'm willing to accept any help on can with just about anything. If you want to throw in ideas, help code, submit art, playtest, map, whatever, be my guest. I'll be releasing this free and open source.
Systems: PC/Max/Linux
Singleplayer: Not initially
Multiplayer: LAN/NET/Hotseat
Turn based - Simultaneous Execution (http://www.rjcyberware.com/md/intro-tbse.html)
Theme: Dune/WH40K-esque
Warning!!! These screenshots are from literally only two days of work. They show the basic idea of how maps will work and some of the most basic UI elements. Currently, I've gotten the framework down to add maps, units, resources and most of the variables I'll need to actually make content. I'm currently working on making some more custom UI animations and elements before I make the dedicated server.


Extremely detailed design docs are available at:
General:
http://docs.google.com/View?id=ajjpvfhr6skd_194ggjnsqfr
Combat:
http://docs.google.com/View?id=ajjpvfhr6skd_199cjknb9hp
I just completed the combat code and tester. I'll probably be releasing it for people to play with. It lets you make units, armies, and then fight them against each. It's also a great way to examine the effects to changes to certain combat mechanics.
I'm paying homage to two of the most underrated games I know, Dominions 3 and Emperor of the Fading Suns (which itself is a pretty big Dune rip). Neither games are graphical super stars, but by posting here I'm going to assume that doesn't matter.
Dominions 3 is a fantasy turn-based strategy game with a risk-like board filled with provinces to conquer. Dominions 3 has an amazing system for multiplayer. It does not use a hex-based grid, and battles are automated, but battleplans can be set beforehand. The player can then watch the battle when they get their next turn to see what happened. Although most people still prefer to fight battles manually, trying to do this in a multiplayer game, especially with more than one person, means games never finish.
Dom3 also had amazing customization and a lot of unique mechanics I'll be shamelessly ripping.
Pics Hidden:


Dominions 3 Features:
-Risk-style province system
-Huge amount of units
-Fun mechanics (Olympic-type arena, globally biddable mercenaries, world changing spells/abilities)
-Automated, preconfigurable, watchable battles
-Dedicated multiplayer PBEM host.
Emperor of the Fading Suns is an even lesser known game that Dominions 3. It is the only game I know that let's you build a civilization-like empire, but on multiple planets. Having to deal with space and enemies that can land all over your planet is a unique challenge that I want to replicate. There are a few other notable things about EotFS. One is that it had a rarely used resource system in these types of games. Instead of building cities for population, most of the building is separate facilities to mine/harvest and refine the dozen resources. The resource system manages to be very easy to grasp despite the amount of resources and it allows for a lot more strategy (blockades especially).
The main things about EotFS that I like are the setting and politics. The universe is ruled by a single emperor and all the players play as leaders of Houses vying for power. Each player needs to protect their noble bloodline (losing all your nobles = game over) and they need to try and get as many royal scepters as possible. Royal scepters are units that can be captured by anyone clever enough to find and obtain them. Each scepter counts as a vote whenever elections are called.
When elections are called everyone votes for who they want to be the Imperial Regent. The Regent's main power is that they assign who get's to be in the Royal offices (and they can pick a role as well). The Imperial Fleet Commander has full control of a large and powerful space navy. The Stigmata have a massive defensive force and are charged with defending humanity from the mutants. The Imperial Eye has spies all over the universe as well as several other fun units. Essentially, each has a role that players are supposed to fill, but players will try to use them as much to their advantage as possible. "So what if I'm targeting the rebels near my planets first?" "Oops, looks like the mutants are attacking your planets. I promise to try harder next time."
There's also a neutral trading faction, marauding mutants, and The Church. The Church is the most interesting, as they will randomly put bans of certain technologies it deems 'evil'. If you continue to research or build units that use these technolgies you will anger the church. Their massive armies will crusade against you, burning down your labs and possibly declaring war on you. This was a great risk/reward system and it also kept games from always having the exact same tech progression.
Anyways, to win the game you need to become the regent and then try to take the crown by starting a massive fight with every player and trying to conquer the super-planet Byzantium.
Pics Hidden:


EotFS Features:
-Civ-like building on mutliple worlds
-Cool resource system
-Awesome politics and related game mechanics
-Great Technolgy Tree
So what I'm going to do is take all of these and merge them into soe sort of super game. I'm building it with multiplayer from the ground up and don't even know if I'll ever get to AI.
I'm willing to accept any help on can with just about anything. If you want to throw in ideas, help code, submit art, playtest, map, whatever, be my guest. I'll be releasing this free and open source.
Systems: PC/Max/Linux
Singleplayer: Not initially
Multiplayer: LAN/NET/Hotseat
Turn based - Simultaneous Execution (http://www.rjcyberware.com/md/intro-tbse.html)
Theme: Dune/WH40K-esque
Warning!!! These screenshots are from literally only two days of work. They show the basic idea of how maps will work and some of the most basic UI elements. Currently, I've gotten the framework down to add maps, units, resources and most of the variables I'll need to actually make content. I'm currently working on making some more custom UI animations and elements before I make the dedicated server.


Extremely detailed design docs are available at:
General:
http://docs.google.com/View?id=ajjpvfhr6skd_194ggjnsqfr
Combat:
http://docs.google.com/View?id=ajjpvfhr6skd_199cjknb9hp
I just completed the combat code and tester. I'll probably be releasing it for people to play with. It lets you make units, armies, and then fight them against each. It's also a great way to examine the effects to changes to certain combat mechanics.