Fullerene
Warlord
- Joined
- Aug 26, 2009
- Messages
- 228
I'm not sure if this might be the right place to post this and I don't mean to hijack FenixUnlimited's thread (good luck with your project!) but I'd like to share my civ-like game idea too and maybe get suggestions and new ideas.
This isn't just random idea but something I have had in mind for about year and most importantly I have already started to develop it for some months.
What it is?
This has at least some positive effects on gameplay:
AI moves can be calculated while human player is playing his/her turn. This could potentially cut lot of waiting time on bigger maps.
Also, the possible multiplayer experience could be more fast than turn based movement mode and more fair than normal simultaneous mode (no who click fastest competitions).
This new movement system is also the reason why I'm trying to create a new game and not just mod civ4 or freeciv (besides I just want to make my own civgame).
Other features it has are:
The game I have in mind is somekind of hybrid of civ4 and civ2 (which is not civ3) that is fast to launch, easy to play (doesn't mean it can't be challenging) and has some moddability.
There are some game design challenges too. For example I'm not sure how the battles would be executed: should they be unit vs unit or stack vs stack?
Ideas are welcome and if someone with programming skills happens to read this and shares the vision we can at least discuss about joining up a team, although I like working on this alone.
Moderator Action: Moved your post to its own thread. Good Luck.
This isn't just random idea but something I have had in mind for about year and most importantly I have already started to develop it for some months.
What it is?
- Strategy/empire building game heavily inspired by classic Sid Meier's Civ series
- 2D-graphics (at the moment I use Freeciv's graphics)
- Most likely freeware game
- Hobbyist project (there is no deadlines, it is done if/when it is done)
This has at least some positive effects on gameplay:
AI moves can be calculated while human player is playing his/her turn. This could potentially cut lot of waiting time on bigger maps.
Also, the possible multiplayer experience could be more fast than turn based movement mode and more fair than normal simultaneous mode (no who click fastest competitions).
This new movement system is also the reason why I'm trying to create a new game and not just mod civ4 or freeciv (besides I just want to make my own civgame).
Other features it has are:
- Hex grid
- No workers, improvements are build by spending gold or maybe some type of 'improvement points'
- Somewhat moddable, users can add for example new terrain types and units in XML-files.
- Possibly multiplayer over LAN/direct IP
The game I have in mind is somekind of hybrid of civ4 and civ2 (which is not civ3) that is fast to launch, easy to play (doesn't mean it can't be challenging) and has some moddability.
There are some game design challenges too. For example I'm not sure how the battles would be executed: should they be unit vs unit or stack vs stack?
Ideas are welcome and if someone with programming skills happens to read this and shares the vision we can at least discuss about joining up a team, although I like working on this alone.
Moderator Action: Moved your post to its own thread. Good Luck.