A Viking Yeti
Carnal Leviathan
I'll start by saying that I disapeared 'cause I got out of highschool, moved to a diferent state, and, aside from having no internet access, had no time. Sorry to those I worked with on here, this all happened fairly suddenly (specifically loosing internet access).
Now, for the meat of the thread. I've started programming a game in C++ (using the SDL API), named, not surprisingly, Abiotika: Factions. It's a turn-based, tile-based space strategy game, focused on empire building and consolidation (the stability of internal affairs is going to be very improtant in this game). When I say 'space strategy game', I'm not talking on the order of galaxies or even thousands of lightyears; it takes place on a scale of (for the large map) about 50-70 lightyears, comprising a 500x500 map. The engine I've programmed can display a basic, 'clean' (as in empty of factions or resources) map of a million tiles plus in about 40 seconds, so map sizes isn't that much of a problem.
The game takes place on the system and inter-system scales primarily, with systems' orbits taking up rings of tiles around the stars. I think this gives the game a somewhat unique approach in the area of space strategy games in that most either have systems represented by single tiles or whole galaxies represented as such. From the math I've done, the scale is still absurd (interstellar distance are dramatically smaller with regard to the span of systems). I'm not particularly concerned with this as I doubt anyone wants to sail endlessly in space just to see your army/armada destroyed. But I digress...
The point of this thread is really that, though the units won't be displayed directly on the map in full (too cluttered), they will use the same form as civ graphics (.pcx spreadsheets, that is), and seeing as I plan for this to be a fairly graphically dense game, I was looking to see if anyone was interested in volunteering to create some units for me. It's going to be freeware, so I won't be paying anything, but you will get full credits of course. I plan to make a good portion of the graphics myself, but any help would be awesome.
Below are some screenshots of the map engine I have so far. It's still pretty early on, and I've got a lot of bugs to work out, but I think I'm making progress. If anyone would like to here more details about the game, the units I would like, or would like to discuss game concepts/implementations/design, feel free to be my guest.
Now, for the meat of the thread. I've started programming a game in C++ (using the SDL API), named, not surprisingly, Abiotika: Factions. It's a turn-based, tile-based space strategy game, focused on empire building and consolidation (the stability of internal affairs is going to be very improtant in this game). When I say 'space strategy game', I'm not talking on the order of galaxies or even thousands of lightyears; it takes place on a scale of (for the large map) about 50-70 lightyears, comprising a 500x500 map. The engine I've programmed can display a basic, 'clean' (as in empty of factions or resources) map of a million tiles plus in about 40 seconds, so map sizes isn't that much of a problem.
The game takes place on the system and inter-system scales primarily, with systems' orbits taking up rings of tiles around the stars. I think this gives the game a somewhat unique approach in the area of space strategy games in that most either have systems represented by single tiles or whole galaxies represented as such. From the math I've done, the scale is still absurd (interstellar distance are dramatically smaller with regard to the span of systems). I'm not particularly concerned with this as I doubt anyone wants to sail endlessly in space just to see your army/armada destroyed. But I digress...
The point of this thread is really that, though the units won't be displayed directly on the map in full (too cluttered), they will use the same form as civ graphics (.pcx spreadsheets, that is), and seeing as I plan for this to be a fairly graphically dense game, I was looking to see if anyone was interested in volunteering to create some units for me. It's going to be freeware, so I won't be paying anything, but you will get full credits of course. I plan to make a good portion of the graphics myself, but any help would be awesome.
Below are some screenshots of the map engine I have so far. It's still pretty early on, and I've got a lot of bugs to work out, but I think I'm making progress. If anyone would like to here more details about the game, the units I would like, or would like to discuss game concepts/implementations/design, feel free to be my guest.