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/ideaguy/ - For Idea Guys by Idea Guys

Discuss your game ideas, mechanics, stories, and characters. Give and receive feedback. Improve.

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File: 1430683133034.png (36.74 KB, 419x550, 419:550, istj.png)

 No.133

>Type:

first/third person, open world

>Feel/Inspirations:

Rust-like in building, 'minecraft exploration', civ mechanics

>Description:

A game where players can found a small village which eventually can grow into a large empire

Core features: technology grows (bronze age to modern age), random AI villages/kingdoms can spawn

>In-depth:

players will have to collect resources to create things from houses to skyscrapers. Research is a must to create new buildings. Diplomacy with AI.

>Permanents:

Gathering Resources, Researching

>Help & brainstorming:

Engine to use. Wanted to use Unity because you keep all royalties. Voxel ones allows random world generation, but usually are limited to a square art style, which will label your game as a minecraft clone.

Artstyle: Was thinking low poly because I can't model for shit and have no budget. Pic related.

 No.134

>A game where players can found a small village which eventually can grow into a large empire

Seem like we thought of the same thing. Concerning this point anyway.

>Wanted to use Unity because you keep all royalties. Voxel ones allows random world generation, but usually are limited to a square art style, which will label your game as a minecraft clone

Being labeled as a Minecraft clone could be a fatal strike, but not always the case. Just take a look at games like Terraria who are no longer considered like a Minecraft clone due to its quality and originality. (Well, the dev was a real programmer and not a hack like Notch, it might help a lot.) Nothenless if you want your game to have a different feel and actually be noticed you should avoid it. Whatever you pick an existing solution or make your own should be based on what you really need to do.

>Was thinking low poly because I can't model for shit and have no budget.

You can always team up with an artist. But as we say, if you want to go fast, go alone, if you want to go far, take people with you.


 No.136

>>133

>A game where players can found a small village which eventually can grow into a large empire

I'm with you on that one. My game has a more fantasy-styled theme, but that will mean very little until more core features are set up.

I built a shitty RTS game in unity for a class and rewrote the code to adhere to loose-coupling.(And thus make expanding it possible)

Since then I've added a couple features.

Segmented region map: The map is made up of multiple regions, and only one is actively rendered at a time. The player's army can move between these regions.

Save/load- In the main menu you can select to start a new game or continue from the save slot.

Custom map files- The game world's terrain is now loaded from map files. In itself this is not useful, but is an important part to adding a map editor mode.

Although I've been working on this for two semesters, I've only reached the tip of the iceberg in terms of work that needs to be done.

If you are interested in discussion or collaboration, my steam profile is http://steamcommunity.com/id/koebke/




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