Echoes of the Imperium (4X Strategy Game)
Posted: Sun Nov 21, 2010 12:07 am
http://www.echoesofimperium.com
I've been pretty quiet on here about stuff I've been working off. I posted a little multiplayer space shooter, but that's really only a one day experiment to see if I should go further. (http://love2d.org/forums/viewtopic.php?f=5&t=1591)
Most of my effort has been going to making a 4X space game. Luckily for me it's not much like the other one in development (http://love2d.org/forums/viewtopic.php?f=5&t=2077).
I have fond memories of the Dune games, as well as the Dominions series. EotfS stands for Emperor of the Fading Suns, which is probably my biggest inspiration for this project. In that game players were leaders of one of several Dune-esque Houses that fought for control of the known galaxy. Unique to this series was:
-A rarely used intricate resource system
-Multiple planets, but a focus on hex-based planetary combat. Lots of interesting planetary invasions and bombardments.
-Universal elections for Emperor and the other Imperial Offices which granted unique powers and responsibilities.
Unfortunately, a hex based game in which you had to manage lots of resources as well as move around dozens of units on multiple worlds meant that turns could easily take an hour+ towards the late game. By merging this type of game with a lot of the ideas from other games like Dominions I will hopefully be able to find a happy middle ground of complexity and turn time.
Here's what I've done so far:
-Full multiplayer from the ground up. Even singleplayer is just multiplayer connecting to a local host. 64+ players possible.
-Simultaneous turns. All players submit orders which eventually get executed at once, massively saving on turn time and keeping games moving.
-Scrollable, wrapping, zoomable, planet and galaxy maps. I love Supreme Commander zooming.
-Complex combat system that can support any unit type I can think of.
-Combat sandbox to test armies versus each other.
-Unit/Building construction, queueing, recruitment
-Supply lines,resource caches, and blockades. To minimize micromanagement, provinces and planets can automatically form supply lines.
-Messaging system Dealing with special and mundane events and for talking with other players.
-Drag and drop army creation
-Full tooltips on just about everything so that everything that isn't immediately intuitive is quickly learned.
-Extreme modability. It is extremely easy to make new planets, galaxies, units, special events etc.
-Most major UI functionality. Not beauty! Function comes first, and the whole thing is easily skinnable.
If anyone wants to contribute in any way, feel free. I am especially in need of art assets.
I've been pretty quiet on here about stuff I've been working off. I posted a little multiplayer space shooter, but that's really only a one day experiment to see if I should go further. (http://love2d.org/forums/viewtopic.php?f=5&t=1591)
Most of my effort has been going to making a 4X space game. Luckily for me it's not much like the other one in development (http://love2d.org/forums/viewtopic.php?f=5&t=2077).
I have fond memories of the Dune games, as well as the Dominions series. EotfS stands for Emperor of the Fading Suns, which is probably my biggest inspiration for this project. In that game players were leaders of one of several Dune-esque Houses that fought for control of the known galaxy. Unique to this series was:
-A rarely used intricate resource system
-Multiple planets, but a focus on hex-based planetary combat. Lots of interesting planetary invasions and bombardments.
-Universal elections for Emperor and the other Imperial Offices which granted unique powers and responsibilities.
Unfortunately, a hex based game in which you had to manage lots of resources as well as move around dozens of units on multiple worlds meant that turns could easily take an hour+ towards the late game. By merging this type of game with a lot of the ideas from other games like Dominions I will hopefully be able to find a happy middle ground of complexity and turn time.
Here's what I've done so far:
-Full multiplayer from the ground up. Even singleplayer is just multiplayer connecting to a local host. 64+ players possible.
-Simultaneous turns. All players submit orders which eventually get executed at once, massively saving on turn time and keeping games moving.
-Scrollable, wrapping, zoomable, planet and galaxy maps. I love Supreme Commander zooming.
-Complex combat system that can support any unit type I can think of.
-Combat sandbox to test armies versus each other.
-Unit/Building construction, queueing, recruitment
-Supply lines,resource caches, and blockades. To minimize micromanagement, provinces and planets can automatically form supply lines.
-Messaging system Dealing with special and mundane events and for talking with other players.
-Drag and drop army creation
-Full tooltips on just about everything so that everything that isn't immediately intuitive is quickly learned.
-Extreme modability. It is extremely easy to make new planets, galaxies, units, special events etc.
-Most major UI functionality. Not beauty! Function comes first, and the whole thing is easily skinnable.
If anyone wants to contribute in any way, feel free. I am especially in need of art assets.