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Author Topic: Space Mercators  (Read 742 times)

fawhxldawg

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Space Mercators
« on: June 17, 2023, 11:55:56 pm »

Old DF Enjoyer here, been working on my own projects, Toady being one of my biggest inspirations honestly so figured why not share what I'm doing here!

Actually looking for PlayTesters too to help keep me going!
If you're interested in helping or just want to lurk
here's my Discord I'm setting up for my projects:
https://discord.gg/j5P8F3sFqv

Without further ado,

SPACE MERCATORS

Screenshots (These images at the time of writing are a little dated, but still accurate to current development):
Spoiler (click to show/hide)

TL;DR of below: 2D, Single player, No Man's Sky with emphasis on a lively competitive and dramatic galaxy, starting as a fledgling mercenary to defining
the fate of the galaxy as a leader of a prominent galactic faction.

___

Start out as a fledgling "Space Meractor", a Space Merchant Warrior/Mercenary class, a revered class of space faring fortune seekers
that are the backbone to the Galaxy's economy, infrastructure and ventures.

The foundation of any good Space Mercator is, well, Trade! But you're no mere Trucker, working some measly wage, being a space-faring
pioneer is no cheap task, maintaining your ship, eventually a fleet of ships, if not your own small empire will require lots of capital! Thankfully
there is one major, and honest way to raise your own funds, like navigating a stock market, different star systems have different abundances of
atomic elements! So like in any basic economy environment, buy low from a star system with an excess of an atmoic resource and haul it to
a star system that is particularly strained for that element for maximum profits (As long as that system is developed and civilized, can't sell
pallets of atomic elements to nobody)!

Atomic Elements are the foundational trade goods as in this sci-fi settings of competing galactic faring civilizations Atomic printers are used to
print any materials, goods, equipment and other necessities! But without the base elements you won't be able to print what you need! Hence the
universal demand for galactic elements and the core need for Space Mercators to distribute these resources.

But of course the Galaxy isn't a simple place, There are pirates, hostile factions, frightening creatures and anomalous events that pose threats to any seeking fortune
among the stars... Or perhaps opportunities? Factions vying for control over the galaxy post lucrative contracts to employ Mercators such as yourself
to complete objectives that support their goals whether it be through diplomacy, research, exploration or combat! You may even be tempted to join a faction
and break away from neutrality as if you rise high enough within a faction's ranks, why start your own empire when you can simply take one over!

There will be at least 4 Primary Factions among many procedurally generated minor factions. These 4 Primary factions will include a storyline, unique backgrounds,
relations, goals and desires the player can explore, exploit and influence lest the player be exploited by them! This includes the diverse and resourceful but corruptible Human-led United Terran Colonial Coalition (UTCC), The friendly and innovative but plagued Reptilian-like led Saurian Republic (SR), The industrious and mighty but
brutal Alien Novan Expansionist Federation (NEF), and lastly the Horrific, Parasitic and Numerous Xeno Hivemind which threatens to consume the galaxy. (Plans for a fifth religiously zealous primary faction is on the table).

Aside from each Primary Faction's own unique Home Star System, the whole galaxy is procedurally generated and alive with very active NPCs competing with eachother and the Player to build their own dynasties as well, The player isn't the hero in this world, the player is just one of many and must struggle as much as any other in order to shape the fate of the galaxy, or die and be forgotten like so many others.

________________

Currently I'm close to a real playable alpha, the game is playable as-is but is still very much in its infancy and hope you will join to help playtest! I'm largely focusing on
new features and giving more and more depth to the systems already implemented, but with that will come bugs and possibly great idea that I might miss on making by myself!

Thanks,
Fawhxl
« Last Edit: June 28, 2023, 12:29:50 am by fawhxldawg »
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fawhxldawg

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Re: Space Mercators
« Reply #1 on: June 28, 2023, 12:25:34 am »

Outline for the HUD containers:

Spoiler (click to show/hide)

Top right for transmissions like "Hailing" another ship, planet or station.
Bottom Left and Bottom Right parts will feature dock-able elements like radar, statuses, maps, crew roster, cargo inventory, misc controls (like power distribution)
Bottom Middle will feature another small dockable portion for the previous listed elements and the rest logs for communications, events, and statues (Like a chatbox with different tabs).
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fawhxldawg

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Re: Space Mercators
« Reply #2 on: June 28, 2023, 09:48:39 pm »

Got a basic Ship "Status" & System Map HUD components implemented and additional explanations:





For the foreseeable future hull damage won't be localized, but maybe one day will make it to
where different parts of the ship can be green/red depending on where the hull is damaged.

Can have superficial damage, where fire/smoke fx is coming out of parts of a players ship
that has been hit or so and it can be marked on the status portion, and maybe i can add
some kind of gameplay element to that but for now if I do that will likely just be for looks.

As for the system map, I can draw it on a surface and make it pannable/zoomable,
and then you can select different planets and get information from them from there
as well as the player's own position relative to them, as well as an option to display
other ships with simple markers.
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fawhxldawg

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Re: Space Mercators
« Reply #3 on: July 01, 2023, 02:30:43 am »

Video showcasing the new HUD system and live gameplay:

https://clipchamp.com/watch/sZFnmiDstop
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fawhxldawg

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Re: Space Mercators
« Reply #4 on: July 11, 2023, 01:49:38 am »

Alpha r2 (release 2) is now available on the discord come check it out!
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