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Author Topic: Starlife - an indie sci-fi 4X in making  (Read 16102 times)

Hoverdog

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Starlife - an indie sci-fi 4X in making
« on: February 22, 2013, 03:38:21 pm »

Hiya guys, a little bit of advertising plantness here.

We’re Purple Orange Games, and we are currently developing StarLife, an independent sci-fi 4X game. We already have a tech demo showing rudimentary combat and currently are preparing for a Kickstarter that will air late March-early April.

Though the space strategy genre never really died out, newer releases have not even come close to the venerable ancestor, Master of Orion, they lacked that special something that made it one of the best games of all time.

Our goal, of course, is to rectify this situation.

Our core design philosophy includes:

- Varied races with unique gameplay - +10% growth? Research halved? A bonus to combat efficiency? Meh. These are not game-altering changes. We strive to make species really different. Each one is going to have a trait, ability, or gimmick that forces the player to readjust to a new strategy.

- Complexity as a means to an end – most of today’s games are catered to the casual gamer, and thus stripped of many features and lacking depth. On the other hand, we feel that stockpiling gimmicks and mechanics that have no real influence on the game’s flow and only make playing more of a chore is a dead end. Complexity is a must, but it has to serve the player, not the other way around.

- Technology more than just a linear progression – again, latest 4X games struggled a lot with coming up with a sensible tech system. Separate trees that you select and research one by one are not interesting the slightest. In Starlife, we are trying to put some meat on these bones.

- Quick, but tactically satisfying combat – battles are one of my favourite parts of strategy games. Unfortunately, most of the time they are considered of secondary importance and are either simplified or tend to drag. Starlife will feature hex-based combat system rooted in board games that is quick to resolve and offers a tactical challenge.

- No unnecessary micromanagement – Micro is always a bane of 4X in longer, bigger games. Our plan is cutting down on it without limiting players’ choices.

- Your subjects are living creatures (unless they’re robots) – Have you ever felt that those billions of subordinates on your colonies are mindless drones that need constant babysitting? Well, we have. That’s why in Starlife citizens actually have will of their own. They are quite helpful, but, if mistreated, can make your rule a pain.



How research will probably look like:

Spoiler (click to show/hide)


Most of areas of the game are still being designed, so don't hesitate to suggest and post any ideas!

OUR SITE

OUR FACEBOOK PAGE

SCREENS:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: February 23, 2013, 09:26:50 am by Hoverdog »
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Robosaur

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Re: Starlife - an indie sci-fi 4X in making
« Reply #1 on: February 22, 2013, 03:39:03 pm »

it needs bizarre humor
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Levi

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Re: Starlife - an indie sci-fi 4X in making
« Reply #2 on: February 22, 2013, 03:48:12 pm »

I'm liking the art style!  Is it going to have multiplayer?  I love playing these sorts of games against my roommate. 

Edit:  Ah, read more on the site, its singleplayer.  Oh well, still looks like it could be fun.  :)
« Last Edit: February 22, 2013, 03:50:44 pm by Levi »
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #3 on: February 22, 2013, 03:55:09 pm »

Edit:  Ah, read more on the site, its singleplayer.  Oh well, still looks like it could be fun.  :)
Unfortunately, chances of the base game having multiplayer are rather small. However, with a bit of luck, we'll add it later on, of course free of charge.

Levi

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Re: Starlife - an indie sci-fi 4X in making
« Reply #4 on: February 22, 2013, 03:58:36 pm »

Eh, I'd understand if you didn't.  Taking a game that is designed for a singleplayer experience and attempting to get it to play well as a multiplayer game is probably a pain. 

I enjoy 4X games singleplayer as well, it just means I won't be trounced over and over by my roommate like usual.   :P
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DFNewb

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Re: Starlife - an indie sci-fi 4X in making
« Reply #5 on: February 22, 2013, 03:59:37 pm »

It looks cool, reminds me of Master of Orion
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #6 on: February 22, 2013, 04:06:36 pm »

It looks cool, reminds me of Master of Orion
that's the biggest compliment anyone could make. Thanks :D

anyway, we are definitely focusing on single player. For example, SP gives more freedom with developing races. I feel it's more important to have them quirky and unique than strictly balanced (which is somewhat expected in multi). Of course that doesn't mean that Xers should be able to roflstomp everyone with ease with Yers having trouble colonizing a single planet. But still, some species will have, let's say, a steeper learning curve.

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Re: Starlife - an indie sci-fi 4X in making
« Reply #7 on: February 22, 2013, 04:30:51 pm »

Usually people get a little annoyed about someone blatantly advertising their game as their first post. Personally I really don't mind if it's a smaller developer with a rather ambitious goal.

So after reading your post I'm quite curious about some aspects. Clearly a lot of things are in development and still being considered but I think hearing the original design is always good. 
"Your subjects are living creatures" do you mean to have some kind of system like Victoria II's POP system for planets or will it be more like Civilization with the happiness mechanic.

You state "No unnecessary micromanagement" and "Complexity as a means to an end" it makes a lot of sense to include both but how exactly do you plan going about? Will you include some kind of automatic civic population or advisers from Civilization/Supreme Ruler that cut down on almost all the micro-managing for you? Or have you rather designed the game so it mostly takes place on a macro scale? Each of these all have their own benefits but I've always been a fan of the way Supreme Ruler handled it, allowing you to specialise in your own area of the government and leaving the rest up to the AI.

Other than that it sounds like a fun project. It's got a lot of ambition and a good art-style going on. However is the name set in stone? Hearing the name "Starlife" for the first time reminds me more of Facebook games rather than a 4X space sim.
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Re: Starlife - an indie sci-fi 4X in making
« Reply #8 on: February 22, 2013, 04:42:37 pm »

Huh. Looks like it has potential.
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #9 on: February 22, 2013, 05:08:42 pm »

"Your subjects are living creatures" do you mean to have some kind of system like Victoria II's POP system for planets
To a point, yes, this.

The whole idea behind active subjects is that for us it feels weird that you, the invisible emperor, are taking care of as if they were children. We definitely take some hints from Paradox's grand strategies.

For example, Planetary improvements are constructed by citizens on their own, their order depending on race personality (aggressive could build warfare facilities first). Instead, you can set various services or modes on planets, for example "tax cuts" which improve growth rate (immigration!) but, as the name suggests, lower taxes.

You still manage how much population works as farmers, workers and scientists, like in MoO2, just we have two more jobs: builder and trader (worker produces luxury goods that are needed to keep people happy, builder -um- builds ships, while trader sells surplus and provides interstellar currency). However, you don't really need to set them planet by planet, as civilian fleet will gladly transport required goods by itself (like freighters).

Ship construction is also streamlined, you order them globally (interstellary?) rather than on a specific planet.

Fleets are a pool rather than single ships, you can't control a single one, but rather order the whole or a part of your armada to, say, guard a specific part of your borders. This doesn't include scout and colony vessels, these have to be used manually.



The name - weeeeell, it definitely isn't the most original, I'll give you that. We're still considering something less generic.

MrWiggles

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Re: Starlife - an indie sci-fi 4X in making
« Reply #10 on: February 22, 2013, 08:22:49 pm »

Hiya guys, a little bit of advertising plantness here.

We’re Purple Orange Games, and we are currently developing StarLife, an independent sci-fi 4X game. We already have a tech demo showing rudimentary combat and currently are preparing for a Kickstarter that will air late March-early April.

Though the space strategy genre never really died out, newer releases have not even come close to the venerable ancestor, Master of Orion, they lacked that special something that made it one of the best games of all time.

Our goal, of course, is to rectify this situation.

Our core design philosophy includes:

- Varied races with unique gameplay - +10% growth? Research halved? A bonus to combat efficiency? Meh. These are not game-altering changes. We strive to make species really different. Each one is going to have a trait, ability, or gimmick that forces the player to readjust to a new strategy.
MoO 1 and 2 had this. We'll assume you're excluding MoO3.  Pretty sure your Rock Guys get numeric Buffs too. So, if your  trait, ability, or gimmick (3 words that come down to the same thing), arent going to be numerical in nature affecting the game system, then what exactly are you doing here? Also the screen show of the Rock Guys have a Typographical error.
Spoiler: The Typo (click to show/hide)

So yea, nothing really said here.

Quote

- Complexity as a means to an end – most of today’s games are catered to the casual gamer, and thus stripped of many features and lacking depth. On the other hand, we feel that stockpiling gimmicks and mechanics that have no real influence on the game’s flow and only make playing more of a chore is a dead end. Complexity is a must, but it has to serve the player, not the other way around.

Wow, wow, Most? Wii bit of an over generalization isnt? And We've seen Complexity because its gotta be there. MoO3 for instance. In fact it was so hardcore with its complexity, it didnt even tell players why things werent working.

And again, nothing is said here.

Quote
- Technology more than just a linear progression – again, latest 4X games struggled a lot with coming up with a sensible tech system. Separate trees that you select and research one by one are not interesting the slightest. In Starlife, we are trying to put some meat on these bones.
What do you mean by modern? Can you offer games your contrasting against? You're aware that MoO 1 and 2 both had linear tech trees right? It tried to provide variety through variations of techs given, but the progress was upward and forward and you generally knew what techs are coming up.

And why are you saying they're struggling? Who struggled?  What do you mean by that?

Quote
- Quick, but tactically satisfying combat – battles are one of my favourite parts of strategy games. Unfortunately, most of the time they are considered of secondary importance and are either simplified or tend to drag. Starlife will feature hex-based combat system rooted in board games that is quick to resolve and offers a tactical challenge.
What Strategy game do you consider that has tact on combat? Sin of a Solar Empire, or Anon series, Civilization series? What are you contrasting against here. Elsewise, you're just not saying anything substantial. I gotta tell ya, MoO1 and 2 combat, is pretty freaken shallow. It was more like a mini game that broke up the segments of managing the empire.

Quote
- No unnecessary micromanagement – Micro is always a bane of 4X in longer, bigger games. Our plan is cutting down on it without limiting players’ choices.

Didnt you just bitch at games for being to causal? Some of that casualty with 4x games comes from taking away micro mgm. But since you arent telling us where you're cutting micro or /how/ this isnt saying anything.

You do realize that that is a Contradiction right? Fuck Casual but less Micro!

Quote
- Your subjects are living creatures (unless they’re robots) – Have you ever felt that those billions of subordinates on your colonies are mindless drones that need constant babysitting? Well, we have. That’s why in Starlife citizens actually have will of their own. They are quite helpful, but, if mistreated, can make your rule a pain.

This sounds neat, but what does that mean exactly? You know that what Abstraction through Mechanics are right, or Metaphor Through Mechanic. There a really good design reason why City Pops for 4X game, have more or less been Worker Placement.

What do you we gain out of having a Sim of citizens? I thought you wanted to cut down on Micro Mgm, but now we're going to have to carter to these Sims? 


Quote
How research will probably look like:

Spoiler (click to show/hide)
Your main goal, as stated above was for it not be linear. But when you show us the Tech Tree stuff, you dont describe how its none linear?

Also, if you dont like Races getting flat bonuses then why is it cool for technology to get bonus stacking? You'll be facing Techs way more then Races.

Also on your website:
Quote from: From Da Website
"Prototyping is the less effective way to learn a new technology..."

"Each method will give a different bonus, prototyping will give the best bonuses,..."
I'm finding these statement to be in contradiction, but overall, I find the section on your website about the Tech Tree, to be muddled. I think you're using a few definitions of Prototype and Research, and I think they might be being exchanged for one another. So, I dont think you have a clear understanding of these words mean.  Also I'm really surethat its suppose to be least effective.

Overall, I find your website to be riddle with typos, filled with muddle writing and just fairly arrogant.

Are you so far ahead that you left grammar behind? (They state their far a head of the curve.)

What are your relevant game making experiences? How many games have you two worked on that have shipped? Whats your solution for the 4x End Game problem? How are you going to solve the issue that the first 2X of of 4X become meaningless during the mid game?

How can really tell us you'll get this game out in under a year? Are you stupid or just that arrogant? Or will this game be so small, that no one will care about it as a 4X?

Overall, my impression is that the lol internet opinion congealed into Orange Purple Games.
----
Misc. Stuff from their Website:

How can you say the 4X genre is dying? There been a study flow of 4X games forever.
« Last Edit: February 22, 2013, 08:27:03 pm by MrWiggles »
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Re: Starlife - an indie sci-fi 4X in making
« Reply #11 on: February 23, 2013, 12:38:08 am »

Not to agree with MrWiggles, but I thought that it was funny that you referenced MOO as your inspiration, and then listed a bunch of things MOO didn't do.

That silliness aside, I agree that the 4x or even Turn Based Strategy games have been some what of a let down of late. I have lots of hours in Civ 5, but hard trouble getting into most of the other ones. Definitely wish you guys good luck.

alexandertnt

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Re: Starlife - an indie sci-fi 4X in making
« Reply #12 on: February 23, 2013, 01:10:19 am »

How can really tell us you'll get this game out in under a year? Are you stupid or just that arrogant? Or will this game be so small, that no one will care about it as a 4X?

I don't think the aformentioned reasons you have given is a reason to be so offensive and cold, and also will likely reduce the probability of your questions being answered.

I also expect the website to have quite a few English errors, given they appear to be from Brazil...
« Last Edit: February 23, 2013, 01:17:53 am by alexandertnt »
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Gamerlord

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Re: Starlife - an indie sci-fi 4X in making
« Reply #13 on: February 23, 2013, 01:13:54 am »

Ptw.

BuriBuriZaemon

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Re: Starlife - an indie sci-fi 4X in making
« Reply #14 on: February 23, 2013, 01:34:19 am »

Snip.

While I agree with you that the developer needs to provide more specific information, I believe your response was unnecessarily hostile.
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