Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!  (Read 2828 times)

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile

Hello, some of you may have seen me poking around in the coding threads asking for help generating maps and etc. what I've been working on is a game! Aldaron is its name, its being written in java with the assistance of lwjgl and slick2d libraries!

-=Aldaron: A World Apart=-
A game by: McScoopbeard


Aldaron will be an empire management game, taking inspiration from EUIII and the 4X genre. I hope to include the following features:

     -adminstration of an empire
          -city management
          -economic involvement
          -social policy

     -a resource system
          -timber, ore, goods, etc. (not decided yet, really)
          -hopefully a link between these resources and the economy

     -a treaty system
          -territory will be held in treaty
          -treaties, contracts, etc. will be able to do most anything in the finished game
          -treaties will hopefully be actual documents you can look at and modify, wording will play a key part (if I can pull it off!)

     -wars, conflict, etc.
          -war can be declared anytime although their legitimacy may be in question
          -an interactive army system (uniforms maybe? technology? not sure where I want to take this)
          -togglable semi-independent generals perhaps
          -a campaign system of sorts, a strategic plan
          -and maybe limited tactical battle support? (we'll see what happens)

     -and at some point, multiplayer
          -self-explanatory, shouldn't be overly complex.

stuff still up in the air:

     -A.I.
          -don't know how I want to implement it or when I will

     -Real-Time or Turn-Based
          -Im leaning towards realtime with a pause, which is by far my most favorite system.
          -Turn-Based has other advantages though.
 
     -Multiplayer games
          -Im not sure what direction to go in here, I was thinking along the lines of some sort of GM-involved system.
          -but more conventional matches should also be considered

well here's a screen shot of a very early map and ui:

Spoiler (click to show/hide)

as you all can see, the pre-est of pre-alpha state, but I wanted to make this thread to motivate myself, put the game out there, and share the concept with everyone.

I know not alot was answered here, but this is the general concept, please ask questions, etc. I'll update this thread whenever there is something to update (which might be a while, development on and off, especially considering the ambition of what this game hopes to one day cover)

The project as it stands (progress, will be updated.):

-Map Renderering: Complete

-Map Generation: In Progress

-Resource System: Up Next
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile

Dev updates:

Spoiler: 3/17/13 (click to show/hide)

Spoiler: 4/9/13 (click to show/hide)
« Last Edit: April 09, 2013, 03:20:43 pm by Urist McScoopbeard »
Logged
This conversation is getting disturbing fast, disturbingly erotic.

McMagma

  • Bay Watcher
  • McMagma, Fortress Addict.
    • View Profile

Nice.   ;)
Logged

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio

Java? ;c Can't help, then XD

Also, looks like you want to cap your FPS. 726 XD
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile

Interesting... PTW
Logged

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile

Aight bit of an update, second post will be where I stick progress updates (no pics this time sorry!) they'll be a way to check the all the progress in one place, although I'll post updates too!

anyways, after reworking local map rendering I got to work on procedural/random map generation, right now it is moded towards small islands, but as I replace the current algorithms it should become more continent based.

anyways some info on maps: the map at the local level consists of 2744 tiles and 196 at the world level, so a moderate world, I'd like to think it would fit between 4-6 empires, 10-20 nations, 40 small/smallish states. This could be pretty inaccurate though, each tile at the local level is similar to a territory from EUIII its not like a roguelike.
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Windbusche

  • Escaped Lunatic
  • Draigo reincarnate.
    • View Profile

Looking forward to the final product. Iffin' I can help, you know where to contact me, Scoopz.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

Sounds like an interesting project. I'll be watching it!
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile

thank you sir, I hear you are working a similar project no?
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

thank you sir, I hear you are working a similar project no?

In some ways, yes. Mine is also empire based, although a good bit more combat focused. And ascii. But I'm happy to trade design ideas if you wish. I'm sure we'll be tackling similar problems in our respective projects.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!
« Reply #10 on: March 19, 2013, 08:57:51 pm »

Well, I am a bit perplexed as to how I should implement world generation, I hear using an 'ant' is a good way to get random content, added movement restrictions can create land masses and etc. I've read. If your interested in a conversation on genning, you can PM me later. Of course, if you need any help or suggestions or something, feel free to PM me!

EDIT:
In some ways, yes. Mine is also empire based, although a good bit more combat focused.

my project should end up very combat based, it will simply be on a strategic level for the majority of playing time, but im also contemplating tactical combat for both land and naval warfare, alas that will be the last thing I accomplish!
« Last Edit: March 19, 2013, 09:01:13 pm by Urist McScoopbeard »
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Skyrunner

  • Bay Watcher
  • ?!?!
    • View Profile
    • Portfolio
Re: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!
« Reply #11 on: March 19, 2013, 09:28:34 pm »

Ant seems a bit too tangential to generating random terrain... o_O

The easiest way is to use libnoise and its Perlin combination modules to create interesting terrain. A single Perlin map won't be that interesting, but combining maps following certain rules probably will be better...
Logged

bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!
« Reply #12 on: March 19, 2013, 11:08:14 pm »

Probably something like that. My way works but is...kinda wonky. Works ok for me, but it's not that great at making really good looking continents.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

SilverDragon

  • Bay Watcher
  • For glory!
    • View Profile
Re: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!
« Reply #13 on: March 20, 2013, 12:26:00 am »

Posting to watch. I like the idea.
Logged
Apparently coding DF is equivalent to slaying hydras.

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: -=Aldaron: A World Apart=- (Working Title) Yet another game dev thread!
« Reply #14 on: April 09, 2013, 07:52:45 am »

Updatten!

Map generation works now, it successfully generates and store local map files, only stuff left is to add in an algorithm and, update worldmap stuff, will go more indepth later!

EDIT:

Aight, as promised a more indepth review of whats been goin on: I basically scrapped my world gen techniques, and just got my system to gen an empty map (this is still world gen, just... empty... and waterworldy) now a giant map is genned and split up into 196 text files, these are regions and they all contain 196 different sub-regions. when you activate a world map tile you see one of the regions and all of its sub-regions, if that makes sense. Now, next setting a world map gen that will take each region and see which tile type is most common and represent the region as that. Finally, I'll have to code in some algorithms to gen the map properly (maybe using libnoise and some have suggested)
« Last Edit: April 09, 2013, 03:19:42 pm by Urist McScoopbeard »
Logged
This conversation is getting disturbing fast, disturbingly erotic.
Pages: [1] 2