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Author Topic: StarLords3K - An on-line strategic 4X space game  (Read 37590 times)

mahks

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StarLords3K - An on-line strategic 4X space game
« on: December 16, 2013, 10:40:59 pm »

I've been developing this game for about 6 years. Been play testing with a small group for the last few years and it is running smoothly, so I've decided to open it up to a wider group now.

Why would I create yet another 4X Space game?
Because all 4X I have played had poor AI and a lack of strategic & diplomatic scope.

I define strategy as the following :

Planning : This is a time element thing. Games usually permit a player to react fairly quickly to an unexpected situation. Fast reaction time eliminates the need for planning.

Logistics : Dealing with the logistics must not be onerous, but its effect has to be there so it affects decisions. This aspect can present many strategic opportunities, like cutting lines of supply, interdicting re-enforcements and the need for intelligence regarding it.

Intelligence : Lack of information can really add a lot of intrigue to a game. For this, fog of war is a must and it has to be persistent (what I mean is, if you have no assets at a location, you have little, none or old info about it).

Manoeuvre : Major & minor battles, feints, diversions, supply & trade disruption, siege, retreat, looting and scouting all add to strategic scope. Many games seem to devolve into placing the majority of assets in one big fleet and going on a rampage. Basically a FPS and about as far from the type of strategy I am talking about as you can get.

All these aspects of strategy are available in other genres, but rarely in a 4X.
So here is my answer to that :

Game overview :
  • 4X space game
  • Browser based, only runs in Firefox & Chrome
  • Beta status
  • Basic 2d graphics
  • Strong focus on grand strategy & diplomacy
  • No action, not a RTS & no tactical control
  • Role play possible
  • Not commercial, this will never be a pay to play. (it's my hobby)
  • Free

Here are some screen shots & reasons why this 4X may be different :



The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.



Fleet movement may be automated.
  • Patrol routes may be created to look for enemies.
  • Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon.
  • Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.
There is an emphasis on diplomacy.
Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.



Trade is encouraged by a mechanism whereby the number of types of minerals governs the efficiency of your refineries and thus your limits to production of assets. Since only a few mineral types are found locally you must trade with other areas to gain more mineral types.

The game is not played in "binges" (hours in a session) but in short play sessions. Think of a normal 4X that has its play session sliced into bits. This is by design, so that those with real lives may fit it into a busy schedule (or a fanatic gamer can play a session between all those other games) allowing them to play a deep, involving game even though "they have no time". Several people have interpreted this to mean it is a tick based game, it is not. Once your realm has grown, there is always things that need to be done, it is just not all time sensitive.

Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.



A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.



There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.



In the beginning you manage all aspects, but as your empire grows you can do less micro-management and automate repetitive tasks.



There is a whole game within the game in regards to spies. Covert agents may conduct espionage, sabotage, incite labour or student unrest and incite rebellions. They can embezzle, slander and assassinate as well.

The game progresses though stages; exploration, buildup, contact and then the core game play begins with diplomacy, trade & conflict.

There is a play through of a typical 1st session on the website. Note this video has the old graphics and the colonising bit is out of date. The game begins slowly as you are mostly exploring and colonising, so the video may be a bit boring. Any suggestions on how to present a "cerebral" game and not make the presentation boring? This slow start is intentional as the game is complex and is designed so that a new player is not overwhelmed and has time to get his bearings.

http://www.starlords3k.com

We need a few more play testers, pm me if interested.
All feedback is welcome.
« Last Edit: October 24, 2015, 03:10:18 am by mahks »
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puke

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #1 on: December 16, 2013, 11:05:39 pm »

The hats sit too low on the characters' heads. 

It's like they've all got the top 1/3 - 1/2 of their head sawed off, and a hat on their to keep the hole from whistling when the wind blows over it.

Good luck.  The world needs more 4X games, especially with good diplomacy and economics.
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EuchreJack

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #2 on: December 16, 2013, 11:24:54 pm »

One thing I liked (and loathed) about Galactic Civilizations was that it gave random stuff to losing players, so as to keep them in the game.  And unlike most poor AI games, it wasn't just a boatload of resources: Items included an extremely advanced ship and other stuff I don't remember.  It might help to have something similar so experienced/developed players don't steamroll new players.  I'd also suggest generally limiting it to one mercy RNG mission, so players can actually be destroyed.

How are random events, anyways?  I love me some random.

mahks

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #3 on: December 17, 2013, 12:09:33 am »

This is not a normal destroy your opponent type game. The score system is based on survival & gaining vassals. So you don't want to fight to the bitter end you want to give up being an enemy and join your opponent. They also want this as they want you as a vassal. Now you can build up again. Maybe to become the best ally of your old enemy or maybe overtake them.

Its all about strategy, not only military but diplomatic too.

BlindKitty

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #4 on: December 17, 2013, 02:39:48 am »

This sounds like something I have been looking for for a long time... And since I'm kinda preferred demographics (with not too much time, and big love for 4x, strategy, and long term planning), I would love to participate in the beta tests. Or alpha tests. :) I'll PM you in a second, too. :)
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mahks

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #5 on: December 17, 2013, 03:50:14 am »

How are random events, anyways?  I love me some random.

Minimal at the moment, but if you come join in the testing, see how it all works, then suggest some appropriate randomness,
I'll add it to the game.

EuchreJack

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #6 on: December 17, 2013, 06:50:08 am »

How are random events, anyways?  I love me some random.

Minimal at the moment, but if you come join in the testing, see how it all works, then suggest some appropriate randomness,
I'll add it to the game.

Sure, why not.  I'll send you a pm.

As for random events, giving is generally better than taking.  In my many years as a gamer, I've read far too many comments from people complaining that randomness has screwed them over.  Of course, in a competitive game, giving to an enemy is also harmful, but it just doesn't come up as often, and it often isn't even obvious to the player who didn't get something.

mahks

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #7 on: December 17, 2013, 08:17:49 am »

As for random events, giving is generally better than taking.

That is an astute observation. And is now recorded in the book of things that shall be done.
« Last Edit: December 17, 2013, 04:57:16 pm by mahks »
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BlindKitty

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #8 on: December 17, 2013, 01:38:32 pm »

So, I have started playing a little and I must say that this is really going nice, in my opinion. I can't say all that much in resort of first impressions, as I don't have really strong feelings now, but it is everything as advertised; I haven't spend a lot of time, and yet pretty much everything for a day done. The tutorial is a little surprising in a way, because it doesn't get you step-by-step, which is nice for a change (it might scare some casual people off, but I'm not sure if that is a bad thing). And I'm very happy with how it is explained, more or less, how to proceed. This might be because I've been mostly playing Sandcastle builder lately, but I think it is very useful and allows players to fit into the game nicely. All in all - good work. :)
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etgfrog

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #9 on: December 17, 2013, 03:56:55 pm »

This game looks halfway decent, while I guess the opening tutorial with the video guide on the video buttons is meant for those that don't use computers much it almost feels insulting. Regardless...how can I disable the popup window every time I look at the jumpgate cost? or is that something that always happens when your in protection?
« Last Edit: December 17, 2013, 04:14:05 pm by etgfrog »
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mahks

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #10 on: December 17, 2013, 04:56:24 pm »

I guess the opening tutorial with the video guide on the video buttons is meant for those that don't use computers much it almost feels insulting.

Any suggestions on how to get around that? Maybe a questionnaire ... "Do you know what a progress bar is?" then switch them to a different set of videos. lol

It used to be worse. My first play testers were not that computer literate. Over time I realized these types would never play the game anyway, so why cater to them? So the tutor has been getting less "insulting" over time. Still some of that in there, thanks for pointing it out.

how can I disable the popup window every time I look at the jumpgate cost? or is that something that always happens when your in protection?

I think it stops at first contact (with another player)

Had new players continually upgrading high level structures or building expensive stuff with their start up resources. Then they could not build the basic stuff that is really needed. So got strict on trying to stop that, with those pop ups. Suggestions on how to do this  in a better way?

Solution : Don't look at the jumpgate cost, lol. You will probably not be building a jumpgate for several weeks rt ... If you do, it will be at the expense of basic infrastructure that is really important.

etgfrog

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #11 on: December 17, 2013, 08:32:04 pm »

Had new players continually upgrading high level structures or building expensive stuff with their start up resources. Then they could not build the basic stuff that is really needed. So got strict on trying to stop that, with those pop ups. Suggestions on how to do this  in a better way?

Solution : Don't look at the jumpgate cost, lol. You will probably not be building a jumpgate for several weeks rt ... If you do, it will be at the expense of basic infrastructure that is really important.
Main thing I can think of is a checkbox saying "Do not show this message again", changes a bool to true, check the bool before displaying that tooltip. possibly make an array of bools for all the tooltips and an option of reseting tooltips in settings.

Regardless I give it a week and a half before I start building a jumpgate unless other things crop up along the way.
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EuchreJack

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #12 on: December 18, 2013, 12:52:58 am »

Couldn't figure out the feedback system for the tutorial.  I'd suggest having an optional written tutorial as an alternative to the videos.  Personally, I can read a lot faster than hear, plus you don't want to exclude the deaf community.

Hm, it appears the tutorial videos overlap the feedback comment system.

mahks

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #13 on: December 18, 2013, 01:47:15 am »

I'd suggest having an optional written tutorial as an alternative to the videos.  Personally, I can read a lot faster than hear, plus you don't want to exclude the deaf community.
Your 2nd person this week to request that... Hmmm. Problem was, very difficult to explain "where to click" type stuff in text. That was the original tutorial, changed to videos to make it easier. Maybe some type of text box beside the video, mute audio read text, but see where things are too?

Hm, it appears the tutorial videos overlap the feedback comment system.
Fixed in next update, for now, exit video,  send feedback, will go back to video.

EuchreJack

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Re: StarLords3K - An on-line strategic 4X space game
« Reply #14 on: December 18, 2013, 02:48:52 am »

I've seen screenshot tutorials as an alternative to video ones.

Without knowing how engagement rules work, I've lost almost a day's worth of expansion to a raider fleet (sent fighters in colony ship, triggered retreat, don't have more fighters in reserve).

EDIT: Nevermind, I sent a destroyer with some frigates and cleaned out the system.  I have a spare colony ship, so it all good.
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