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Author Topic: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)  (Read 84810 times)

BFEL

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #210 on: September 15, 2014, 12:57:18 pm »

GALAXIA

ITS SO GALACTICAL
AND GALACTILICIOUS

GALACTIFRACTAL
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Sting_Auer

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #211 on: September 15, 2014, 08:46:34 pm »

It says that the Vagalars have instantly-available bio-alloys, but I still need to research them; the same goes for oceanic platforms/farms with the Arians, and I'm assuming it's the same for other races that have techs from the start. Is this a bug, or an unfinished feature?
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #212 on: September 16, 2014, 12:22:27 am »

It says that the Vagalars have instantly-available bio-alloys, but I still need to research them; the same goes for oceanic platforms/farms with the Arians, and I'm assuming it's the same for other races that have techs from the start. Is this a bug, or an unfinished feature?
This looks like a bug - they have this if not selected to play for, only when played by AI.
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Majestic7

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #213 on: September 16, 2014, 12:58:24 am »

So, after playing the newest version for some time, I must say the game is remarkably stable for being an Alpha. I haven't had a single CTD nor ran across any gamekilling bugs. Things encountered s far have all been quite major.

Altogether, I'd say you have the basics. I've seen commercial 4X done worse than this as finished products; this game can already deliver all basic functionalities of the genre. What it lacks is its own special atmosphere. I mean some mechanics, contents and atmosphere that will go players go WOW! and tell about it to their friends, instead of being just "I played some 4X". I think it is special things like that which makes games rise a head above the masses. If a game only gives the same stuff Master of Orion gave decades ago, why not play Master of Orion instead, you know?

Anyway, I'm sure you have great things planned and it is impressive the Alpha alone is good enough to be considered a full, even if somewhat bland, 4X!
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Retropunch

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #214 on: September 16, 2014, 02:04:06 am »

So, after playing the newest version for some time, I must say the game is remarkably stable for being an Alpha. I haven't had a single CTD nor ran across any gamekilling bugs. Things encountered s far have all been quite major.

Altogether, I'd say you have the basics. I've seen commercial 4X done worse than this as finished products; this game can already deliver all basic functionalities of the genre. What it lacks is its own special atmosphere. I mean some mechanics, contents and atmosphere that will go players go WOW! and tell about it to their friends, instead of being just "I played some 4X". I think it is special things like that which makes games rise a head above the masses. If a game only gives the same stuff Master of Orion gave decades ago, why not play Master of Orion instead, you know?

Anyway, I'm sure you have great things planned and it is impressive the Alpha alone is good enough to be considered a full, even if somewhat bland, 4X!

I kinda agree that you need a 'big' mechanic somewhere to differentiate it. It's a lot better than loads of commercial 4x games, and I believe with some extra work on the interface and some more content/balance it will be absolutely fantastic. Still, it does need something. Distant Worlds had immense automation, Endless space had showy space battles and rpg elements, GalCiv2 had areas of influence and was generally amazing.
 
I'd thoroughly, thoroughly encourage you to make diplomacy and espionage your star attraction. I don't think any 4x games have got this down really well - it's always just a case of 'give gift/demand gift/war/peace' which is really boring. You could have proper star trek style diplomacy with backroom deals, blackmail, bribes and all sorts. With this on top of a solid 4x engine (as you've got) it'd be really, really impressive
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

BFEL

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #215 on: September 16, 2014, 06:47:24 am »

I'd thoroughly, thoroughly encourage you to make diplomacy and espionage your star attraction. I don't think any 4x games have got this down really well - it's always just a case of 'give gift/demand gift/war/peace' which is really boring. You could have proper star trek style diplomacy with backroom deals, blackmail, bribes and all sorts. With this on top of a solid 4x engine (as you've got) it'd be really, really impressive
If you're looking for "backroom" politics then you should check out Star Ruler 2. Currently that's the only diplomacy it has :P

Personally I think this should focus more on its unique approach to tech, as that is currently the feature I am most impressed with.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #216 on: September 16, 2014, 07:50:57 am »

Thank you for your reports :)

Yes, I am constantly developing this further and I understand the game needs some unique feature in it.

The good diplomacy could be such feature, the only problem it - it is more difficult to implement good than anything else. The problem is the diplomacy is a thing that is difficult to model and formalise, ideally it requires the real AI (not game AI).
Second part of diplomacy that is difficult specifically for me - it requires a big amount of texts that I, not being a native English speaker, have problems doing myself.

So, I will continue working on diplomacy, but I seriously doubt I can advance it to the level it can be the bright distinctive game feature. But I'll try, especially if you have some ideas on how it should work :)

Espionage is still to be seen, so time will show how good and distinctive it can be.

The part I have most clear plans to advance is the tactical combat.
Current plans are:
1. Change a bit the role of medium-class ships. They should be finally used primarily to escort capital ships (protect against fighters and torpedoes) and make hidden raids into enemy territory (using upcoming stealth modules).

2. Introduce a number of tactics-changing modules when game progresses. This includes "fog generator" modules to protect against lasers, "tractor beam" devices that can to some extent change the trajectory of energy weapon shots, "false target" that confuses self-guided projectiles, "unified defence" that connects defensive systems of several ships into one network, "interdictor" that makes it much more difficult to flee, "power distributor" that allows to move extra power of generators into attack or speed, and others. This in addition to new weapons will make tactics constantly changing while game evolves.

3. Educate AI to use more in-combat tactics. Currently it already knows some, but there are simple things still missing - like it should collect all forces together in the beginning of the battle, etc.

Next is certainly combat graphics. It can be easily improved (3D, nicer ships, effects, etc). Just need some money to pay to 3D modellers :)  Hope I'll be able to collect some when I run IndieGoGo campaign - I do not need much here.

Plus, I should better use the ability of the game engine to handle a lot (thousands) of ships. I need to make ships differ more in size and engage in combat at somewhat longer distances. Currently the size of a fighter is 32 "game units", while the size of corvette is 640 and dreadnought is 1760. Fighter's blaster fire range is 600, typical fire range for a capital ship is about 2000-3000 late game.

If I manage to increase typical fire range for capital ships 2-3 times, it then will be possible to increase ship sizes in much bigger steps. Like leave the corvette 640 in size, but make the dreadnought, say 4000.

What do you think of all this?
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Majestic7

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #217 on: September 16, 2014, 08:09:25 am »

Re: combat changes, sounds good, but you can play the game a longish time without any combat. So while interesting, tactical and unique combat is certainly a good plus, I think the game needs some off-combat pull too. After all most 4X can be played without much war, should the player be so inclined, offering ways to win peacefully. Have you thought about different weapon/damage types with situational perks and disadvantages? Something like energy weapons being weak against shields, projectile weapons bypassing shields but having very low accuracy/range, missiles being hard-hitting long range weapons but with many specific counters etc?

Re: diplomatic texts, we are talking about alien species here. That gives you a lot of freedom regarding diplomatic discourse. The aliens can simply speak their own syntax or such, thus sidestepping grammar requirements.

I offered my take on internal political systems, but I know it is hard to implement and not everyones cup of choice. :p What about trade, resource management, indigineous races, special planets, cosmic events and so forth? 
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LordSlowpoke

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #218 on: September 16, 2014, 08:21:08 am »

might want to introduce some independent planets too

just some random races that didn't stumble upon/discover/raid their way into the technology required to be an actual empire that spawn on terran, oceanic, volcanic and other appropriate planets that haven't been developed for a while (to both stand as a speedbump but not block everyone from colonizing anything worthwhile early on)

they could even get start spawning in a modest non-hyperspace fleet like a bunch of fighters once they are discovered
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Retropunch

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #219 on: September 16, 2014, 10:54:05 am »

Thank you for your reports :)

Yes, I am constantly developing this further and I understand the game needs some unique feature in it.

Re: Diplomacy. I think the way to do it is to have a number of racial traits and variables which modify how well they'll respond to things rather than just 'friendship'. These aren't just to do diplomacy, but how the races are 'feeling' at any moment and what their future plans are. Then you just need to give the player ways to interact with those in a meaningful way. This does require a large amount of options and the ability to uncovering their wants and needs through diplomacy or espionage.

For instance, lets say you have the Humans and the Valagars, and the Valagars want a steady supply of ore from the Humans. The Valagars gain the information through bribes/espionage that the Humans are wanting to expand to the Foo system which is currently occupied by the Arians, so the Valagars approach them with an offer to trade the ore for help causing unrest in the Foo system. This makes the humans distrust them due to how they know this information, but they go along with it. Once they've managed to cause unrest, the Valagars then blackmail the humans into giving them more ore or they'll tell the Arians about the plot. The humans decline, and that brings all three parties to the table to negotiate a settlement to stop a three way war.

It's just about giving them player loads of options and the information to make interesting decisions. If the humans war weariness was up, they might have not wanted to risk a war, but their distrust of the Valagars might have overridden that. However, a racial trait of 'pride' might make it unlikely that they would want to be seen to be involved in devious tactics like that. This could all be made deeper with things like a galactic council which could be formed to preside over disputes, and so on.

I can understand the problems with writing a lot of dialogue, but I'd be more than happy to proof read (for free) the dialogue if you need the help, and I'm sure many creative people here would be happy to write some fluff dialogue to pad things out.

I like the tactical combat plans, although I'd like to see the player gaining more abilities/controls rather than just 'attack'. I also think independent planets would be great, and add a lot of life to the galaxy too!
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #220 on: September 16, 2014, 02:23:52 pm »

After all most 4X can be played without much war, should the player be so inclined, offering ways to win peacefully.
Good point.

Quote
Have you thought about different weapon/damage types with situational perks and disadvantages? Something like energy weapons being weak against shields, projectile weapons bypassing shields but having very low accuracy/range, missiles being hard-hitting long range weapons but with many specific counters etc?
Yes, there are some already and will be more.
 - missiles pass shields with some probability (depends on shield model)
 - some energy weapon ignore shield
 - several different types of "behaviour" for weapon - self-guided, splitting, seeking fast targets, multiplying after a hit, etc
 - some kind of armour nearly invincible for low-damage weapon
 - missile traps and lasers intercept missiles/torpedoes

Quote
What about trade, resource management, indigineous races, special planets, cosmic events and so forth?
Trade is already there, and is quite useful on Hard game :)

Special planets are planned (with minor races).
Also artefacts are planned. This can be either a special technology, or some deposit of minerals, or some special space ship, or some equipment that can be installed but cannot be replicated.

More pirate attack are planned. They will be appearing inside your territory threatening some inner systems.

Also planned are different hyperspace - related technologies. Like compression of existing tunnels, creation of new ones, collapsing existing...
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #221 on: September 16, 2014, 02:26:13 pm »

might want to introduce some independent planets too

just some random races that didn't stumble upon/discover/raid their way into the technology required to be an actual empire that spawn on terran, oceanic, volcanic and other appropriate planets that haven't been developed for a while (to both stand as a speedbump but not block everyone from colonizing anything worthwhile early on)

they could even get start spawning in a modest non-hyperspace fleet like a bunch of fighters once they are discovered
Will definitely do this :)
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #222 on: September 16, 2014, 02:34:50 pm »

Re: Diplomacy. I think the way to do it is to have a number of racial traits and variables which modify how well they'll respond to things rather than just 'friendship'. These aren't just to do diplomacy, but how the races are 'feeling' at any moment and what their future plans are. Then you just need to give the player ways to interact with those in a meaningful way. This does require a large amount of options and the ability to uncovering their wants and needs through diplomacy or espionage.
Well, I will think about it and come back with some proposals. The most difficult part is AI that should behave logically. And insidiously.
The good part, the whole diplomacy-related stuff is fully moddable right now, so there is always an easy way for somebody better in dealing with diplomacy than myself to try do it right.

Quote
This could all be made deeper with things like a galactic council which could be formed to preside over disputes, and so on.
This is currently the thing I'd like to avoid :)

Quote
I can understand the problems with writing a lot of dialogue, but I'd be more than happy to proof read (for free) the dialogue if you need the help, and I'm sure many creative people here would be happy to write some fluff dialogue to pad things out.
Thanks!

Quote
I like the tactical combat plans, although I'd like to see the player gaining more abilities/controls rather than just 'attack'.
Do you mean in combat, or in the game overall?
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Retropunch

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #223 on: September 16, 2014, 02:50:55 pm »

Quote
This could all be made deeper with things like a galactic council which could be formed to preside over disputes, and so on.
This is currently the thing I'd like to avoid :)
Can I ask why you want to avoid it? I've always liked the idea of a galactic council (or planetary council in terms of things like Alpha Centauri, or Holy Roman Empire in EUIV). It gives you something to aim for in terms of manipulating things in your favour, and it also allows game changing decisions to be made that truly alter the course of the game. The key would be to make it more interesting than just useless mandates and rules which you have to follow.

Quote
I can understand the problems with writing a lot of dialogue, but I'd be more than happy to proof read (for free) the dialogue if you need the help, and I'm sure many creative people here would be happy to write some fluff dialogue to pad things out.
Thanks!

Quote
I like the tactical combat plans, although I'd like to see the player gaining more abilities/controls rather than just 'attack'.
Do you mean in combat, or in the game overall?
[/quote]
I mean in combat mostly. Currently, you're only able to position and attack, whereas it would be good if there were more things to consider. Positioning could be made more important and you manage the power output of ships to shields or weapons.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #224 on: September 16, 2014, 03:40:34 pm »

Can I ask why you want to avoid it? I've always liked the idea of a galactic council (or planetary council in terms of things like Alpha Centauri, or Holy Roman Empire in EUIV). It gives you something to aim for in terms of manipulating things in your favour, and it also allows game changing decisions to be made that truly alter the course of the game. The key would be to make it more interesting than just useless mandates and rules which you have to follow.
Because this is a complete new layer of functionality and I do not want to make a 'filler'. And doing this right means doing a 'game in a game' that can take a long. Sure it can be a great feature if done right, but it can also be a bothering thing if done wrong.
So, I may consider doing it, but later, after other major things.

Quote
I mean in combat mostly. Currently, you're only able to position and attack, whereas it would be good if there were more things to consider. Positioning could be made more important and you manage the power output of ships to shields or weapons.
Got it.
« Last Edit: September 16, 2014, 03:44:41 pm by Ufnv »
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