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Author Topic: Fief: A new game idea  (Read 47087 times)

Zangi

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Re: Fief: A new game idea
« Reply #45 on: November 20, 2009, 03:42:23 pm »

Thinking a lil too far ahead, when the groundwork is still being placed.  :P  Though, allowing modding would be pure win.

As for taking stuff from Guild 2... will competing or at least lesser families pop up under your rule?  Generally looking out for their own and as a source of... suitors for your own families...  can't really marry country bumpkins... can you?  EDIT:  Not after you gain enough status... if that has any... bearing on the game...  Or inbreed...
They will mostly squabble among themselves... ?

Also, maybe give you the option to 'knight' certain individuals and bring their family into prominence?
« Last Edit: November 20, 2009, 05:07:14 pm by Zangi »
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Thes33

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Re: Fief: A new game idea
« Reply #46 on: November 24, 2009, 03:43:33 pm »

Well, this is an interesting topic, Zangi.  In the beginning, you'll probably have to start your family with country bumpkins, because their will not be much choice.  But later on, you'll certainly have to arrange marriages and such, similar to Crusader Kings.  On the in-between, I suppose you may be content marrying well-to-do merchants before you attain higher status.
 
But yes, prestige will be tracked as a gross account of your family's accountability/honor/quality, along with an actual status of your social position: 

Status Requirements:
Start:  "Yeoman",
Requires prestige and manor house:  "Gentleman",
Requires prestige and must have peasants under you:  "Esquire",
Requires prestige, must have fought for king, and have a small village:  "Knight",
Requires prestige and a town:  "Baronet",
Requires prestige and multiple manors:  "Baron"
Requires significant prestige, and many manors:  "Viscount"
Requires significant prestige, a city, and many more manors:  "Count"
Requires enormous prestige, and must have significant armed forces:  "Margrave"

Your family-head can become a "Duke" if your family marries into the royal family, (something that is significantly easier after you gain some status (i.e. almost impossible for a Knight to do so, quite difficult for a baron, but easy as cake for a Margrave).  You can rise to "Grand Duke" with enough prestige and royal favor.

Once you conquer the kingdom itself, (or start your own kingdom), you can declare yourself "King"
And that's not all, conquer enough Kingdoms and bestow the godly title of "Emperor" to your portfolio.

You will not be able to knight anyone unless you are a King, however, you can always appoint lesser Gentlemen to hold your land in your name for manors you don't want direct control over. 
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Labs

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Re: Fief: A new game idea
« Reply #47 on: November 24, 2009, 06:16:28 pm »

Cool ideas. Very ambitious.
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keebus

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Re: Fief: A new game idea
« Reply #48 on: November 25, 2009, 05:23:38 pm »

Veeery ambitious. Thank you for posting your inspiring games list, they inspired myself as well :)

Do you know any other UnReal World or Stranded II like game? Thank you :)

(I mean, they're all about what I seek in games)
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woose1

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Re: Fief: A new game idea
« Reply #49 on: November 25, 2009, 06:42:05 pm »

Do you know any other UnReal World or Stranded II like game? Thank you :)

(I mean, they're all about what I seek in games)
Same, there are really too few commercial survival games out there, the genre hardly even exists. (Although [Insert your favorite FPS game here] would probably sell better, I'll give it that)
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keebus

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Re: Fief: A new game idea
« Reply #50 on: November 26, 2009, 08:10:48 am »

Do you know any other UnReal World or Stranded II like game? Thank you :)

(I mean, they're all about what I seek in games)
Same, there are really too few commercial survival games out there, the genre hardly even exists. (Although [Insert your favorite FPS game here] would probably sell better, I'll give it that)


This means that all game developers out thare with a bit of gray matter should grasp the opportunity and exploit the lack of titles of this genre. What do you think? (This is kinda self-invitation to develop something like this since I'm a GD, or, a GD-to-be).
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keebus

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Re: Fief: A new game idea
« Reply #51 on: November 26, 2009, 08:13:51 am »

Oh ehm, by the way, I strongly suggest you to avoid Java for serious game development. You'll probably already know the reason. Java's ok for small games but what about your huge ambitious game?

I think you should go for C/C++ with the use of some scripting language. That'd be the best. Good luck though.
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Tilla

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Re: Fief: A new game idea
« Reply #52 on: November 26, 2009, 12:31:17 pm »

Oh ehm, by the way, I strongly suggest you to avoid Java for serious game development. You'll probably already know the reason. Java's ok for small games but what about your huge ambitious game?

I think you should go for C/C++ with the use of some scripting language. That'd be the best. Good luck though.

I think it's fine to develop it in Java with the right optimizations. Look at WURM online - it does something to the effect (not quite as complex) as the developer is planning and in an MMORPG to boot. That's done in Java too.
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Thes33

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Re: Fief: A new game idea
« Reply #53 on: December 01, 2009, 10:34:27 pm »

The argument about the abilities of Java to handle a major game development has been around for awhile.  I am particularly found of Java and the community-created API, and the jMonkey Engine has a lot of potential as well.   If at any point I find that Java will not work for my project, I will have to abandon it...  but the game must live on!   ;D

Project update:  Still working on multithreading and the basic game logic... won't be long before I get back to my random tree forests...  then I think it's time to start some object placement mechanisms.
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ductape

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Re: Fief: A new game idea
« Reply #54 on: December 02, 2009, 04:22:40 pm »

made with jMonkey Engine:
www.nordgame.com
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Goron

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Re: Fief: A new game idea
« Reply #55 on: December 03, 2009, 03:47:32 pm »

Anyone ever play Conqueror AD 1086?
(See: http://en.wikipedia.org/wiki/Conqueror_A.D._1086)
It contains a big fiefdom management aspect to it


It was a fun game... very hard, as I remember it... but then again that may be because I was too young and stupid to play it well. Maybe I'll dig up the CD and see if dosbox runs it...


Mephansteras

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Re: Fief: A new game idea
« Reply #56 on: December 03, 2009, 08:01:46 pm »

I remember that! Couldn't for the life of me get the fiefdom management aspect to work right. Fortunately, you could get by just fine by pillaging and looting, which was much easier.
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Goron

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Re: Fief: A new game idea
« Reply #57 on: December 03, 2009, 09:20:14 pm »

you could get by just fine by pillaging and looting
*Runs to find his conqueror disk*

Thes33

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Re: Fief: A new game idea
« Reply #58 on: December 10, 2009, 04:07:12 pm »

Hey all! 

Here's a weekly update:
  I couldn't find Conqueror AD 1086 anywhere...  it sounds inspirational... but anyway...

  Development continues, I'm still optimizing the threads of the engine and allowing sufficient room for a multi-lingual game.  Inherently, the engine will be tile-based.  This will allow me to scrap 3D graphics later on if it becomes too much of a burden.  (Thankfully Java has a decent 2D graphics API).  And if the 3D stays in for now, this will make overhead maps easy to generate and useful as aids to structuring your manors in part deux. 

I'm probably going to focus on part 1 (i.e. Survival) for now as I generate object hierarchies and lay the base resource management code.  But I promise you'll be watching the peasants starve to death with your character soon enough.  But I'm getting ahead of myself...

In other news: unfortunately the real world knocked on my door this week and I had to write and present my prelim proposal for grad school.  My time will be quite strained over the next few months as I work on my prelim exam and lab research (for some reason winter is the season of conferences in my field).  Thankfully, working on Fief supplies some of the necessary time away from this madness.  I'll see how well these worlds co-exist, but there may be some conflict in the future.  The holidays may supply additional Fief-development time, but we'll see how that goes.

Thanks again for the interest.  ;D

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Thes33

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Re: Fief: A new game idea
« Reply #59 on: December 14, 2009, 07:36:03 pm »

Here's some fun with numbers:

I'm making the manor size set to about 10,240 ft x 10,240 ft.  That is about 2x2 miles, or 4 square miles.  I think this should be a good size. I've got the data maps for height and tree values working well.  I just got my terrain to stream through these values in a 1600 ft x 1600 ft streaming region around the character  (as a 4 sq mi terrain can be quite memory intensive). 

I hope to be able to allow the character to visit all other manors in the Kingdom, but we'll see how this works in the future.

I ended up doing way more low-level work on the engine, but this will save me time later on once I get all the pieces together for different gamestates (i.e. menu and loading screens).  I'm going to concentrate on objects and resources like I previous stated.  So here we go...  please bear with me.

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