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Author Topic: Fangorodrim  (Read 4566 times)

djcityscapes

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Re: Fangorodrim
« Reply #30 on: June 13, 2010, 07:10:35 pm »

Good catch, Pathos. If you play the game you will see that the Dreadnaut fits your description based on functionality: It's bigger, not as nimble (with only 1 engine) and its bristling with weapons. Its not as obvious on the preferences screen but the Mako is significantly smaller.
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djcityscapes

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Re: Fangorodrim
« Reply #31 on: June 19, 2010, 07:01:55 am »

I've added some more game play elements with new ship types, such as a repair ship. And an encounter with a friendly alien seeking help.
Fangorodrim (v1.52)

Let me know where you think I should go next with this. I'm thinking about adding:
1. Resource zones
2. Trade ships
3. Another alien type

Oh yeah I should mention there is nothing to install with this game. You just unzip the file in its own directory and double-click the exe.
« Last Edit: June 19, 2010, 07:04:01 am by djcityscapes »
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beorn080

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Re: Fangorodrim
« Reply #32 on: June 19, 2010, 11:12:34 am »

If I might make a suggestion. Perhaps a slightly randomized map, as opposed to the linear spiral design.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

djcityscapes

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Re: Fangorodrim
« Reply #33 on: June 19, 2010, 01:31:59 pm »

Good idea, thanks!
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djcityscapes

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Re: Fangorodrim
« Reply #34 on: July 02, 2010, 12:07:10 pm »

I'm looking for a fresh perspective on v1.60:


Download link:
http://www.metalbuildingreplicas.com/syreal/Fangorodrim.zip

1. There's nothing to install, just unzip the file and double-click the exe.
2. Did I mention this is Freeware?

This is a hobby project in progress. I'm open to change requests. Currently working on Trade Ports and allowing the user to assign custom keys.

Known issues: if you save a game while your factory is making a ship, the ship (and your money) is gone when you load that game.
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burningpet

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Re: Fangorodrim
« Reply #35 on: July 05, 2010, 08:30:11 am »

hey, since the forums at impulse gone dead for the timebeing, i will be showing you the tech tree suggestion here.

a proper progress bar, not the most important, but it adds another little nice graphic appeal.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

what i did was remaking the research bar into generals sections, ie - powerplant, mining and def drone are all on the same icon.

notice that i scaled down the resources icons, i think they are tad big and we could use that space if we go along the suggested tech tree.

i gave the player the option to aquire all the tech needed without finding or awarding it. i think it could be better if the player could still get all the tech, even at much larger cost than usual, than having to never get them.

i havent decided yet if it will be better to make it a linear progression, ie - you have to research the first missile to get the homing one, make it that the player can only research one weapon from each category or let the player simple choose what ever he wants.

the pros in this last option - more options, the player can get all the tech he needs, therefore making it a richer game in content for him.
the cons - no thinking involved. the player can just sit back home and turtle all the tech he needs to sweep through the galaxy. hardly any replayability since the player see all the tech in one game.

i am leaning toward a one choice from each weapon/upgrade category, excluding the essential stuff like buildings, and letting the player get the extra technology from looting it from the sectors - with this option the tech in each sector will have to be randomized in order to avoid the fact that the player will know what he will get in loot and therefor not research it. this option makes the game much more replayable.

if you approve of this tech tree suggestion, i will start making all of the icons needed for it, along with a better sub-research interface.
if not - throw in a direction you have in mind and i will try and visualise it.

and last, a quick progress on the victory screen. escort model - 50% done. alien model - about 70%
dread - 0%.

Spoiler (click to show/hide)
« Last Edit: July 05, 2010, 08:37:01 am by burningpet »
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djcityscapes

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Re: Fangorodrim
« Reply #36 on: July 05, 2010, 11:50:26 am »

This is really good! I like the research progression concept. That is probably in the top 5 of player suggestions (current research is too simple). I think the progression should be linear. Ships: Fixer, escort, cruiser, defiant. I'm not sure if sector defense is a value added ship or not. Since the aliens follow warp lanes now, it may be moot point. Have you given up the idea of Trade Ports?
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burningpet

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Re: Fangorodrim
« Reply #37 on: July 05, 2010, 12:20:49 pm »

Have you given up the idea of Trade Ports?

not at all.
how will the trade ports function? do you build two in diffrent sectors that then connect via trade ships to generate resources?
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djcityscapes

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Re: Fangorodrim
« Reply #38 on: July 05, 2010, 03:38:22 pm »

Yes, that's it exactly. I think a trade connection should increase the resource rate like in SoSE: 2 sectors = 1.2x; 3 sectors = 1.3x; etc.
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burningpet

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Re: Fangorodrim
« Reply #39 on: July 05, 2010, 06:42:06 pm »



here's what i had in mind:

for some reason, when i think of the trade post, i think of a space train..
do you think it will be possible to make the trade vessel behave like a train, with the locomotive and cargos? this could be a really nice graphical touch.

anyway, with or without the trade vessel being a train, that arcy roof is semi transparent, so when the vessel goes to the trade post, it could go under that roof and remain visible.
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djcityscapes

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Re: Fangorodrim
« Reply #40 on: July 05, 2010, 08:32:00 pm »

The train concept is worth a try. If you provide a "box car" graphic I will make it follow the trade ship you made a few days ago. Maybe the number of box cars should equal the number of sectors connected with trade ports?

Also, I think the Academy should be replaced with the Trade Port on the bar. Do you see any use for it?
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burningpet

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Re: Fangorodrim
« Reply #41 on: July 06, 2010, 05:38:36 am »

right now, i cant see any real use for the academy.

so here's the space train and its cars, i also provided a mockup of how it should behave in game - ie, how the cars connect to eachother.

it could reach a really high number for the later sectors, but its a good idea, so we could try it, but maybe just limit it max cars to 6 cars?

does the player need to build the trade posts near resources to amplify them?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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djcityscapes

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Re: Fangorodrim
« Reply #42 on: July 06, 2010, 07:03:27 am »

This will work nicely. The purpose of the trade port is to amplify the resource rate so it looks like we are on the same page. I'll try to get this done this week and then I have to work on custom keys and then the new menus/icons layout.
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djcityscapes

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Re: Fangorodrim
« Reply #43 on: July 08, 2010, 10:21:46 am »

v1.61 is out there with the trade port and train:
http://www.metalbuildingreplicas.com/syreal/Fangorodrim.zip

Let me know if that works as you expected.
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burningpet

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Re: Fangorodrim
« Reply #44 on: July 08, 2010, 04:08:45 pm »

oh boy i just love it!
the train itself looks great ingame and it just inspire me to want to see a transport tycoon in space.. mm.. might even inspire me enough to want to start it as a project.

i really love how its one train that circle through the entire galaxy, and i think that its speed and how the cars behave in turns is good

the only problem i see with it is how it behaves once entering a station. its rotating around itself which makes it look weird.

btw - youd rather continue here or move to the stardock thread?
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