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#Post#: 3--------------------------------------------------
Starting off
By: BlackEnergy Date: January 4, 2012, 3:16 am
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Ok. I've decided how we should start off.
When I usually make a game, I would start off with the graphics
(this is probably how everyone does anyway).
So for this project. We should start working on the graphics to
establish on how the game will look. Doing so can even build
upon how the game will acually play.
So all who have signed up in the graphics field of the project.
We will need you guys to start things off. I will also be
working in the graphics field too.
Before we can start drawing up all sorts of crazy things, we
will need to discuss as to how the game will look. We'll
probably work on the GUI before anything else as the GUI of a
game is its main identity.
#Post#: 4--------------------------------------------------
Re: Starting off
By: inauz Date: January 4, 2012, 4:35 am
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BlackEnergy - I don't know how you work best, but the best way
(according to essentially every game developer I've ever read an
interview with, such as Chris Sayer) is to plan it first. Have
an idea of what you want, then work with that.
Having an idea of what the game will be, how everything will
work, will mean that you won't be aimlessly coding/spriting and
hoping something comes out of it, you'll have a goal as to what
to achieve.
#Post#: 6--------------------------------------------------
Re: Starting off
By: BlackEnergy Date: January 4, 2012, 6:02 am
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When we can, we should all discuss as to how the game will look.
We create a few sprites and graphics which would provide ideas
like testing pretty much, and build upon that.
For example: A ship or two to see how that will look and the GUI
as I mentioned to create the theme and atmosphere (no pun
intended).
#Post#: 9--------------------------------------------------
Re: Starting off
By: Kayos Date: January 4, 2012, 9:47 am
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Well, perhaps it may be wise to decide on other factors first.
How large would you want the game to be? An entire galaxies
worth of planets, aliens and warships? How large would you want
the graphics of the ships to be? I mean, I can sketch up a few
starships to give you an idea of my own personal style, if you
want?
#Post#: 10--------------------------------------------------
Re: Starting off
By: BlackEnergy Date: January 4, 2012, 11:04 am
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Ok. I suppose we'll start off with the core mechanics of the
game.
@Kayos: That'd be appreciated. Just show me your ideas of design
and we can decide on them.
[size=12pt]Core Mechanics:[/size]
The Universe - There is one server, and that is the universe.
Everyone connects to the universe and the game is played within
the universe.
Galaxies - Galaxies contain a random amount of planets. Galaxies
are found everywhere throughout the universe.
Planets - Planets are found within Galaxies. Planets are used to
create colonies of your own for the resources the planets
contain. Planets can contain any amount of resource within them
to be mined.
Colonies - Colonies are created on planets to provide the
resources to you from what the planet contains. Colonies can be
attacked and destroyed or attacked and captured by other players
for their own needs. This is where the RTS aspect comes in. You
will need to defend your colonie's with units and defences. If
you are going to attack a colony, you will need to drop off
units you carry in your ship to deploy on your target colony and
fight in an RTS battle for that attack.
Travel - To travel to other galaxies in the universe, you will
need to Warp Drive to them. Warp driving comes in two
techniques. The Warp Drive Device that you install into your
ship. Or Warp Gates in each Galaxy. Warp Gates cost resources to
use them, but are much cheaper then buying a Warp Drive Device.
Economy - Economy works in resources. There will be multiple
resource types that serve different needs. Trading will be used
with resources and so as other general needs. Trading is done at
huge Market Places in Galaxies.
Alliances - You can create alliances or join other player
created alliances. alliances are like clans. Huge scale battles
can take place between alliances and alliances can do much more
together such as questing.
Questing - Questing is issued by the game, in other terms,
NPC's. Quests are used to gain resources and items by completing
tasks that range from doing raids, delivery, destroying enemies
and all that in general.
Skills - Skills are part of your ship and play a major part in
the game. The more you level your skills, the higher your ship
level becomes resulting in unlocking new capabilties and items.
Skills can range from mining, to weapons, upgrading/crafting or
what you'd expect from an MMORPG.
NPC's/Pirates/Aliens(Xeno) - NPC's such as Pirates and Aliens
exist throughout the Universe. They are always aggressive
towards all players.
Pirates are the ones to fight in attack sqaudrans and raid
players and colonies. They are weak, but are fast with raiding.
They have a higher percentage rate than an Alien attack. Pirates
drop casual loot.
Aliens are the ones to fight in fleets. They primarily focus on
larger targets such as Alliances and multiple colonies. They are
tough to fight and require a good amount of players to fight
off. An Alien attack has a less percentage rate than a pirate
raid. Aliens drop rare and expensive loot.
Ships, Weaponry and devices - There are five different types of
ship chassis. Light, Medium, Heavy, Super Heavy and Ultra Heavy.
Each ship chassis has its advantages and limits.
Light is fast, has a light amount of armour, small cargo hold,
and can only wield a small amount of light weaponry and one
device.
Medium is also fast, has a decent amount of armour, average
cargo hold and can wield a decent amount of light weaponry and
two devices.
Heavy is slower, has a good amount of armour, big cargo hold and
can wield a good amount of strong weaponry and two devices.
Super Heavy is slow, has a high amount of armour, very big cargo
hold and can wield a lot of powerful weaponry and four devices.
Ultra Heavy is very slow, has an extreme amount of armour, huge
cargo hold and can wield heaps of all weaponry and five devices.
Weapons come in a variety of types. Concussive, lasers,
explosive and miscellaneous. Weapons also come in tiers from
weak, medium, heavy and powerful. Each weapon type requires ammo
in it's own way.
Concussive use ammo.
Lasers use energy.
Explosive use ammo.
Devices are items that are equiped on your ship for needs.
Devices can come in all ranges such as: Shield Generators, EMP
nodes, Warp Drives, Extra Ammo/Energy Slots, Warp Beacons, Speed
Thrusters, Reinforced Armour Plating and MUCH more.
Customisability - Your ship is HIGHLY customisable. You can give
it's own colour schemes and equip it with weaponry and devices.
There is MUCH more detail about the game, but that is just small
stuff. You get the idea of what I'm trying to point out in the
core mechanics.
I will most likely create a topic in the General Project
Discussion about the game and it's details like this where it's
contantly updated.
#Post#: 15--------------------------------------------------
Re: Starting off
By: barfyeahturtle Date: January 8, 2012, 10:09 pm
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Sounds fantasic! :D
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