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Theme

Space, trading, exploration, empire building, economic management

Genre of the game

Turn-based 4X, with "real-time" a distant future possibility

Platform of the game

Possibly http://jmonkeyengine.org/

Something that can actually be used cross-platform (PC, console, mobile) would be really good, if possible.

Type of Game

Overview

  • Multi-player, "pseudo 3D", turn-based options for cooperative / competitive?
  • "pseudo 3D" would be cooler if we could figure out a true 3D
  • square or hex-based maps in true 3d it would be cool to have "cubes" or some other geometric shape
  • economic simulation

Goal of the game

Variable goals. Much like several of the other inspiration games:

  • Connecting portions of the universe
  • Putting other players out of business
  • Achieving certain economic coals
  • Etc.

Game play mechanics

  • Star systems have "slots" for improvements

The mechanics need to be revisited given the interesting thoughts uncovered on resources and "economies".

It would be super interesting to have no "money", but rather to have statistics of wealth, influence and tech, and spheres of reach, that determined both what you could build and how far away you could get.

  1. Just before a player's turn begins:
  2. "income" and "expenses" are calculated and tallied against the current balances
  3. influence is calculated and territory may change hands
  4. The player can move assets (ships, trading platforms, whatever) around on the board up to the maximum number of movement points
  5. The player can initiate construction of items
  6. The player can purchase things
  7. The player can trade with other player or enter into agreements

Resources

Overview

Various resources are available in the galaxies that players will uncover. Pre-existing Civilizations in these galaxies may desire certain resources and be willing to pay a premium.

Resource Categories

  • Precious Metals
  • Base Elements
  • Produce
  • Animals
  • Energy
  • Water

Raw resources can be converted or combined into higher-order goods and services that can themselves be resold.

Major buildings, ships and objects

Ships

Since we want to entirely do away with combat, this section needs to be revisited.

There are essentially three ship "types":

  • Trade/Transport
  • Combat
  • Constructor

This does not mean that a Trade/Transport ship may not have combat capabilities, but it will be nowhere near as fast as a combat ship. Similarly, a combat ship may be able to transport goods, but will have nowhere near the same capacity.

The constructor ship is used to build items in newly discovered areas (for example, an outpost, or establish a settlement in a system).

Outposts / Stations

Outposts and Stations serve several functions

  • Can be parts of a trade route for warehousing
  • Exert influence in an area
  • ??

Can they move?

System Improvements

The construction and purchase of system improvements enables the player to:

  • Gain access to and construct additional or different ships
  • Convert/combine raw resources
  • Gain access to and construct outputs / stations
  • Enhance influence in an area
  • ??

Warp Routes

Warp routes can be constructed in order to enhance the speed of travel of ships.

Can players who have an agreement share/use other player warp routes?

Music and sounds of the game

Anything special about the game

Notes and References

Game Design Documents

Interesting Mechanics / Thoughts

There are a few interesting posts that are worth exploring as it relates to game play mechanics and resources:

[http://projectperko.blogspot.com/2016/05/tech-economies-in-galactic-line.html](Tech Economies)

  • Originally had written: Not really "tech trees" but certain things may be required to be purchased/built before later things can

    This should probably be revisited as it relates to "tech economies"

[http://psychochild.org/?p=1377](Designing away the economy)