Hajo
Liturgist
xJEDx said:Are you still working on the project? The site doesn't seem to have been updated in over a year. Skip The Jungle and make the space exploration cRPG! Please! The graphics look great, by the way.
I'm pretty much stuck with the design of the space exploration game.
The problem in that project is that there is a whole galaxy to explore. First this seems to be a good thing, and I was pretty proud of my solar system generator, but actually the size bears some problems:
The game is played on a personal scale. This means the most detailed level (inside buildings, space ships and space stations) is 1mx1m. But there buildings, cities made of buildings, planets with cities and space stations, solar systems with a lot of planets and space bodies, and a whole galaxy of solar systems.
City maps should have a scale of 10mx10m
Planet surfaces should be mapped at 1kmx1km ... 100kmx100km
Inside solar systems there are distances of millions of kilometers.
The game needs to provide reasonable and intersting content on each scale. IMO it's impossible to design this by hand. Using random map generators bears the problem that the maps will be similar at some point, and the player will notice this. Thus the thing eventually gets boring.
The world is too big to create proper content on all scale levels, I'm afraid.
I think the core problem of the idea, that on one hand, the games is played on a personal scale - the PC walking around, and interacting with his environment. On the other hand, there are cities, planets, solar systems, a whole galaxy of solar systems.
I guess I would have continued if I could've solved a few problems:
- I need a good generator for space stations (interior, layout)
- I need a good generator for cities (roads, buildings)
- The buildings/space stations need inhabitants, who can be talked to
and who can give quests and informations. I have no idea how to do that
(by random?) in a game of that scale? - I must admit I have no idea how
to implement smalltalk with NPCs on a random basis at all
Another problem was player motivation. I wanted to create a less combat centric game. Thus the traditonal empowering scheme (upgrade equipmnet, fight even stronger foes) can't be applied. I wanted the game to focus on social reputation and scientific advancement. Both handled by the research of alien artefacts.
Scientific research turned out to be much less fun than combat. It is less thrilling and often very repetitive. I'm afraid it will beocome boring very soon.
Modeling social/reputation effects seems to be difficult, but probaly it could be made into the game somehow.
I admit I'm not a good enough game designer to solve the problems. I've given up.
Today I'm of the opinion that the whole concept won't work - maybe if a team of people tackles the problem and manages to craete content for all the different scale levels, but no for a single person hobby coder like me.
This means, I'm back to the things that I can do: mostly I'm working on the engine, and to show off the capabilities I'm working on the example game "The Jungle". I'm more of a programmer than a designer, and my tries to get help failed so far. "The Jungle" is a very traditional game, and it can borrow concepts from a lot of existing games. This is much easier than designing a whole new game.
I'm sorry, I've had to learn that there are limits for me
I've tried to get help, someone who is a better designer, and who also can help to write level templates, edit config files and arrange the content of the world. There've been a few contacts, but nothing successful so far.
I must admit, I probably just have too little time that I can spend on this project.