Message Board Space Strategy Game Gurps-Rifts Conversion Misc  

Real Time Space Strategy Game

Zog 12-25-03
Blurbs: Not only do ships and equipment have to be built, they must be crewed. Training facilities must be constructed to recruit and train people in the proper operation of ships and equipment. The more patriotic a given region is, the more people will sign up to serve. Ideally, every person's stats will be kept individually, like in Medieval: Total War. Realistically, this may not be possible, in this case, only the higher ranking officers stats may be kept. In this way, a lower ranked person may spontaneously "become" an officer (perhaps some sort of minimalistic stats are kept on lower ranked people (eg battles fought or something)). Once the person becomes an officer, more detailed stats may be kept.

More generally, the game construction will proceed in two very large phases:

  1. Tactical Space strategy game + ship designer. This will be a system similar to homeworld, only on a much broader scale, with the key component of a versatile ship construction system. The concept of "rule-sets" will also be introduced here, with different rule-sets yielding different types of play (eg star-wars vs star trek)
  2. Strategic Space strategy game. This will incorporate the tactical system introduced in the previous step seamlessly into a larger strategy game where more complex economic, political and social issues must be dealt with.

Zog 01-25-01
I've moved the notes here. This page will be devoted to game overview with links to the various parts of the game. I've decided to experiment with the nebula engine to provide a foundation with which to work on.

Having no previous game, experience, don't expect this to have any definite timeline, I have other obligations as well (like work), if this goes as well as I have envisioned in my mind, then I'll eventually do this full time). My plan to prototype the game is as follows:

Stage 1: Space combat prototype

  1. Learn about the nebula engine, more about 3d graphics in general.
  2. develop a simple 3d space combat simulation.
  3. play with AI behaviors; scripting fleet/squad tactics, etc. Play with various weapon/tech types, consider special effects that technologies/races/ships could have.
  4. explore representation of ships: internal component layout
  5. explore scalability issues
  6. prototype combat system
  7. prototype ship design system

Stage 2: Strategy prototype

Stage 3: Design

Stage 4: Implementation/Design Refinement