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It depends. Certain gameplay elements- such as sovereign spells or healing abilities- are a lot easier to incorporate in a fantasy setting, and I am sort of fond of Majesty's minimalist pantheon.

The thing you have to appreciate here is that robots and lasers and aliens and spaceships are not, in themselves, science fiction. They're simply products of science fiction- the superficial trappings, as it were. The core and heart of SF is an underlying deference to reason. Conversely, once you start trying to explain magic, it essentially ceases to be magic, and becomes another branch of science. SF and fantasy both involve a willingness to speculate, but one is based on possibilities and the other is based on impossibilities. They can 'blend' to the extent there are concepts which are only very tenuously plausible, but then you have a tendency toward either bad SF and/or contrived, dishonest fantasy. (See also: Treknobabble, or in the case of Battlestar Galactica, Angels Can Explain Anything.)
 
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Man, you are talking to me as if you were a POWER user or something hahahah.i already knew all explanations you´ll gonna give me, but, i had to try....

sorry, my only intrusion on this thread just became a fact because of the dissapointment i felt on knowing you just were making another starcraft...

well, Majestarcraft, to be precise. lol, let´s put some really needed sense of humour here...

Im so sorry, i just dont want to be seen as a troll by saying that, just im sharing what i think...

Im not gonna develop more my theories about this unless you really want to know about them. By your explanations, you seems to know a lot... about your limited and conditioned , by yourself, perspective. You seems to know what you are talking about and you use a lot of well put words on the matter but... there is something that lacks there.
 
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Well, I can't really pretend to originality, but I don't really intend to make 'just another starcraft' in terms of underlying gameplay. What I'm aiming for is something more similar to a later-gen citybuilder married to Majesty's approach to military operations, and- if I get around to it- the level of individual character-personality that you'd find in, say, Dwarf Fortress. (And better AI.) I've been borrowing bits and pieces from a lot of different SF (or SF-esque franchises,) but Starcraft isn't really a big inspiration for me. Dune, on the other hand...

I realise I've mostly been stressing the 'serious' aspects of the setting, but I do intend to inject more humour into the project eventually- I just haven't gotten around to thinking up voicelines for all the various lifepaths yet. Partly I'm annoyed at the degree to which Maj2 realy trivialised the setting, so I guess it's partly a reaction that- but I do understand the concern, and I do 'get' that humour was a large part of Majesty's charm.

I don't object to an honest opinion, but while you're perfectly free to present your own concepts and suggestions, I'm equally free to, well, respond. If you really feel strongly about your ideas, you might consider opening a new thread for your own suggestions. (I reckon some of them could be interesting, if they were cleaned up a bit.)
 
Just standard photoshop- They're not actually vectors, I just use the lasso tool to colour in broad areas of line-art using a multiply filter. (Speaking of which, I've cleaned 'em up a bit: )
flagsconcept.png
 
the first one look like the simbol of th klingon empire, i dont think is a good idea to use such symbol. The blue one also remembers me of some other kind of kingdom or empire but i don´t know wich right now, probably one of star wars.
 
That's true, now that you mention it... I don't think I exactly planned it that way, but I might retweak the design to be safe. It's possible you're thinking of the alliance symbol from firefly?

Not much to report, otherwise. I have a (very) basic traits/skills/lifepaths system up and running, which is nice, but the mechanical effects are mostly 'flavour' for now. Basic recon-flag placement is implemented, but I still need to hook it up to the AI (which is part of the reason I needed a lifepaths system. Characters with the Curious trait and high Observation skill (i.e, Ecologists) *should* be much more willing to explore.)
 
If you are a sci-fi fan and you are aware of many flags used around, your best bet is to create something new on your own on my perspective, originality is a must.

More usefull bug reports, or just personal opinions, will be given once you release a beta (or alpha, whatever) to be tested amongst everyone willing to give it´s opinion on this.
 
True enough- problem is there's very little to *play* at the moment. Just wanted to say the project ain't dead... Again, I'll see what I can do about the flags, but I think some relatively slight changes ought to be enough.
 
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I am very nearly ready for an alpha release at this point. Exploration and combat have both been essentially implemented- I just need to polish up the AI a bit more, hook up credit exchanges, allow shopping for weapons/armour, implementing proper experience-tracking, allow for saving/loading of games, etc. etc. etc. ...It's all doable. I have something that's close to the level of basic functionality in the original Majesty, plus a few extra features- a day/night cycle, practice-based skill-advancement, co-operative exploration, and an economy more reminiscent of the citybuilder series.

For now, a screenshot montage, because I enjoy taunting people.



The vegetation/tile-sets shown are temporary, I'll be replacing those with something more 'sci-fi-y' before the 'official' release. ...If and when I get there...
 
Damn, you are awesome.
Thanks, Cook. :)

I've been giving some thought recently to the overall game economy- again, mostly pie-in-the-sky, for now, but (hopefully) useful as thought experiment.
Code:
RESOURCES

Agriculture:            Protein, Carbs, Greens, Rations.
Industry:               Ores, Parts, Plastics, Antimatter.
Health and Recreation:  Spices, Medicine, Soma, Media.
Infrastructure:         Energy, Water, Life Support, Data.
Note these are all bulk commodities, as distinct from items bought and tailored for personal use: those wouldn't show up in warehouses.

* Protein, Carbs, Greens and Spices can all be processed into either Rations (preserved foodstuffs) or Soma (booze, and/or other mild recreational narcotics.) Spices can also be processed into Medicine. Carbs, Greens and Protein can be either farmed or hunted, and having a variety improves citizen health.

* Energy helps to run industry, and is provided by Reactors. Reactors run on Ore (i.e, nuclear isotopes, fossil fuels, produced in Mines) and can produce Antimatter as a biproduct. Antimatter boosts the efficiency of weapons, ships and armour.

* Carbs or Ore can be processed into Plastics, and Ore and/or Plastics (or, ideally both) can be processed into Parts. Parts are used during the construction of ships and buildings, weapons, armour- everything industrial really.

* Plastics can be processed into garments, and also Media (propaganda, newsreels, advertising, graphic novels, holograms and other 'pulp' entertainment, along with science and/or commercial journals.) Media production benefits from the successful completion of missions and from foreign Media (so that citizens have sources of news.) Data (i.e, internet bandwidth) emanate from your Archives and improve the effectiveness of research and entertainment.

* Water and Life Support (i.e, waste and air reclamation/recycling) may only be important under harsh planetary conditions/severe overcrowding. However, they also reduce squalor and improve the output of agriculture. Both are provided (along with a little Energy,) by your Vault system (which doubles as an emergency refuge.) Reclamators can boost Water production.

* The effectiveness of- and price commanded by- a given good depends on it's type and quality: even humble Rations could sell for a high price if they're made from good stuff and processed with skill. However, Greens, Spices, Media and Antimatter tend to be the biggest earners.

* Infrastructural goods aren't stored in any specific location, and don't require transport, but there needs to be a certain 'amount' of it generated within the settlement as a whole. They are expected to be provided free of charge, don't vary in quality, and can neither be imported nor exported.

* Interplanetary trade in most 'luxury' goods is monopolised by the Spacers (this amounts to any 'personal' items, plus Greens, Spices, Media, Antimatter, and any goods with a quality of 4 or greater. The only other way to import or export such goods is through the Runners, and they'll charge an arm and a leg.) Carbs, Plastics, Ores, Soma, Energy, Water and Life Support can often be cheaply synthesised by the Keepers or Shapers.

* Artificers oversee all Reactors, Mines, and Vaults. Ecologists oversee all Farms, Hunting Camps, Solar Arrays and Reclamators. Physicians oversee the Archives.


Although it seems very rigid, the economy mechanics I'd imagine are actually relatively 'elastic'- having the 'raw materials' for production of a given good makes the process easier (or faster, or higher quality,) but isn't strictly essential to get the job done. (e.g, if you lack Ore, you can still make Parts- but delivering Ore to the Artificer substantially improves the quality of the finished product. Otherwise, it's assumed they scrape together what they need from scrap metal, or the like.)

Similarly, your citizens and heroes don't absolutely need food and water to survive- but if they go without it, their health and morale will suffer, so that they incur penalties to their skill checks and do everything less efficiently. This gives the player a little leeway in establishing the neccesary 'creature comforts' for their settlement without suffering total collapse (and reduces the consequences of slipups in the AI.)


I've been pondering whether it's really worthwhile modelling an economy in this much detail, but I've eventually come to the conclusion that struggles over vital resources or bulk goods in some form have been important aspects of setting (or just plain plot-related McGuffins,) often enough in the genre that it's probably worthwhile. Examples: Soylent Green from, well, Soylent Green, Soma from Brave New World, Tiberium from C&C, the Spice (most notably) from Dune, Unobtainium from Avatar, Dilithium from Star Trek, trafficking in rations, parts, medicines, ceramics, etc in Firefly. Economics can be important because it gives people something worth fighting for.

"Fish! And protein! And plankton! From the sea!" -Box, Logan's Run


Recently read The Left Hand Of Darkness by Ursula le Guin and Red Mars by Kim Stanley Robinson. I thought the former was an interesting counterpoint to Dune (an ice-bound world with no large-scale wars or gender division, with the Ekumen as a benign mirror to the Spacing Guild.) Red Mars seems 'Hard' SF in the tradition of Verne- the science is conservative to the verge of being uninteresting, but it's mostly about the character drama and social side-effects regardless, and it does delve well into the role of ecology and genetics in terraforming.
 
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Vault system == Sewer system.
Condensors/Reclamators == Fountains.
Bastion == Palace/Military base.
Morgue == Graveyard.

These all represent buildings that would appear 'automatically' in Majesty, but I think it might be better to have them placed explicitly, and let the player suffer the consequences of poor investment in infrastructure if they fall behind. (Plus, it would be nice to have all your vault entrances next to guardhouse-equivalents.)

Vaults were originally developed during the Dark Ages as a means of shelter from nuclear attack, but as societies recovered, the Vaults became focal points for trade and urban development, and eventually relegated to the role of underground infrastructure (i.e, life support.) If not adequately maintained, Vaults can become breeding grounds for Roaches, Remoras, and other dangerous life-forms.

The Morgue (overseen by Physicians) allows the bodies of dead citizens to be kept in deep-stasis for autopsy and neurolysis, allowing the possibility of physical or mental reconstruction. Such storage does carry risks- dormant pathogens descended from longevity vaccines or bioweapons can revive the dead as Enraged or Infected, if the facility is understaffed or underpowered.

The basic metaphor I'm using here is that a post-apocalyptic scenario would develop along lines similar to the Middle Ages (because, when you think about it, that's what the Middle Ages were- a post-apocalyptic scenario. They presented societies that arose in the aftermath of the collapse of a major civilisation, combining relatively advanced technology with a level of social organisation closer to the stone age.)
 
Alfryd, as for automatically placed buildings, how about having the basic structure appear without cost, then having Add-ons cost the player some resources ? this way player can choose to develop these structures or not.

The same can be applied to other buildings that springs up due to zoning.
By the way, what's that building with billboard on the topleft screenshot ?

And you have not given me a feedback on my story ? Seen you have read other stories, you must ate mine for snack. :D
 
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Alfryd, as for automatically placed buildings, how about having the basic structure appear without cost, then having Add-ons cost the player some resources ? this way player can choose to develop these structures or not.

The same can be applied to other buildings that springs up due to zoning.
By the way, what's that building with billboard on the topleft screenshot ?

And you have not given me a feedback on my story ? Seen you have read other stories, you must ate mine for snack. :D
Sorry, NF- I *have* been meaning to get around to it...

Uh, the building with the billboard is the Stock Exchange (aka bazaar, aka marketplace.) I'm not entirely happy with the art there (or with the conservatory,) but I'll probably revise those at some point.

The problem with automatically-placed buildings isn't the cost, as such- it's that it's difficult to lay out an efficient (and pretty) infrastructure if buildings spring up in random locations (particularly indefensible ones.) I'm hoping that this can be partially countered by building some basic AI into the placement algorithm (e.g, selecting 'safer' areas closer to useful amenities for housing.)

I do have automatic placement (either implemented or planned) for: roads, plantations, housing, walls (when I get around to it,) and various 'aura' structures, like pylons, irrigation tanks, etc. (a bit like 'zone development' in simcity. Again, once I get around to 'em.)

I know that spontaneous construction helps make the settlement feel more 'alive', but for the most vital, security-sensitive infrastructure, I think it might be fairer to give the player direct control.
 
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What if the player only have to designate a location, then when the building spawns, it'd spawn at that location ?
Well, functionally speaking, that's exactly what happens during regular construction: You pick a location, and once workers get around to building it, it 'spawns' there.

(Oh- wait a minute- the purplish building with a billboard is the Cantina.)

We should probably start thinking about some voicelines. I obviously can't pay for voice actors yet, but I could print them on-screen at least...
 
...Okay-
HERE
-is the download page for a very, very, very early-alpha demo-version of the game for anyone who's interested. In theory, you should just be able to unzip and then double-click on either:
Game_Run_MAC.command OR
Game_Run_Win.bat.
(I apologise for using filedropper, I'll try to get some dedicated file hosting soon.)

I haven't had much luck getting this demo to run well on windows machines, but if you have a recent java JRE installed and OpenGL drivers, it should be okay. At the moment, you can't save or load, and the only functioning flags are for attack and exploration, but the AI is in approximately working order.

While bearing in mind this is an early alpha, I would also like people to be as critical as reasonably possible, and to throw in any wish-list items you might have in mind. So, uh... enjoy. (Hopefully?)
 
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