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[Game] Capital Defense (in develpoment)


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#1 nitrogenfingers

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Posted 18 February 2013 - 02:50 AM

I've had an idea for a game I think will work well in CC. I've named it Capital Defense: Battles in the Short Arm, and I think it has great potential. However,
- It's massive
- It requires some nice graphics
- It's going to take awhile
- It needs refinement.

I've posted the high concept, with the major game play features and a bit of the setting. Here's a short version, and the longer one is in captions below:

The Short Version


The player commands a Hulker, or a "Class A Space-Based Vehicle", and commands what can become a small fleet. Hulkers are capital vessels, with large cargo bays, multiple weapon platforms, as well as room for expansions like FTL drives, hangers and other weapons. They can also hire other freight ships to form a convoy, and purchase fighter craft to rest beneath her wings for combat engagements.

The player always sees action from the first person. He sits at a console on his ship and makes commands from there. He has access to a large number of menus, and is also able to travel to other parts of the ship to set commands and orders. Commands the player manages include navigation to various regions, communication with other vessels, commanding ship behaviour in battle (various divisions like turret focus, shield positions, deployment of crates etc.), trading, money management and so on. Inspiration comes from games like Sid Meier's Pirates! and Escape Velocity, with an emphasis on tactical combat, resource and ship management.

More Detail

Spoiler

I've yet to make much of a start on this because it's already clear this is going to be big, and it may take some time, especially with my other projects on the boil. So I'm posting it now with the hopes that some of you guys might be excited by the idea and have some ideas of your own on how to make it more interesting, or better still you might be a skilled programmer with some free time willing to lend a hand.

Either way looking for feedback. I'll post some concept art as dev goes on, and will move this to the program section when something playable has been released.

NF

#2 ikke009

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Posted 18 February 2013 - 02:58 AM

Sounds great, it makes me think a bit of Star control 2, though I don't think that's quite what you're going for.. I would love to lend a hand on this project, would that I had more time on my hands with school and various other projects of mine own. I'll make sure to post any good ideas I get!

#3 Exerro

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Posted 18 February 2013 - 03:15 AM

I really want to make a game i just haven't had any ideas yet...this sounds great i hope i can help
I just left for half term as well so i should have a lot of free time on my hands
Also, i love sid meiers pirates its one of my favorite games so if this is anything like it ill be stuck on it for hours

#4 GravityScore

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Posted 18 February 2013 - 03:33 AM

Holy crap nitro............ This is one freaking massive game.

This would be so fun to code :P Mind if I join in?

I made an outline of sorts of the features of the game based on your finer detail. You can add/subtract things if you want.
Spoiler

Damn it screwed my indenting up...

#5 nitrogenfingers

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Posted 18 February 2013 - 03:36 AM

I've done a little concept art for how this game might look.

Posted Image
Here's a picture of what the battle overview might look like. It shows the player in an engagement with another hulker on the starboard side. The player has chosen to move his hulker forwards to better line up his batteries to attack the enemy. Below, the status of various systems is displayed with coloured lights.

Posted Image
This is what a report on system status might look like. This keeps track of how much damage has been done in each region, and how many crew hands each section is short (should probably show a total as well). This player has suffered some ancillary damage to the power generator and the engines have been knocked offline with concentrated fire.

Posted Image
The player is able to redistribute power to his shields here. The total shield strength is displayed, as well as how much is going to each part of the ship. The player has chosen to more carefully defend the starboard (probably to avoid further power damage, leaving slightly below average shielding to the aft and completely exposing the port side. The enemy's relative position is displayed, so the player knows roughly where best to defend.

#6 bjornir90

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Posted 18 February 2013 - 03:38 AM

Wow ... This looks amazing ! However are you sure for the first person ? A computercraft's screen is very small so fort fake 3D for the first personn this will be near impossible ....

#7 Exerro

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Posted 18 February 2013 - 03:43 AM

Will it be realtime and how 3d will it be? I think if its 1st person realtime 3d with loads of complex ships flying around then the screen will just look like a mess...maybe aerial view is a better way like ftl?
All the pics look amazing though :D

#8 GravityScore

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Posted 18 February 2013 - 03:46 AM

View Postawsumben13, on 18 February 2013 - 03:43 AM, said:

Will it be realtime and how 3d will it be? I think if its 1st person realtime 3d with loads of complex ships flying around then the screen will just look like a mess...maybe aerial view is a better way like ftl?
All the pics look amazing though :D

View Postbjornir90, on 18 February 2013 - 03:38 AM, said:

Wow ... This looks amazing ! However are you sure for the first person ? A computercraft's screen is very small so fort fake 3D for the first personn this will be near impossible ....

I agree that the 3D view will be kind of hard. I like the idea of using an aerial view (like FTL) though.

#9 nitrogenfingers

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Posted 18 February 2013 - 03:51 AM

I chose first person because the aerial overhead view wouldn't really do justice to what it's like to captain a massive capital ship. It's unlikely the player will jump behind the controls and start flying the thing around in 3D space- they'll mostly be watching tactical overlays during battle, and sitting in front of the viewscreen watching space go by, occasionally answering comm messages, ordering the crew about and generally just being a captain. I chose Pirates as an example inspiration because I don't imagine this game being like most space combat games, with WWII-inspired dogfighting mechanics. You'll probably never even see your opponent, as they're too far away, just as in ship-to-ship battles on the Spanish Main it wasn't until you wanted to board your enemy that you caught much of a glint of the ship up close. I imagine it being more like... Battlestar Galactica for example, with the captain and XO in the CIC, watching the action and communicating with the crew while maneuvering the ship and launching vipers.
I've not played FTL but I think I'm going for quite a different game. Combat will be more like a game of chess from how I see it. Incidentally, those overlays probably will be 2D and overhead.

#10 nitrogenfingers

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Posted 18 February 2013 - 03:54 AM

Oh and I quite liked your list GravityScore :) Fire me a PM or something and we'll talk about it.

#11 Exerro

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Posted 18 February 2013 - 03:55 AM

When can we start? It sounds like a great game :D my only suggestions are having an unlimited randomly generating galaxy where there are no limits...like minecraft but the blocks are solar systems and planet colonisation where you can build walls and buildings that get you extra resources etc... :l

#12 Leo Verto

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Posted 18 February 2013 - 04:42 AM

Wow, mind blown again, you sir are the most amazing member of this community!

#13 Bubba

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Posted 18 February 2013 - 05:43 AM

This sounds and looks awesome. I have a few questions though:
- What might the ship controls be like? Type coordinates into a menu or click and drag?
- Would this be a multiplayer game?
- If singleplayer, how in-depth are you thinking the "AI" will be?

And a suggestion:
To keep in line with ComputerCraft (or just for the sheer "coolness" of it), I think that additionally to the menus there should be a console which allows you to enter the same commands that you would do with multiple GUIs otherwise. I'm faster at typing on a keyboard than clicking about an interface, and really advanced players would be able to visualize the battle in their head. Perhaps there should also be a system query lookup in the console to allow everything to be managed from it if you want.

Are you programming this by yourself or with a dev-group? If the latter, I would love to help. I wouldn't always have the time to what with school and everything, but even being a small part of the project would be awesome.

#14 nitrogenfingers

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Posted 18 February 2013 - 11:40 AM

View PostBubba, on 18 February 2013 - 05:43 AM, said:

This sounds and looks awesome. I have a few questions though:
- What might the ship controls be like? Type coordinates into a menu or click and drag?
I expect most interactions will be through a series of graphical menus. The screenshots above are all mouse driven- clicking to select a location to move to, or selecting a section of the ship to query (later to target for enemies), or to increase shield levels at different areas. Rather than all being textual I hope pictographic representations will be available, so perhaps having a small map of the hsip that can be selected to choose where to move to, rather than just selecting a textual "move" option, and moving there. I want the player to feel very much as though he is not just something hovering above a ship but is actually in it, running things from the inside.


View PostBubba, on 18 February 2013 - 05:43 AM, said:

- Would this be a multiplayer game?
The core of the game will be single player, but I see no reason why a multiplayer shouldn't exist. Granted there will be so much ability to customize your play style, I think it would be really cool to take the hulker you've created in single player and pit it against your friends.


View PostBubba, on 18 February 2013 - 05:43 AM, said:

- If singleplayer, how in-depth are you thinking the "AI" will be?
Rather like the player, enemies will have a lot of different hulkers available. I expect they will have a series of behaviours, ranging from defensive to aggressive that will modify their tactics in battles. I can imagine they will eventually get quite complex, but I'm not one to shrink from a challenge :)

I like your idea of having a console where the user can create custom queries- I've always been a fan of providing multiple interface methods to suit the user, and that fits the bill nicely. My one concern is as this will be a real-time tactical game, most console output will not be presented in real-time, so the user may find himself relying on out-of-date information if he's forgotten to check frequently enough for positions etc.

As for how this is made, I'm really not sure. History has demonstrated I'm not a good group manager. I think I submitted the topic hoping that I could get a bit of feedback from the community as to whether or not this is a game you'd all like to play (and feedback has been good, thanks everyone), and if some talented and motivated programmer did want to help out they could contact me and we could come to some sort of an arrangement. As this is a very large, technical and very challenging project I'd need to verify people who want to help out are suitable; that is
- They have some free time to meet and work on it
- They have worked on games before, or have some portfolio of projects
- They have something they can bring to the project, ideas or technical info or something.
I guess send me a message on the forums or youtube or something if you're interested.

#15 Tiin57

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Posted 18 February 2013 - 11:51 AM

Would you mind if I used this idea, but made it in Java, developed the concept some more, and gave you credit for the idea?

#16 nitrogenfingers

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Posted 18 February 2013 - 12:26 PM

Yes I would mind! Don't suppose I can really stop you though, but I posted the idea hoping people would provide feedback and help me make it, rather than take it and do it themselves.

#17 Dlcruz129

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Posted 18 February 2013 - 12:38 PM

View Postnitrogenfingers, on 18 February 2013 - 12:26 PM, said:

Yes I would mind! Don't suppose I can really stop you though, but I posted the idea hoping people would provide feedback and help me make it, rather than take it and do it themselves.

That's a valid argument, however he offers no competition, as his is written in Java. Just my two cents.

Edit: Meh, back on topic: Good luck! I look forward to another one of your amazing programs Nitro!

#18 Bubba

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Posted 18 February 2013 - 01:16 PM

View Postnitrogenfingers, on 18 February 2013 - 11:40 AM, said:

I like your idea of having a console where the user can create custom queries- I've always been a fan of providing multiple interface methods to suit the user, and that fits the bill nicely. My one concern is as this will be a real-time tactical game, most console output will not be presented in real-time, so the user may find himself relying on out-of-date information if he's forgotten to check frequently enough for positions etc.

My thought is that you could have it one of two ways:
1. A chat like system which outputs new events above the user input text box. You could filter the amount of things which are shown in the settings or through a command, or even capture only specific data with a command.

2. A split screen. One side with the console, the other side with new info on it.

#19 nitrogenfingers

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Posted 18 February 2013 - 02:30 PM

I like both ideas- so much in fact I've combined them:

Posted Image

#20 Tiin57

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Posted 18 February 2013 - 02:35 PM

View Postnitrogenfingers, on 18 February 2013 - 12:26 PM, said:

Yes I would mind! Don't suppose I can really stop you though, but I posted the idea hoping people would provide feedback and help me make it, rather than take it and do it themselves.
Right. Well, I can't help, me being crap at Lua, but I will respect your wishes.





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