Author Topic: StarLife - an indie sci-fi 4X in making  (Read 2172 times)

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StarLife - an indie sci-fi 4X in making
Hiya guys, I'll advertise a bit, hope you don't mind (is it the right forum?)

We’re Purple Orange Games, and we are currently developing StarLife, an independent sci-fi 4X game. We already have a tech demo showing rudimentary combat and currently are preparing for a Kickstarter that will air early April.

Though the space strategy genre never really died out, newer releases have not even come close to the venerable ancestor, Master of Orion, they lacked that special something that made it one of the best games of all time.

Our goal, of course, is to rectify this situation.

Our core design philosophy includes:

- Varied races with unique gameplay - +10% growth? Research halved? A bonus to combat efficiency? Meh. These are not game-altering changes. We strive to make species really different. Each one is going to have a trait, ability, or gimmick that forces the player to readjust to a new strategy.

- Complexity as a means to an end – most of today’s games are catered to the casual gamer, and thus stripped of many features and lacking depth. On the other hand, we feel that stockpiling gimmicks and mechanics that have no real influence on the game’s flow and only make playing more of a chore is a dead end. Complexity is a must, but it has to serve the player, not the other way around.

- Technology more than just a linear progression – again, latest 4X games struggled a lot with coming up with a sensible tech system. Separate trees that you select and research one by one are not interesting the slightest. In Starlife, we are trying to put some meat on these bones.

- Quick, but tactically satisfying combat – battles are one of my favourite parts of strategy games. Unfortunately, most of the time they are considered of secondary importance and are either simplified or tend to drag. Starlife will feature hex-based combat system rooted in board games that is quick to resolve and offers a tactical challenge.

- No unnecessary micromanagement – Micro is always a bane of 4X in longer, bigger games. Our plan is cutting down on it without limiting players’ choices.

- Your subjects are living creatures (unless they’re robots) – Have you ever felt that those billions of subordinates on your colonies are mindless drones that need constant babysitting? Well, we have. That’s why in Starlife citizens actually have will of their own. They are quite helpful, but, if mistreated, can make your rule a pain.

- A completely revamped diplomacy system, based on intentions. You can read more about it on our site.



OUR SITE

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OUR PROFILE ON INDIEDB

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Offline BloodEagle

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Re: StarLife - an indie sci-fi 4X in making
@all points: How are you going to do that?

 

Offline Dragon

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Re: StarLife - an indie sci-fi 4X in making
Turn based or RTS? If it's turn based, then we've got enough of them already, but an RTS would immediately grab my attention.

 

Offline TrashMan

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Re: StarLife - an indie sci-fi 4X in making
You'd think the "End Turn" bottun on the interface would be a dead giveway, no?

On another note, I'll never say no to a good game. Assuming it delivers.
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Offline headdie

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Re: StarLife - an indie sci-fi 4X in making
I am going to cautiously quote the forum conduct guidelines.


Additionally, any links provided in your posts, forum profile or signature, PM's or other communications on this forum should not be related or associated with advertisement, farming, phishing or other activities of a dubious nature (Spam, warez, pornography, Ad Revenue). Promotion of community projects or personal (related to community) sites are all well and fine, but advertisements, money pot links or search result links will be considered as Spam (as they are) and will be removed with a warning given. Ignore that warning or continue the activity, and your account will be removed.


Now I say cautiously because I don't mind advertising from the out side world so long as the advertiser is willing to engage in meaningful discussion with the community when queried about the project.

that said I will now leave the thread alone.  admins and mods if I have stepped on your toes with his post I apologise for that.
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Offline karajorma

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Re: StarLife - an indie sci-fi 4X in making
Saved me from posting pretty much the same thing. :D

Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Dragon

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Re: StarLife - an indie sci-fi 4X in making
You'd think the "End Turn" bottun on the interface would be a dead giveway, no?
Didn't notice that. Well, I suppose it's back for waiting for a successor (in spirit and gameplay, not necessarily the name) of Imperium Galactica to show up. Some other people here might find this interesting though.

 

Offline Ghostavo

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Re: StarLife - an indie sci-fi 4X in making
- Varied races with unique gameplay - +10% growth? Research halved? A bonus to combat efficiency? Meh. These are not game-altering changes. We strive to make species really different. Each one is going to have a trait, ability, or gimmick that forces the player to readjust to a new strategy.

Could you give an example?

Quote
- Complexity as a means to an end – most of today’s games are catered to the casual gamer, and thus stripped of many features and lacking depth. On the other hand, we feel that stockpiling gimmicks and mechanics that have no real influence on the game’s flow and only make playing more of a chore is a dead end. Complexity is a must, but it has to serve the player, not the other way around.

Again, example?

Quote
- Technology more than just a linear progression – again, latest 4X games struggled a lot with coming up with a sensible tech system. Separate trees that you select and research one by one are not interesting the slightest. In Starlife, we are trying to put some meat on these bones.

Erm... example?

Quote
- No unnecessary micromanagement – Micro is always a bane of 4X in longer, bigger games. Our plan is cutting down on it without limiting players’ choices.

It's becoming repetitive but, example? This specifically has turned somewhat disastrous on some games that tried to combat this, MoO3 for example split the series fanbase in regards to this.

Quote
- Your subjects are living creatures (unless they’re robots) – Have you ever felt that those billions of subordinates on your colonies are mindless drones that need constant babysitting? Well, we have. That’s why in Starlife citizens actually have will of their own. They are quite helpful, but, if mistreated, can make your rule a pain.

Is this going to be any different from how other turn-based games handle population unrest?
"Closing the Box" - a campaign in the making :nervous:

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Offline Flipside

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Re: StarLife - an indie sci-fi 4X in making
The one real advantage of turn-based games over others is that you can put a lot more cycles into AI, I can deal with turn based as long as I feel I am getting my moneys' worth from the lack of instantaneous response. I'm actually trying to decide between turn-based and Real Time for something I'm writing, because it means I can use far more complex pathing and decision making routines for the former, but at some sacrifice of realism in the gameplay.

  
Re: StarLife - an indie sci-fi 4X in making
Sorry for the lack of responses earlier. The details are still being refined, that's why there weren't any concrete examples posted before.

Turn based or RTS? If it's turn based, then we've got enough of them already, but an RTS would immediately grab my attention.
turn-based. I'm not a big fan of RTS's (and that's an understatement), but if you are, try Star Drive - another indie, it's in beta currently, you can grab it on Steam. Pretty good for what it is.

- Varied races with unique gameplay - +10% growth? Research halved? A bonus to combat efficiency? Meh. These are not game-altering changes. We strive to make species really different. Each one is going to have a trait, ability, or gimmick that forces the player to readjust to a new strategy.

Could you give an example?
Sure.
Humans have a Council, which you cannot defy too much or you'll get denounced from your position.
The Empire are powerful but sterile, you have to "farm" enemies to grow.
Krom slowly destroy planets they inhabit, forcing them to move colonies in the longer run.
Descriptions of the first two have already been posted on our site, if you want more info.


Quote
Quote
- Complexity as a means to an end – most of today’s games are catered to the casual gamer, and thus stripped of many features and lacking depth. On the other hand, we feel that stockpiling gimmicks and mechanics that have no real influence on the game’s flow and only make playing more of a chore is a dead end. Complexity is a must, but it has to serve the player, not the other way around.

Again, example?
See below or read bout our take on diplomacy

Quote
Quote
- Technology more than just a linear progression – again, latest 4X games struggled a lot with coming up with a sensible tech system. Separate trees that you select and research one by one are not interesting the slightest. In Starlife, we are trying to put some meat on these bones.

Erm... example?
For one, there will be four ways of researching tech: standard research, standard diplomacy/espionage, but you can also order your civilians (see below) to do some for you, and there's prototyping - which is using a (for example) captured ship with unknown tech inside. Each way gives a bit different bonuses.
Tech tree itself is a kind of combined MoO-like tier system at first with a proper tree (prerequisites, mutually exclusive designs, etc.).

Quote
Quote
- No unnecessary micromanagement – Micro is always a bane of 4X in longer, bigger games. Our plan is cutting down on it without limiting players’ choices.

It's becoming repetitive but, example? This specifically has turned somewhat disastrous on some games that tried to combat this, MoO3 for example split the series fanbase in regards to this.
Agreed that locking the player from too many options is not a good idea. See below (again).


Quote
Quote
- Your subjects are living creatures (unless they’re robots) – Have you ever felt that those billions of subordinates on your colonies are mindless drones that need constant babysitting? Well, we have. That’s why in Starlife citizens actually have will of their own. They are quite helpful, but, if mistreated, can make your rule a pain.

Is this going to be any different from how other turn-based games handle population unrest?
Unrest is one thing, and it'll probably won't stray too far from the established.
I'll just

Most of the planets are colonized and governed by civilians. They pay taxes and erect improvements by themselves. You don't control them personally (though you can adjust farmer/worker/scientist/trader ratios) - though you can tell them to colonize a specific planet or use a particular policy. Rather than queuing production on every planet (a thing that I absolutely can't stand in long-running MoO or MoM games), you will have to keep civilians in check without angering them too much.
Some planets are military stations, and those are controlled directly by the player.
Ships. You simply order them, and they are built as quickly as resources enable. You need not pick a specific planet.

More about ships:
Scout and colony vessels are controlled normally, you ask them to explore or colonize a specific system or a planet and they do.
Military armada is completely different. Individual ships cannot commanded, but of course you can divide your armada into fleets. Normally, fleets are confined to your territory. You can send them on patrol or to guard a specific position.
Now, when you want your fleet to attack, you choose it, designate the target, pick if you want a full frontal assault or a hit-and-run or whatever, it shows you how long will it take for the fleet to get there, and you confirm the order. While underway you could ask them to return if, for example, you've been attacked in the meantime. Enemy can detect your ships if it has radars (which can be countered by masking devices) or a spy network in your empire and react accordingly.

As I've said, the systems are still in motion, so excuse me if it's too vague.