Post by psiweapon on Feb 13, 2006 0:22:41 GMT -5
Well, I'm posting this because reading about Rasteroid in the presentation page, he reminded me of myself
Beware that this is a long post, but pretty pretty please with a cherry on top read through it and give me a little feedback, I really crave it.
I too enjoy playing and developing games. I play Warhammer40k, several roleplaying games, and on occasion I fool a bit with MtG. But nothing can be compared to designing your own game and playing it. But I ultimately fail to find the right persons to do so, or people willing to support my efforts. Battle Mines and Game of God fill some requirements to make a really awesome game: Strategic, ongoing, and with a "player environment" that's not as wide as to be spread too thin. Plus they are in active development too, even if not too intense. Ok, I admit, this post is, ultimately, a cry for help.
I once started developing a board / PBEM space empires game that, I think, wasn't that much daunting. It included four or five star systems, and a matching number of civilizations. I'm not asking of you to get involved with this (although i'd be more than pleased even if just one of you did!), I'm merely asking you to tell me what do you think of the idea.
The game's premises would be the following:
-Emphasis on thriving rather than warfare.
-Open technical development of each faction, through blind consent of new rules, in this way: when a someone has a new idea, it's submitted to a "game admin", without revealing the sender. When there are a few, all players vote them without knowing who proposed them. New rules are then implemented if they were given support by the majority of players.
-A way of designing your own faction, a la character sheet of RPGs (although it doesn't need to be that much complicated!)
-With a board or without it, I don't really care, although graphical representations of the in-game environment, however complex or not, really get you inside the game.
-Able to support a background story created by the players, not just kill kill kill.
-Environment events, and changeable environment (I.E. possibility to build a sunkiller...)
When I first tried to do this, I managed to get help from three friends and my girlfriend. Each of us designed a civilization, just for showing purposes I'll tell you how they were.
Me: Intelligent and somewhat anthropomorphic wasps, originating from earth (their golden era in our planet would be a lot of years after our extinction) that had to flee their homeworld due to massive planetary alteration gone botch. Highly communal, given human-level awareness and individuality thanks to chemicals produced by their queens, masters of magnetics and nuclear reactor technologies.
My Girlfriend: Reptilian-like, water-dwelling ruthless amazons that went to the stars in search for genetic material to splice with their own species'.
Female Friend: Civilized, kind, physically weak telekinetic aliens on a golden space era, the ones most clearly resembling humans.
Male Friend #1: Flying beings clearly resembling our birds, but with between 16 and 18 eyes in a dynamic sighting array in their heads, taking their first steps in space colonization.
Male Friend #2: Sentient, water-dwelling stones able to shape water around themselves, dull on innovation but masters of mimicking and taking other's ideas, autochton to one of the star systems.
What do you think about this? Do you find any inherent flaw, or any really good thing about them? Do you find the project feasible, or a nice dream that can't possibly become true?
Should I try to find an engine that allows me to play by email, and willing players? Should I try to learn PHP (I've already twiddled with C and have a friend who can teach me loads of things) and follow our beloved (J/K) Rast's example? Should I just scrap it?
I also have ideas for a multi-player world-building game (think multiplayer applied to "Sandbox of God" or Eyezmaze's "Grow" mechanics)
Beware that this is a long post, but pretty pretty please with a cherry on top read through it and give me a little feedback, I really crave it.
I too enjoy playing and developing games. I play Warhammer40k, several roleplaying games, and on occasion I fool a bit with MtG. But nothing can be compared to designing your own game and playing it. But I ultimately fail to find the right persons to do so, or people willing to support my efforts. Battle Mines and Game of God fill some requirements to make a really awesome game: Strategic, ongoing, and with a "player environment" that's not as wide as to be spread too thin. Plus they are in active development too, even if not too intense. Ok, I admit, this post is, ultimately, a cry for help.
I once started developing a board / PBEM space empires game that, I think, wasn't that much daunting. It included four or five star systems, and a matching number of civilizations. I'm not asking of you to get involved with this (although i'd be more than pleased even if just one of you did!), I'm merely asking you to tell me what do you think of the idea.
The game's premises would be the following:
-Emphasis on thriving rather than warfare.
-Open technical development of each faction, through blind consent of new rules, in this way: when a someone has a new idea, it's submitted to a "game admin", without revealing the sender. When there are a few, all players vote them without knowing who proposed them. New rules are then implemented if they were given support by the majority of players.
-A way of designing your own faction, a la character sheet of RPGs (although it doesn't need to be that much complicated!)
-With a board or without it, I don't really care, although graphical representations of the in-game environment, however complex or not, really get you inside the game.
-Able to support a background story created by the players, not just kill kill kill.
-Environment events, and changeable environment (I.E. possibility to build a sunkiller...)
When I first tried to do this, I managed to get help from three friends and my girlfriend. Each of us designed a civilization, just for showing purposes I'll tell you how they were.
Me: Intelligent and somewhat anthropomorphic wasps, originating from earth (their golden era in our planet would be a lot of years after our extinction) that had to flee their homeworld due to massive planetary alteration gone botch. Highly communal, given human-level awareness and individuality thanks to chemicals produced by their queens, masters of magnetics and nuclear reactor technologies.
My Girlfriend: Reptilian-like, water-dwelling ruthless amazons that went to the stars in search for genetic material to splice with their own species'.
Female Friend: Civilized, kind, physically weak telekinetic aliens on a golden space era, the ones most clearly resembling humans.
Male Friend #1: Flying beings clearly resembling our birds, but with between 16 and 18 eyes in a dynamic sighting array in their heads, taking their first steps in space colonization.
Male Friend #2: Sentient, water-dwelling stones able to shape water around themselves, dull on innovation but masters of mimicking and taking other's ideas, autochton to one of the star systems.
What do you think about this? Do you find any inherent flaw, or any really good thing about them? Do you find the project feasible, or a nice dream that can't possibly become true?
Should I try to find an engine that allows me to play by email, and willing players? Should I try to learn PHP (I've already twiddled with C and have a friend who can teach me loads of things) and follow our beloved (J/K) Rast's example? Should I just scrap it?
I also have ideas for a multi-player world-building game (think multiplayer applied to "Sandbox of God" or Eyezmaze's "Grow" mechanics)