Our StarTrek Game JAM project (The Age of Kahless - First Blood)
So I discovered the Star Trek game jam (yesterday) and well let me be frank. I can't pass that up.
https://itch.io/jam/star-trek-jam
We have decided to build an RTS mostly because we love RTS games and partly because it's a game with a lot of opportunity to learn about balance and game play dynamics.
I will keep the post more about the goals we are looking for then the design details. Those details are on our Wiki as a game design document as apposed to here. Mostly so we can keep referring to them as we go. If you more interested in the numeric and building lists and stuff they available here http://info.celestial-games.com/doku.php?id=taok
Design goals.
Some of the current story.
Like a hungry snake swallowing all the Romulan fleet raided the quadrant. Each planet robbed of its resources then left, desolate, consumed, and dying. But when the snake reached Qo'noS it was to learn Qo'noS is a bitter world to swallow.
More background
The Romulan’s had broken away from Vulcans only 500 years previously. A young race, a race that was still to find its footing. With only a handful of sub light space craft still operational. Raiding parties left the safely of their new home world to look for worlds rich in resources they could plunder and bring home to Romulas to build their new empire.
Sorry no pictures of screen shots yet, we only started on this yesterday. I will be adding to this post almost as a diary. We have a habit of forgetting to talk about what we up to so this will be good practice.
PS: If you a solid trekkie and keen to cooperate with us on the project please get in touch. Or if you also doing the Jam let me know would love to see what others are doing too.
https://itch.io/jam/star-trek-jam
We have decided to build an RTS mostly because we love RTS games and partly because it's a game with a lot of opportunity to learn about balance and game play dynamics.
I will keep the post more about the goals we are looking for then the design details. Those details are on our Wiki as a game design document as apposed to here. Mostly so we can keep referring to them as we go. If you more interested in the numeric and building lists and stuff they available here http://info.celestial-games.com/doku.php?id=taok
Design goals.
- Stay as true to the Cannon as we can.
- Design each race to be driven by factors that suit them.
- Fewer types of units and buildings with more tiers of subtle interaction.
- Each side should have different goals that force a clash.
- Design the game so that turtleing(not sure if this is even a word) is a bad choice not a good one.
- Try limit the design scope to be achievable in the time allocated.
Some of the current story.
Like a hungry snake swallowing all the Romulan fleet raided the quadrant. Each planet robbed of its resources then left, desolate, consumed, and dying. But when the snake reached Qo'noS it was to learn Qo'noS is a bitter world to swallow.
More background
The Romulan’s had broken away from Vulcans only 500 years previously. A young race, a race that was still to find its footing. With only a handful of sub light space craft still operational. Raiding parties left the safely of their new home world to look for worlds rich in resources they could plunder and bring home to Romulas to build their new empire.
Sorry no pictures of screen shots yet, we only started on this yesterday. I will be adding to this post almost as a diary. We have a habit of forgetting to talk about what we up to so this will be good practice.
PS: If you a solid trekkie and keen to cooperate with us on the project please get in touch. Or if you also doing the Jam let me know would love to see what others are doing too.
Comments
This would be a lush region, I am planning lush, swamps and desert regions.
So its a unity terrain, with painted textures spread very far (So green is not a solid green but rather a rolling one, just makes the eye a little happy.) and some alterations to how the terrain sees its edges.
A bit of noise to make the flat bits more interesting. We also added a few prototype low poly tree's and rocks.
Edge detection filter was critical to help separate the area's.
All in all I am comfortable that building levels like this will take an 2-4 hours. Its still a lot of work but should be quick enough.
I have been tinkering further with the camera does anyone here have any strong preferences for either of these two modes.
Travis
We hope they identifiable enough, bit difficult to make too drastic changes to the models :) mostly I am just adding cubes to each. Programmer art is not the best.
Here are some pics of the current game
More available on the Wiki if you eager to see.
Green and brown units on a green and brown terrain are either difficult to see, or could be worked in as stealthy mechanics...
Love the theme, and it is such a cool JAM theme too. Now I kinda wish there was a Stargate version.
Makes it easier to get immersed into the world.
Sadly, I'm not sure if we will finish on time as we're still only assembling now :S
We back on it, now with more space to do the things we want.
We using it to prove the grounds for Snap UI and testing the new Unity multiplayer tooling (looks great honestly).
Will keep you posted.