This is the first one of my reports about the openciv3 project. I will continue making these at least weekly, or more often if need arises.
During the last weekend, we had two very useful meetings, and I am happy to report that we managed to kick the project well underway. In a month or so, we will have much more to tell you. Here are some things we have decided about, that might interest you:
-the project's name, for now, will be openciv3. It's not final, and we will make a better one when the game is more finished, but this one will be used until that.
-The game will not be a clone of any existing game, and neither a vision of civ3, but an ultimate open source empire-building game. What this means, we'll see.
-One of the main features of the game will be an easy modification and extending. We hope to create a good documentation, so anyone can be developing this game to be the best TBS game.
-The game will be turn-based. There are no plans about real-time game, but even if it will be used, the turn-based system will be an option. There has been some talk about the possibility of using simultaneous turns, but nothing has been decided about this, and we don't yet have any idea how this would work.
-The AI will be one of our main concerns. We are hoping, that our game would eventually feature the best computer-opponent AI ever seen on TBS. Most game elements, like cities, units etc. will have some ai. This means, that the player will be able to set most things under computer control. The AI will be made as easily modificable as possible.
-Map will be tile-based, and hexagon tiles are used. The map's main purpose is to be informational, but everything is done to make it good-looking.
-Right now, I am personally working with the map system. I created a simple demo showing the possible map system that will be used. You can download it from my page at www.kolumbus.fi/amjayee. The demo map is small and I will make a better one, but perhaps it will give you an idea of what the map might look like. There's also the source of the demo in the zip, but it's not official and doesn't belong to the game yet.
The map looks 3d, but it is actually only simulating a 3d-looking map on a planar surface. This will increase the performance of the game, and make it easier to place the cities etc. on the map. I think this is how it will be done in the final system, too. It will also be possible to turn off the height-mapping and allow the player to view the map in 2d. The tile borderlines are not visible right now, but there will be an option to turn them on.
Later I plan to make a real 3d-map, that could be an option for the player, but right now I will concentrate on the system featured in the demo.
Give me some feedback about the demo map, and also any suggestions about other game areas. This forum will be used for discussing
the design issues, and at least I will be monitoring it daily. All ideas presented here will be heard by the openciv3 team. Also the list of ideas for Firaxis will form the basis for the final game system.
Looking forward for good cooperation,
amjayee
a member of openciv3 team
During the last weekend, we had two very useful meetings, and I am happy to report that we managed to kick the project well underway. In a month or so, we will have much more to tell you. Here are some things we have decided about, that might interest you:
-the project's name, for now, will be openciv3. It's not final, and we will make a better one when the game is more finished, but this one will be used until that.
-The game will not be a clone of any existing game, and neither a vision of civ3, but an ultimate open source empire-building game. What this means, we'll see.
-One of the main features of the game will be an easy modification and extending. We hope to create a good documentation, so anyone can be developing this game to be the best TBS game.
-The game will be turn-based. There are no plans about real-time game, but even if it will be used, the turn-based system will be an option. There has been some talk about the possibility of using simultaneous turns, but nothing has been decided about this, and we don't yet have any idea how this would work.
-The AI will be one of our main concerns. We are hoping, that our game would eventually feature the best computer-opponent AI ever seen on TBS. Most game elements, like cities, units etc. will have some ai. This means, that the player will be able to set most things under computer control. The AI will be made as easily modificable as possible.
-Map will be tile-based, and hexagon tiles are used. The map's main purpose is to be informational, but everything is done to make it good-looking.
-Right now, I am personally working with the map system. I created a simple demo showing the possible map system that will be used. You can download it from my page at www.kolumbus.fi/amjayee. The demo map is small and I will make a better one, but perhaps it will give you an idea of what the map might look like. There's also the source of the demo in the zip, but it's not official and doesn't belong to the game yet.
The map looks 3d, but it is actually only simulating a 3d-looking map on a planar surface. This will increase the performance of the game, and make it easier to place the cities etc. on the map. I think this is how it will be done in the final system, too. It will also be possible to turn off the height-mapping and allow the player to view the map in 2d. The tile borderlines are not visible right now, but there will be an option to turn them on.
Later I plan to make a real 3d-map, that could be an option for the player, but right now I will concentrate on the system featured in the demo.
Give me some feedback about the demo map, and also any suggestions about other game areas. This forum will be used for discussing
the design issues, and at least I will be monitoring it daily. All ideas presented here will be heard by the openciv3 team. Also the list of ideas for Firaxis will form the basis for the final game system.
Looking forward for good cooperation,
amjayee
a member of openciv3 team
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