I like an awful lot of things about this game, but there are one or two things that really have got to go.
1. the name - i dislike any name which uses Civ-something or the word civilisation, the name also doesn't seem to match the content too well - and frankly, it just has too many syllables - you're already shortening it! Names I toyed with include:
Cosmos,
T.U.S. the universal simulator
Sim World,
Man,
Humanity,
Ethnos,
Origin,
Ipsissimus,
Destiny,
Globe,
E,
i'd rather go with something more humourous, but no ideas as yet
2. isometic view.yuck.
the game i began to design almost a year before Civ 1 came out on amiga, was inspired by the amiga version of Sim City:
.http://www.rolemaker.dk/documents/Re...gy/SimCity.htm
and i thought good old SWIV style battles would be lovely, albeit with amusingly animated tiny stick men [less work!]
the third screenshot down
since sim city and civ made the change from overhead to isometric, it has become fashionable, and with the diagonal 3d hills and valleys first seen in Populous now getting everywhere - how can a top down view compete? how can you show lovely rolling countryside in a comparatively satisfying way?
ALTITUDE! - simple, i think - different LUMINOSITY levels. each tile has a biome hue and an altitude luminosity setting, altitude/depth on a logarithmic scale
the overlays need only be for the Tac. and Strat maps, mainly the Tac. Map. and no complex unit icons - just unit types, more detail, the closer the map level, but the bottom two map levels can have most of the detail.
my map design has been one of the core elements to my design since i began. i am talking about a huge map compared to civilisation, split into 5 levels.
below 0m, 0m, 100m, 200m, 400m, 800m, 1.6km, 3.2km, 6.4km, 12.8km [the last one more relevant for the mariana trench, or spyplanes!]
here's how the map system works:
the Earth is 12,756km in diameter [roughly]
so if each km was represented by a pixel, you would have a map 25,512 x 12,756 pixels = 325,431,072 pixels
I decided that as i wanted to have contemporary scenarios, the smallest island nation, Nauru 21sq.km, should be representable by 1 tile.
[Vatican, Monaco, Gibraltar, San Marino, Pitcairn I., Macau etc... will just have to be 1 pixel too]
so each tile would be round to 16 sq. km, or 4km by 4km.
so how many pixels on the world map?
12756 x 6378
81, 357, 768 pixels/game tiles
[or maybe scaled down by a factor of 4 to: 6378 x 3189 = 20,339,442 pixels & game tiles.
the map levels as such
level 5: world map - as mentioned above
level 4: regional map - about 1/6 of the world map, for continental overview
level 3: strategic map - 1/8 of the regional map, for a country level view
level 2: tactical map - 1/8 o the strategic map, the main map to a lagre extent.
level 1: action map - a semi-arcade map of each game tile in detail for city managament a la Simcity amiga, and combat a la Silkworm 4.
cities, being able to sprawl and merge occupying more than one tile, London for example would cover around 90 tiles.
different density levels - depending on the type of housing - oriental cities are frequently more dense than European cities.
and different city layout overlays - some nuclear, some linear some coast hugging. even the concept of dispersed rural villages - a tile which is populated, but has no major centre.
i will have a set of screenshots with a pretty interface included, and maybe a macromedai demo if i can be arsed.
3. the lack of languages - this is another of the sacred calves of my design, as a university educated linguist, i have done extensive research into this, and i think it probably deserves another thread. but to summarize i boiled humanity down to 72 "peoples", which could split into 432 "tribes", and thence into 2,592 "nations". with the additional feature of ethnic mergers and completely new ethnicities - i have a lot to say about your cultural ideas, and i think i can certainly add to that aspect of the game. rather than go on, hold this thought: imagine that the Iroqouis, Cherokee, and Apache indians developed to point where THEY discovered and colonised Europe, and Iroqouis became the Latin, and not just the map but the ethnic makeup of Europe was unrecognisibly different - no Spain, so no Colombia, so no... fill in the blanks.
4. faces. in short, i have a full set of face parts divided into 4 races, enough, i reckon to generate hundres of thousands of unique faces. they were a shared feature of my game "Cosmos" and a football game i designed called "Footy".
i also designed some others "Terry Flinger" a jerry springer - argue-em up/beat em up, "Vinegar Strokes" a masturbation game. and a GTA Vice City like game using the same Cosomos structure really - but that could be a intersting scenario - instead of running a nation - run an organisation in this Cosmos world - even a criminal one!
5. oh yes - Night and Day - i have sprites for each city at night or during the day. my game was not turn based or real time, but "time-advance" a la Deuteros/Millennium 2.2
6. media - i wanted a bit of humour - so i thought that once your nation reaches the contemprary world there should be comedy newspapers and tv news [a footy game feature].
i can churn out a lot of satisfying graphics without much bother once i get going.
i DO like your political depth - i loved Imperium on Amiga.
7. i have some of my own takes on that too
a general designer section , design your own:
flag, political system, religion, social structure, vehicles/vehicle components - screebshots pending.
more later.
jack
1. the name - i dislike any name which uses Civ-something or the word civilisation, the name also doesn't seem to match the content too well - and frankly, it just has too many syllables - you're already shortening it! Names I toyed with include:
Cosmos,
T.U.S. the universal simulator
Sim World,
Man,
Humanity,
Ethnos,
Origin,
Ipsissimus,
Destiny,
Globe,
E,
i'd rather go with something more humourous, but no ideas as yet
2. isometic view.yuck.
the game i began to design almost a year before Civ 1 came out on amiga, was inspired by the amiga version of Sim City:
.http://www.rolemaker.dk/documents/Re...gy/SimCity.htm
and i thought good old SWIV style battles would be lovely, albeit with amusingly animated tiny stick men [less work!]
the third screenshot down
since sim city and civ made the change from overhead to isometric, it has become fashionable, and with the diagonal 3d hills and valleys first seen in Populous now getting everywhere - how can a top down view compete? how can you show lovely rolling countryside in a comparatively satisfying way?
ALTITUDE! - simple, i think - different LUMINOSITY levels. each tile has a biome hue and an altitude luminosity setting, altitude/depth on a logarithmic scale
the overlays need only be for the Tac. and Strat maps, mainly the Tac. Map. and no complex unit icons - just unit types, more detail, the closer the map level, but the bottom two map levels can have most of the detail.
my map design has been one of the core elements to my design since i began. i am talking about a huge map compared to civilisation, split into 5 levels.
below 0m, 0m, 100m, 200m, 400m, 800m, 1.6km, 3.2km, 6.4km, 12.8km [the last one more relevant for the mariana trench, or spyplanes!]
here's how the map system works:
the Earth is 12,756km in diameter [roughly]
so if each km was represented by a pixel, you would have a map 25,512 x 12,756 pixels = 325,431,072 pixels
I decided that as i wanted to have contemporary scenarios, the smallest island nation, Nauru 21sq.km, should be representable by 1 tile.
[Vatican, Monaco, Gibraltar, San Marino, Pitcairn I., Macau etc... will just have to be 1 pixel too]
so each tile would be round to 16 sq. km, or 4km by 4km.
so how many pixels on the world map?
12756 x 6378
81, 357, 768 pixels/game tiles
[or maybe scaled down by a factor of 4 to: 6378 x 3189 = 20,339,442 pixels & game tiles.
the map levels as such
level 5: world map - as mentioned above
level 4: regional map - about 1/6 of the world map, for continental overview
level 3: strategic map - 1/8 of the regional map, for a country level view
level 2: tactical map - 1/8 o the strategic map, the main map to a lagre extent.
level 1: action map - a semi-arcade map of each game tile in detail for city managament a la Simcity amiga, and combat a la Silkworm 4.
cities, being able to sprawl and merge occupying more than one tile, London for example would cover around 90 tiles.
different density levels - depending on the type of housing - oriental cities are frequently more dense than European cities.
and different city layout overlays - some nuclear, some linear some coast hugging. even the concept of dispersed rural villages - a tile which is populated, but has no major centre.
i will have a set of screenshots with a pretty interface included, and maybe a macromedai demo if i can be arsed.
3. the lack of languages - this is another of the sacred calves of my design, as a university educated linguist, i have done extensive research into this, and i think it probably deserves another thread. but to summarize i boiled humanity down to 72 "peoples", which could split into 432 "tribes", and thence into 2,592 "nations". with the additional feature of ethnic mergers and completely new ethnicities - i have a lot to say about your cultural ideas, and i think i can certainly add to that aspect of the game. rather than go on, hold this thought: imagine that the Iroqouis, Cherokee, and Apache indians developed to point where THEY discovered and colonised Europe, and Iroqouis became the Latin, and not just the map but the ethnic makeup of Europe was unrecognisibly different - no Spain, so no Colombia, so no... fill in the blanks.
4. faces. in short, i have a full set of face parts divided into 4 races, enough, i reckon to generate hundres of thousands of unique faces. they were a shared feature of my game "Cosmos" and a football game i designed called "Footy".
i also designed some others "Terry Flinger" a jerry springer - argue-em up/beat em up, "Vinegar Strokes" a masturbation game. and a GTA Vice City like game using the same Cosomos structure really - but that could be a intersting scenario - instead of running a nation - run an organisation in this Cosmos world - even a criminal one!
5. oh yes - Night and Day - i have sprites for each city at night or during the day. my game was not turn based or real time, but "time-advance" a la Deuteros/Millennium 2.2
6. media - i wanted a bit of humour - so i thought that once your nation reaches the contemprary world there should be comedy newspapers and tv news [a footy game feature].
i can churn out a lot of satisfying graphics without much bother once i get going.
i DO like your political depth - i loved Imperium on Amiga.
7. i have some of my own takes on that too
a general designer section , design your own:
flag, political system, religion, social structure, vehicles/vehicle components - screebshots pending.
more later.
jack
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