Game Development Community

Space Epic. (long winded, im sorry)

by Mikey Busch · in Game Design and Creative Issues · 07/07/2008 (2:07 pm) · 11 replies

You know growining up with the dawn of computers as well as console games. I can remember back on my pent 90 playing games like the original fallout, x-com and the original warcraft. One thing that has always stood out in my mind though is space, games like freespace to be exact. Ive always had a fascination with space and the limitless possibility's it brings. Sadly though in this day and age space games come around pretty seldom and more or less they are pretty garbage, or lack an original storyline, or for that fact are heavily under-budget and just plane suck. Coming to this conclusion though i sat down with a bunch of my buddies (btw im deployed in iraq right now, infantry hooah) and starting talking and thinking about stuff. Ive pretty much decided on making a space epic. Luckily im multi-talented with torque and can model pretty damn good as well as do worldbuilding, more or less specializing in player models. Anyhow though, without further ado:

My epic starts in the far reaches of the known universe, the outer rim so to speak. As the the first deep space research vessel travels far into the unknown realm of space something catastrophic happens (not let me explain, in no means is any of this final its more or less a building piece with guidelines but never put in stone). The vessel has now lost contact with civilization and they are on there own. As the ship slowly begins its final crash on the alien world, far away from hope and all civilization it comes to the players to start rebuilding.

What my game structure is being built on is this simple fact: what would YOU do if you knew nobody was coming to save you. Which leaves me with the basic principles of allowing the player to explore, build his crew, re-create his starship and slowly find his way home. Now i have devised twist's in the game, such as what happens when he finally makes contact with humanity? this i probly wont throw out there but its a pretty good twist. What im getting out of this (from the gg forums) is would any players actually be interested in playing. Also im including some examples of things that players should and would be able to do, feel free to comment and put in your input. Right now my focus is only on world building and pre-production of 3d assets, and art. Programming in waiting until later to do.

+Players would need to eat and drink, hence they would need to scavange and hunt.
+Dice combat system that doesnt come simplistically like DnD or other RPG's.
+Alien Technology, now this to me is a big key element with space and all. Its a limitless possibility, i remember watching the 1st alien movie, how effin cool was that when they went into the spaceship???
+Totally cuztomizable player. In most games you choose a face, put on fancy clothes and then look pretty cool, but what if you actually had to mine the metal, choose the look of it when you make it, grow out your facial hair (wich in a technical aspect i have devised, just need to go over it with a programmer but the idea is sound)
+co-op gameplay. To me co-op is the last great endevour for games, mmo's are nice and all they lack the feeling of quests, the in-depth of doing something because you know 1000 other guys have done it already and its really just become an ir-relevant task to gain experience or some fancy piece of crap item you will get rid of in a few days.
+creation of your own ship, and piloting it in real time with a buddy. How cool would that be to create your own ship and you want to step out for a cigerette so you let your buddy pilot it for ya, or vehicles for that matter
+a totally useable world, forage from plants, get water from streams, kill a beast and reap the rewards of meet, bone and hide. Possibly limitless.
+actuall environments, not just scenery. Ever walk into the desert and its hot but doesnt effect you? me either, if you want to venture into a desert you will probly have to prepare for it not just run out there. If you want to go out on a raft into the ocean because you think an islands there, maybe a storm will pop up? who knows

#1
07/29/2008 (4:22 pm)
/totally awsome game idea. Implementing it will be a little tricky, but not that much. I truly like the idea of haing to take extra percautions in a desert, on water, and stuff like that. Alien technology is neato, but how doesit fit into it? Do they run into a city? Running into a alien city...that would be cool. Running into a city that you have no understanding of...might get you blown up or helped, r just ignored...awsome.

I really wouldn't mind helping out with this game at all.
#2
08/01/2008 (4:17 pm)
Eh the design document is really really long, right now the team is 3 guys, myself doing art, a programmer (matt huston - hope you dont mind me throwing your name out) and renat tatarin doing the world. Were about a month into developement, we have player models, weapons and armor implemented as well as camera and inventory, space based).

As for alien technology, you explore, find crashed ships, ruins. Sometimes find aliens and fight em, etc. etc. Limitless possibilities, my game is somewhat of a post-apocalyptic sci-fi, humanity is dying.
#3
08/09/2008 (11:26 am)
Mikey WOW!!!

This is the greatest space, mmo, co op what ever you want to call it!!! (isnt mmo meaning mass players? so i guess if you put co op onto about 50 ppl thats kinda mass....)

If you ever think I dont know where to begin with ideas I got plenty ^.^

I dont know about the dice combat though.... You might want to do it like: STR + Weapon DMG - Armor = Damage

And since this is a completly realistic game you obviously are gonna be able to kill something with a rock right?

personaly i think if you put this at a 12 player game, it would work out perfectly, you can go in teams to look for food, and rely less on a npc to look for food (he might just walk in circles hoping something comes to him lol) jk im sure your programmer can do alot if you guys are going to takle a game of the greatness!

But seriously any thing you want to broadin your ideas on just email me ^.^ easy to remember Spook@HellrazorStudios.com

Im on alot so ill see it and be able to help you practictly every day, and if you do use my help alot, just send me a free copy >.O thats if you want to T_T ill take a discount if i help out alot. ^.^ Just keep me in mind, i have a great one.... For ideas, not programming, and stuff like that T_T
#4
08/09/2008 (2:29 pm)
@Joseph - Ideas are the one thing every developer has no shortage of. If you are serious about game development you need to pick a skill to learn (such as programming or modeling).

I understand you are passionate about gaming, but you need to realize that ideas are generally worthless without the means to execute them.
#5
08/11/2008 (12:56 pm)
In all honesty Joseph i would have to agree whole heartidly with peter on that one. Between three people alone right now there are more ideas than we know what to do with. We just recently cut down the project to about 1/8 of what we originally had due to time constraints, budget, etc. Now im not saying that having a designer, or somebody with fresh idea's around is a bad thing -just that at our present time we have no lack of.
Another thing Joseph, if you really want to be skilled at development of games you need to understand that its not just coming up with an idea you also need to come up with the technical details of them. It really comes down to alot of problem solving and sitting around reading forum posts and asking questions to other more experienced peers in order to make sure your idea is tangible.
--
Gamewise though, we are considering scrapping the dice system, were also ditching the 3rd person 'free' camera right now for a first person Deus Ex / Oblivion feel. Inventory system is sweet though.
#6
08/12/2008 (4:50 am)
Ha ha, see, thats the problem with most gamming studios now a days, always a budget, always time limits.
thats why no great games are made. You put your time limits on, you cut your work, you put in a budget, people think its all about money. Its more of a hobby for us here at Hellrazor Studios, not just another way to profit and become rich. You take out the 7/8ths of the game, you got this great idea that falls through just because you wanted to meet some deadline that you guys gave yourselves. See, we plan yea a year, but if it takes 3 then fine by us. At least we got what we wanted in it, and the people can really enjoy it.
#7
08/12/2008 (8:22 pm)
@Joseph - well you have to understand that our budget comes from our pockets, we have wives and jobs we work regularly. For me time is especially drastic im in the army, not to mention in the infantry, i train 9 months a year (right now im in iraq). So dont get it mixed up that just because you have a limited budget and time doesnt mean you cant make the same game.

We still plan on completing the game but were releasing the first 'chapter' of the game as bid up and then parallel to that were release the source and some art as a FPS/RPG starter kit to maintaine a budget.
#8
08/13/2008 (4:36 am)
I also have a regular job as well as the rest of my crew, and we do not all live in the same state nor do we see each other everyday. However, like I said, Putting a budget on a game is pointless, and releasing a chapter, and kits to help your budget is a good idea and all, but its taking focus of the goal at hand.

I work 5 days a week at my normal job, and then come home and work on the game for about 5 hours, and the weekends, i work on the game all day, and i sleep very little, not so i can release it and make money, because i enjoy doing it
#9
08/13/2008 (6:20 am)
@Joseph: I've given up my day job, got an investor for my idea through a very detailed design document. I'm on an indie yet not too tight budget with several milestones each month.

Does this make my game less enjoyable? No, I had the detailed plans before I started. What effect does this have on the game? I'm doing it full time from home with my daughter running around all the time, which is incredible fun. I set my hours, I spend from the budget on anything I deem necessary for the game. I hire the artists that I need, and basically instead of spending 10 years doing this part time, I am able to do this all in a little more than a year, because I get the financial support that I require to be able to finish the game.

These things increase the chances of my game being finished on time and on budget. Why is that important? Because I already am playing with a new exciting idea, and I'll need the support to be able to work on that full time. And to get the support for that game, I need to prove myself.

You enjoy playing in the school band, just because they play your arrangements. I don't mind occasionally playing someone else's compositions if it gets me closer to having the Vienna Symphonic Orchestra do as I say. Hehe.

Others like to make small stops and move on, but for some of us, this is becoming a life long journey. Like it or not, that journey starts with careful planning.
#10
08/24/2008 (12:42 pm)
This is totaly a great idea.
Want to here more of this big idea.
#11
09/10/2008 (4:01 am)
Well right now we have refined alot of our basic ideas to making it just space based right now, with being able to enter planets put off to a later date.