Seeking Programmer For Complex Strategy Board Game
by Axxxed · in Jobs · 07/12/2008 (4:35 pm) · 2 replies
Not many (if any) computer or board games out on the market fulfill the lust of a true gamer. There is always something missing (or many things missing) in even the top rated games. This is mostly do to the commercial market and people just not using their imagination. I have developed (with friends) something that may perpetually satisfy that lust. The board game itself is great if you can handle a little bit of number crunching, but converted into a computer game could be amazing. This is where you come in (if you want to be a part of an all time classic).
What will be provided: Art and a guidelines of the game as it progresses. Visuals displayed to you on a website of an actual boardgame in progress.
How I want the game to be:
Extremely versatile in game play with many generally complex strategic environments (mostly economic and managerial, some militaristic).
Simple but colorful graphics (to make it look like an old school game like colonization, civ I or rails (only hexagon based, on a micro scale, and much more realistic and complex)).
------------------------------------------------------------------------------------------------------------------
Basic description of the game as it is right now:
(keep in mind that we have the option to make the computer game more detailed than the board game itself)
A player starts out with truck units full of materials on the edge of the map. He then can decide if he wants to build an industry, start or join an existing village, or partake in several other options of business (such as stock trading, construction, real estate, mercenary work, etc). From their he must manage whatever he has.
Any business can print their own currency and issue stock (unless outlawed or regulated by the village they are in). Villages and businesses set their own value for their own businesses (this works remarkably well because players end up having to make a decision in which stocks and currency are going to be profitable).
Basic tasks of the game (but not necessarily what anyone has to do since there are so many options) are collecting resources from different terrain types, creating materials out of resources at industries, trading resources and materials, creating weapons, equipment, houses or buildings with materials, paying employees... if the player is managing a village there are many more things that must be done, so he often may allow a free market so he does not have to manage it all, but they include: managing the behavior of the citizens, maintaining enough housing, making sure the citizens are provided with enough resources and materials, general diplomatic agreements, etc. Again, there are many other things to do, these are just the basics.
Each neighborhood's culture (represented by different colors of houses) has their own randomized attributes that decide how they behave, these attributes can go up or down and also be persuaded or changed through propaganda/education and events. This is a very simple concept that pretty much every game leaves out.
We have recently added in a foreign market, it even accepts currency made within the parameters of the game board depending on some variables (we have made an equation to decide it's value). There are a few more elements to the foreign market, but I do not want to get into it yet. So far the foreign market is working very well.
These are the basic concepts of the game, though I have left out describing how war works simply because it should be self explanatory, though it's structure is more complex than in other games. But that is secondary and doesn't need to be mentioned here.
If anyone is interested in this project contact me at 2powers3a@gmail.com - I wouldn't mind getting an open source project going for this game if we can find a few people to work on it. I am open to changes and additions in the game, but it MUST keep it's complexity and many options and choices for players to make.
What will be provided: Art and a guidelines of the game as it progresses. Visuals displayed to you on a website of an actual boardgame in progress.
How I want the game to be:
Extremely versatile in game play with many generally complex strategic environments (mostly economic and managerial, some militaristic).
Simple but colorful graphics (to make it look like an old school game like colonization, civ I or rails (only hexagon based, on a micro scale, and much more realistic and complex)).
------------------------------------------------------------------------------------------------------------------
Basic description of the game as it is right now:
(keep in mind that we have the option to make the computer game more detailed than the board game itself)
A player starts out with truck units full of materials on the edge of the map. He then can decide if he wants to build an industry, start or join an existing village, or partake in several other options of business (such as stock trading, construction, real estate, mercenary work, etc). From their he must manage whatever he has.
Any business can print their own currency and issue stock (unless outlawed or regulated by the village they are in). Villages and businesses set their own value for their own businesses (this works remarkably well because players end up having to make a decision in which stocks and currency are going to be profitable).
Basic tasks of the game (but not necessarily what anyone has to do since there are so many options) are collecting resources from different terrain types, creating materials out of resources at industries, trading resources and materials, creating weapons, equipment, houses or buildings with materials, paying employees... if the player is managing a village there are many more things that must be done, so he often may allow a free market so he does not have to manage it all, but they include: managing the behavior of the citizens, maintaining enough housing, making sure the citizens are provided with enough resources and materials, general diplomatic agreements, etc. Again, there are many other things to do, these are just the basics.
Each neighborhood's culture (represented by different colors of houses) has their own randomized attributes that decide how they behave, these attributes can go up or down and also be persuaded or changed through propaganda/education and events. This is a very simple concept that pretty much every game leaves out.
We have recently added in a foreign market, it even accepts currency made within the parameters of the game board depending on some variables (we have made an equation to decide it's value). There are a few more elements to the foreign market, but I do not want to get into it yet. So far the foreign market is working very well.
These are the basic concepts of the game, though I have left out describing how war works simply because it should be self explanatory, though it's structure is more complex than in other games. But that is secondary and doesn't need to be mentioned here.
If anyone is interested in this project contact me at 2powers3a@gmail.com - I wouldn't mind getting an open source project going for this game if we can find a few people to work on it. I am open to changes and additions in the game, but it MUST keep it's complexity and many options and choices for players to make.
#2
Will
07/13/2008 (12:37 am)
The problem with your open source idea is that Torque is a closed source, and people almost always modify the source, so it will be mostly useless and probobly misleading for most people who download from the open source, since it probobly wouldn't work. That is my guess, correct me if I'm wrong.. Will
Torque Owner Ben Versaw