SpaceSector.com Forum

Full Version: StarLife: The universe awaits
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
An Indie 4x Space Strategy Game currently in development by Purple Orange Games

Site: http://purpleorangegames.com/index.html
Blog: http://www.blog.purpleorangegames.com
Forum: http://www.rpgcodex.net/forums/index.php...arlife.42/

This project is about building a turn-based 4X science fiction computer strategy game, just like Master of Orion 2 which is the main inspiration for us.

The game will be divided in two parts. Evolution and Spacefaring.

In Evolution you will be able to create your own race until it reaches space.
Then the Spacefaring part of the game will begin and play mostly like MoO2.

Screenshots: http://www.blog.purpleorangegames.com/p/...shots.html

Concept Art: http://www.blog.purpleorangegames.com/p/...t-art.html

Videos: http://www.blog.purpleorangegames.com/p/videos.html

More about Evolution: http://www.blog.purpleorangegames.com/p/evolution.html

More about Spacefaring:http://www.blog.purpleorangegames.com/p/...aring.html

To-do list:http://www.blog.purpleorangegames.com/p/to-do-list.html

Download:http://www.blog.purpleorangegames.com/p/downloads.html

The download is a bit oudated, but I will be providing a new one soon.

Feel free to ask anything about the game. 3

[Image: StarLife+%25282%2529.jpg]
tiagocc0 Wrote:An Indie 4x Space Strategy Game currently in development by Purple Orange Games

Welcome to the Space Sector forums Tiago! Thanks for letting us know about your project.


tiagocc0 Wrote:Site: http://purpleorangegames.com/index.html

Very nice site layout. Very clean.


tiagocc0 Wrote:This project is about building a turn-based 4X science fiction computer strategy game, just like Master of Orion 2 which is the main inspiration for us.

Good start, let's see what you bring new to the table! 1


tiagocc0 Wrote:The game will be divided in two parts. Evolution and Spacefaring.

In Evolution you will be able to create your own race until it reaches space.
Then the Spacefaring part of the game will begin and play mostly like MoO2.

So, in a sense it's a bit like Spore meets MoO2. Will the two parts be about equal it terms of content and gameplay time, or are you going to focus more on one of them?


tiagocc0 Wrote:Screenshots: http://www.blog.purpleorangegames.com/p/...shots.html

I would say that the combat screenshot with the hexagons looks like a good way to go.


tiagocc0 Wrote:Concept Art: http://www.blog.purpleorangegames.com/p/...t-art.html

Good looking models. Looks like you find yourself a good artist.


tiagocc0 Wrote:Videos: http://www.blog.purpleorangegames.com/p/videos.html

Combat looks smooth. You seem to already have a good engine to work with also.


tiagocc0 Wrote:More about Evolution: http://www.blog.purpleorangegames.com/p/evolution.html

More about Spacefaring:http://www.blog.purpleorangegames.com/p/...aring.html

To-do list:http://www.blog.purpleorangegames.com/p/to-do-list.html

Perhaps it would be better if you could bring specific topics from your design here so that everybody will be able to give you feedback in a more usable way.


tiagocc0 Wrote:Download:http://www.blog.purpleorangegames.com/p/downloads.html

The download is a bit outdated, but I will be providing a new one soon.

That's a great space combat prototype you have there already.


tiagocc0 Wrote:Feel free to ask anything about the game. 3

As I say to all devs that present their games in Space Sector I offer the possibility to host a mini-forum here to discuss any topic with the Space Sector community. I see you have your own site and forum but if you want to discuss anything in particular the Space Sector forums are at your disposal.

Good luck on your development!
(Jan 19, 2012 01:26 AM)adamsolo Wrote: [ -> ]Welcome to the Space Sector forums Tiago! Thanks for letting us know about your project.

Very nice site layout. Very clean.

Good start, let's see what you bring new to the table! 1

I would say that the combat screenshot with the hexagons looks like a good way to go.

Combat looks smooth. You seem to already have a good engine to work with also.

That's a great space combat prototype you have there already.

Thank you very much! 3


(Jan 19, 2012 01:26 AM)adamsolo Wrote: [ -> ]Good looking models.
Looks like you find yourself a good artist.

Thanks, I will let him know! It's always a great pleasure when people notice this!


(Jan 19, 2012 01:26 AM)adamsolo Wrote: [ -> ]So, in a sense it's a bit like Spore meets MoO2. Will the two parts be about equal it terms of content and gameplay time, or are you going to focus more on one of them?

Just like you said. At first the second part of the game will get a lot more focus, but once the second part is ready I want to explore more the first part. I want the Evolution to be may playground where I can experiment new ideas.


(Jan 19, 2012 01:26 AM)adamsolo Wrote: [ -> ]As I say to all devs that present their games in Space Sector I offer the possibility to host a mini-forum here to discuss any topic with the Space Sector community. I see you have your own site and forum but if you want to discuss anything in particular the Space Sector forums are at your disposal.

Good luck on your development!

Thank you Adam, if people get interested enough in the project I will gladly ask for your help to host the mini-forum! 3
(Jan 19, 2012 01:26 AM)adamsolo Wrote: [ -> ]Perhaps it would be better if you could bring specific topics from your design here so that everybody will be able to give you feedback in a more usable way.

Let me explain it further then.

The idea is that you will start the game as a single cell that is evolving.
You will be presented a map with several square tiles. One of them is your starting point and then you will receive each turn a few tiles so you can put them near the tiles you already own, thus you will expand your territory.

The tiles you get every turn are random and depend on the planet type you've started. This is a rough idea of what I will implement:
Planet Type - Tiles
Normal - 2xGrass, 2xForest, 2xWater, 2xMountain, 1xSnow, 1xSwamp and 1xDesert
Warm - 2xArid, 3xDesert, 2XMountain, 1xWater
Cold - 3xSnow, 2xFrozen Water, 2xWater, 2XMountain
Ocean - 4xWater, 2xSwamp, 1xMountain
Lava - 3xArid, 3xLava, 1xVolcano
Acid - 3xArid, 3xAcid, 1xMountain
No Atmosphere - 3xArid, 2xMountain
Gas Giant - Gas

You will then earn Experience Points for each new tile you put, the XP will have a type, so if you put a Grass tile you will earn a Grass XP.

You can then spend those XP on traits or perks for your race. Each one of them will cust a certain amount and most of them can be bought with XP with a certain type or of a generic type.
So you can have a perk 'A' that costs 30 Grass XP or 60 Any XP.
While a perk 'B' costs 100 Any XP and a perk 'C' that costs '50' Grass XP.

While you're placing tiles random events will occur where you will have to take decisions. I believe that those events will give a nice flavor to the game. I'm still elaborating the idea.

I will post more later. 4
Hi there,

It took me a long time to refine the game to the point where the structure actually makes sense. But I'm still just on the Tactical Combat phase.

You can download a new demo here:
http://www.blog.purpleorangegames.com/p/downloads.html

I will probably expand the tactical combat even more before really starting the 'strategy'/'empire building' part of the game.

Sorry for the lack of updates.

EDIT: Hi there,

I'm planing on doing a mini game using the Tactical Combat before proceeding to the Empire Building part of the game.

The main reason is to have a place to test the AI and a way to make it possible to players to enjoy and provide feedback on it.

Here's a little screenshot of what's to come, you will understand when I post the video in the next few days:
[Image: testeStoryInTacticCombat.png]
A new video about a mini game I'm creating based on the tactical combat to help me test the AI.

https://vimeo.com/42102104
http://www.youtube.com/watch?v=TWs9Qqt2MzQ
Interesting 1
That's some nice 2D space combat alright. In the future perhaps you can replace the use of that mini-window to select weapons and show all ship stats and weapons in a fixed panel somewhere. That way you can choose weapons on the fly with just 1 click instead of using two (to avoid to do a first click to open the dialog window and then a second click to choose weapon).
(May 15, 2012 03:55 AM)adamsolo Wrote: [ -> ]Interesting 1
That's some nice 2D space combat alright. In the future perhaps you can replace the use of that mini-window to select weapons and show all ship stats and weapons in a fixed panel somewhere. That way you can choose weapons on the fly with just 1 click instead of using two (to avoid to do a first click to open the dialog window and then a second click to choose weapon).

Thanks! Great idea, I will see to it. But Since a fixed panel would take some space from the screen I will probably put a button on it to hide the window, so people can choose to use the fixed window or hide it and just use the mini dialog.
(May 15, 2012 04:01 AM)tiagocc0 Wrote: [ -> ]
(May 15, 2012 03:55 AM)adamsolo Wrote: [ -> ]Interesting 1
That's some nice 2D space combat alright. In the future perhaps you can replace the use of that mini-window to select weapons and show all ship stats and weapons in a fixed panel somewhere. That way you can choose weapons on the fly with just 1 click instead of using two (to avoid to do a first click to open the dialog window and then a second click to choose weapon).

Thanks! Great idea, I will see to it. But Since a fixed panel would take some space from the screen I will probably put a button on it to hide the window, so people can choose to use the fixed window or hide it and just use the mini dialog.

Yes, looks like a good idea. Multiple ways to achieve something is always a good way to go in a user interface. But, perhaps you could integrate that ship systems panel with the menu below easily, increasing the menu's height a bit perhaps. It doesn't need to be a very big systems panel, just one that would allow you to choose ships' weapons in the fly with just 1 click. Default could be primary weapon but then you could choose the ones you want, even multiple weapons perhaps by using control or a more basic switch-on/off basis. Just some thoughts.
(May 15, 2012 04:23 AM)adamsolo Wrote: [ -> ]
(May 15, 2012 04:01 AM)tiagocc0 Wrote: [ -> ]
(May 15, 2012 03:55 AM)adamsolo Wrote: [ -> ]Interesting 1
That's some nice 2D space combat alright. In the future perhaps you can replace the use of that mini-window to select weapons and show all ship stats and weapons in a fixed panel somewhere. That way you can choose weapons on the fly with just 1 click instead of using two (to avoid to do a first click to open the dialog window and then a second click to choose weapon).

Thanks! Great idea, I will see to it. But Since a fixed panel would take some space from the screen I will probably put a button on it to hide the window, so people can choose to use the fixed window or hide it and just use the mini dialog.

Yes, looks like a good idea. Multiple ways to achieve something is always a good way to go in a user interface. But, perhaps you could integrate that ship systems panel with the menu below easily, increasing the menu's height a bit perhaps. It doesn't need to be a very big systems panel, just one that would allow you to choose ships' weapons in the fly with just 1 click. Default could be primary weapon but then you could choose the ones you want, even multiple weapons perhaps by using control or a more basic switch-on/off basis. Just some thoughts.

Yeap, being able to shoot all weapons at once if possible would be a great feature. Or to choose some from several weapons.
Could make the default click on an enemy fire all weapons that are in range. You could implement a tool tip or something that would list what weapons would fire when hovering over an enemy. Then have the right click for the pop up, as well as the lower menu. This should cover quite a few possibilities. Just some thoughts.
(May 15, 2012 12:42 PM)dayrinni Wrote: [ -> ]Could make the default click on an enemy fire all weapons that are in range. You could implement a tool tip or something that would list what weapons would fire when hovering over an enemy. Then have the right click for the pop up, as well as the lower menu. This should cover quite a few possibilities. Just some thoughts.

Thanks! I appreciate it, loved the idea of hovering an enemy to show in range weapons.
Hi there, I've modified the game with your advices:

Now you can hover your enemy to check which weapons are in range or hover your weapon to check which enemies are in range.
You can also selected which weapons to shoot, one or more.

Each time you shoot all weapons are selected again so you can deselect one weapon, shoot and then choose another target and shoot again without having to selected the remaining weapon.
All weapons come selected at the begging of your turn.

Here's the video:
https://vimeo.com/42695154
http://youtu.be/oum86U-X3YA

EDIT: I wonder they my videos all look ugly..
Here's the original http://purpleorangegames.com/StarLifeTac...atures.mp4
Yes, the mp4 video you added after is much better.

What happens when you select an enemy (not hover but select)? Does the component and weapons panels show the components and weapons of the selected enemy ship? Or is that info unknown, only to be revealed if you have scanners for example?

Combat looks great tiago! I would play it.
(May 24, 2012 01:37 AM)adamsolo Wrote: [ -> ]Yes, the mp4 video you added after is much better.

What happens when you select an enemy (not hover but select)? Does the component and weapons panels show the components and weapons of the selected enemy ship? Or is that info unknown, only to be revealed if you have scanners for example?

Combat looks great tiago! I would play it.

Left clicking the enemy makes your weapon shoot and right clicking it show it's info on a popup window next to the enemy ship. If you haven't revealed the enemy's info yet it will tell you so, otherwise it shows every component just like you can see yours.
On this popup window it shows more info, like all the abilities of the component that indicates it's damage and range for a weapon for example.
You can also check your own info clicking on the info button on the bottom bar or clicking on a component of the left panel.
I will make a short video to show this window.

Thank you very much!
That would be great! 1 Showing that popup info I mean.
(May 24, 2012 02:21 AM)adamsolo Wrote: [ -> ]That would be great! 1 Showing that popup info I mean.

Here it is:
http://purpleorangegames.com/StarLifeTac...UpInfo.mp4
I understand that the colors red and green on the components' left are a away to distinguish weapons from other systems right? Maybe there could be another way to achieve that. Intuitively I thought "red" meant for disabled/destroyed systems or already used. But it could work, depending on what effects combination you choose for ready, disabled, used. But, this sort of thing is already very minor and can be tweaked easily during alpha/beta.

I would try going with active scanners instead of requiring the player to press scanner every time he wants to scan. What I mean is, scanners have a range, so, when you're in range all ships could be automatically scanned without requiring that the players press "scanner" on the top. Unless you want to give a penalty to scanning, a choice, like losing an entire turn when deciding to scan, or other penalty like suffering from less accuracy or firepower due to energy being channeled to scanners. It's just some thoughts.
(May 24, 2012 03:55 AM)adamsolo Wrote: [ -> ]I understand that the colors red and green on the components' left are a away to distinguish weapons from other systems right? Maybe there could be another way to achieve that. Intuitively I thought "red" meant for disabled/destroyed systems or already used. But it could work, depending on what effects combination you choose for ready, disabled, used. But, this sort of thing is already very minor and can be tweaked easily during alpha/beta.

I would try going with active scanners instead of requiring the player to press scanner every time he wants to scan. What I mean is, scanners have a range, so, when you're in range all ships could be automatically scanned without requiring that the players press "scanner" on the top. Unless you want to give a penalty to scanning, a choice, like losing an entire turn when deciding to scan, or other penalty like suffering from less accuracy or firepower due to energy being channeled to scanners. It's just some thoughts.

Oh yes, I will tweak the color, this popup still has an old design, I had it ready for some time now. In the left bottom bar it shows red for active, yellow for disabled and red for destroyed.

The scanner is already automatic, 5 forgot to mention it

The radius is just a quick way to know where is the limit, you can set to show the movement and attack radius too.
Haa ok 1 Clicking on the scanner would only bring the radius on.

Can't wait to see the bigger ships in action! Been checking your to-do list 3
(May 24, 2012 05:09 AM)adamsolo Wrote: [ -> ]Haa ok 1 Clicking on the scanner would only bring the radius on.

Can't wait to see the bigger ships in action! Been checking your to-do list 3

Big ships will give me some headache to put in because I need to tweak the engine but it's going to be great to be able to use bigger ships! 1
Pages: 1 2 3
Reference URL's