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Post by Druebey on Mar 31, 2014 11:31:52 GMT -5
He/she suggested that I bullet point some things that will be in the first game of the series Mankinds beginning paleolithic to mesolithic era. I am going to do as he/she asked and separate it into the different sections.
`Military
-spearmen(various) -Knifemen (various) -"clubbers"(various) -dartblowers/throwers(various) many will be able to be upgraded with new equipment once technology is researched/implemented along with new units being available.
`economic systems -In beginning will be player defined by resources available -Will have a exchange rate for trade and various other things -Government and settlement type will be a key factor into how economy grows and develops -In the beginning will have basic/immediate goods for survival... Later expansions and/or DLC will add more complex products and materials
`Politics -In beginning will have the headhunter government type. -through advancements can unlock many aspects of the government panal and screen -Has its own advancement screen and "tech" modifiers
`Culture -Develops over time due to decisions and actions by player -will affect diplomacy with other humanoids and cultures -will eventually affect technology areas and cultural areas of advancement
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Post by Druebey on Mar 31, 2014 21:49:31 GMT -5
as it stands as a full update of description is this: " Mankinds Beginning: Paleolithic to Mesolithic Era is a 4x RTS set in the paleolithic and mesolithic time periods. There will be many features to the "people" among them will be traits that will be passed down through heredity, traits that are earned, and also personnalities of the individuals. The goal during this game will be to survive, make a decent base for cultrual and religous growth, and make the social constructs as we know them today such as parenting and shamanism. There will be trading and currency in this game, along wtih foriegn affairs and many many many more screens. The economy will have thousands of products but can be automized to make it easier on the player. The automizations will be programmable to what you want them to do and what you dont want them to do. There will be many configurations for products and uses for raw materials.An example of one of the many configurations is using cattail flour instead of potato flour to make a "flatbread" There will be minigames as examples : hunting, fishing, gathering of plants, chopping wood, making dyes, etc. The hunting/fishing will increase production, technology, and trade importance of these items. Gathering of plants will assist with the Cultural, Religious, Technology, and Knowledge of Herbalism. Making dyes will assist in the Cultural, religious, herbalism, and technological aspects of the game as well as the economic aspect. To have the first "dyed" items would be an achievement to society. Your "people" will have individual wants and needs, along with minigames that will assist them. With that said, Thier personnality traits will determine how much the "citizen" tells you and how much you have to guess. There will be division of labor(when developed) and thus will decide alot of factors also. The individuals will also engage in courtship behavior that you can assist or harm with, and many other behaviors that would assist or harm society as a whole. This game will use birthrate, deathrate, and other factors to determine population growth and decline. Food stores and production will assist in the birthrate/deathrate ratios... Illness, deseases, and injuries will also factor into the ratios. The knowledge of medicine will assist your "people" greatly. The injuried/sick members of your society will hardly contribute to the "people" as a whole unless it is a minor inconvience like a cold or a cut. The decisions and events that assist you while you are playing the game will be instrumental in how your "people" develops. The first few decisions outline the first government, social, and religious structures. Such as, what your currency will be(can be changed throughout game); How your dead are buried; etc. These decisions will decide the path of your "people." The events will be either assisting or harming. IE volcano erupts near village and only two survivors (male and a female). With that example you would have to completely remake your "people." The assimilation of friendly or hostile "tribes" will be very different in respect to the relationship. For instance, Your "people" are great trade partners with another tribe and they start intermarriage(if social construct is there). You can have that people assimulate very easily and quickly to your "people's" beliefs, social order, etc. If that "tribe" was hostile, It would take years longer to do the same actions. Trading, similar beliefs, relationships, etc will all be used to determine assimulation rates. The many settlement types will have different benefits and costs. For instance, you have your capital city and you want to create a outpost. The cost would be X amount of goods(wood, stone, meats, fish, grains,etc) along with Y amount of people. That would be easily used elsewhere like to create units or assist in the construction of the capital. So you decide on a trade post, alot less required elements and will automatically grow on its own. Mind you the outpost will also grow on its own. So do you chose to build the outpost or the trade post... That is one such item that the player decides on. The player will control the Unit production, Civilian population, Growth of "people", Government, Religion, Society, Building construction, Expansion of the "people", Advisors, Automizations, Trade, and many more aspects if so desired. The way the player controls construction of units and buildings is they will have to select the unit or building to create another unit or building(civilians will be created automatically and die automatically according to deathrate and birthrate). Civilians will want jobs to do and also places to work(after division of labor is established). Military units will have different housing and buildings than civilian counterparts, merchants/traders will also have differnt buildings. The examples of the building constructions will be as follows: storehouse, storage building, weavers hut, bakery, hunters hut, military training grounds, knappers hut, stone query, fishermans hut(located near a river,stream, ocean, etc.), town hall(government building), and "religious center"(until temple.cave, etc is allicated for same purpose). Units in this game will be devided into military and civilian. Military units would be like spearmen, archers, harpooners, atal armed spearmen, knife throwers, etc. Civilian would be builders(different classes), weavers, farmers, hunters, fishermen, knappers, shaman/religious leaders, medicinemen, etc. There will also be training locations for each of the individual civilian "professions." Also laypeople can be sent to do certain tasks if they are more inclined to work in a certain area. The division of sexes will also be a factor when that social structure is "implemented." The growth of the "people" would be founding of different settlements and or increasing trade between them. Taking over a settlement by force and many other actions will also contribute to this aspect. Religion will be controled through a special interface screen designed specifically for this purpose. There will the head spiritual leader and the head religous leader, both will be part of your advisor concil. After that subscreen stating what they believe should and should not be done to assist with spiritual and religious needs of the people, there will be subscreens for the growth of your religion, New advancements that can be implemented for the religion, the buildings and what they contribute to the religions, along with the various spiritual and religious subleaders of your religion that influence your peoples "paths to enlightenment". Government will have advisors, cabinet, diplomacy, internal affairs, foriegn affairs, treasury, admirals(when raft making is invented), general of army, transportation dept advisor, law screen, exicutive orders, debt vs taxes, and many more screens to detail that of your government. Advisor screen will be all your advisors and cabinet... cabinet will be a subscreen in this screen with all the advise they give. The advisors will be the heads of the various departments and give advise. The social screen is where the social constructs and social standings will be. The social advances will also be on this screen. "Parenting" "slavery" "settling" "rulership" chiefdom" "shamanism" and "animalism" are all social advances. Parenting allows for settling which allows for Chiefdom. Animalism allows for Shamanism which allows for a new types of religion with animalism and only one new one for shamanism. Settling will allow for slavery, division of labor, and also Government. Rulership will allow for settling. The trade screen will be tradable items that are natural or artificially made. Will also have the "price" in your "currency" to make them and the "price" for any of the other trade partners you may have. It will also have a domestic trade screen. international trade screen, World trade screen, and the link to the diplomatic trade screen. All of which will be very informative and tooltips will assist with what each item "cost" per trade partner. The population main screen will show the happyness, jobs, ambitions, needs and wants of your people. The sub screens will be as follows: work, personality, desires, religion, family tree, illness vs healthy, debt per person, favorite recrational thing to do, desire for reform, desire for certain laws, etc. Each of those screens will be of great assistance to the player.
hope this helps. " Alpha is 2020
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Post by Boolean on Apr 1, 2014 13:14:37 GMT -5
2020? Really? Do u know which kind of technology will be used in 2020 game design development? Stillborn project.
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Post by Druebey on Apr 1, 2014 14:19:37 GMT -5
2020? Really? Do u know which kind of technology will be used in 2020 game design development? Stillborn project. There will always be those people that will state that, but in the end arent we all still playing games from the 1960s and up through the 1990s? So in that regard how would this be any different?
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Post by Boolean on Apr 1, 2014 15:07:18 GMT -5
Cuz maybe neither software house like Bethesda, EA etc works in a range of 6 years. 6 years, for informatics and game design, it's a geological era. Look at the 2008 games - look at the games now. Gameplay, platforms, CPUs and GPUs power.
Are u a top-level computer engineer that will be always updated and working on new techs? Nope. Did u work as a designer in a major software house so u can follow the game design evolution? Nope. I've read that u want to design a game engine. WTF? Do u really want to design NOW a game engine that will be at the state of art in 2020? Cmon dude...
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Post by Druebey on Apr 1, 2014 19:29:40 GMT -5
I never said it will be state of the art in any date, I have not really disclosed to anyone what the game engine will have other than in private conversations. Most of that has been limited to what I will be putting in as content. Even discussing what I want to contain, I have not disclosed the exact ways and hows I will be able to accomplish all that I want in the engine.I though do not believe it will surpass the other game engines out there... On the contrary I am going to be specifically coding the first engine for a OS that is discontinued. So in that, how is it supposed to surpass the other game engines and such when it will be coded for an obsolete OS? With that said though, I will be doing engine upgrades and such as time passes but that is if it really is needed. People are still playing games that are based off software that is completely obsolete such as DOS and older such systems. Why should this be any different? I realize it is a stance that most wont agree with, but in reality I want to be sure that I can have great content without the new OS graphical advancements.
I believe where this game engine will be state of the art per say will be the content it contains. An example of this would be how I want and work my hardest to make the weather system work. Now without giving too many details and such, I will say that the game engine will have uniqueness that is rare anymore. Innovation will be the name of the game when I make the engine and I will be looking for things that I believe can be done much much better. Though through time, the engine will fix its own issues and be able to grow beyond what I will code it for initially.
I hope that answers your question appropriately and gives a bit of a teaser also. Thank you for your questions Boolean and I hope to have more.
Thank you for your time, Drew Forum Creator
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Post by tyleratsterling on Apr 8, 2014 20:34:30 GMT -5
Ok, this will sound highly immature and I don't care: dat clubber
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