White:Orbits

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Contents

Important Information / Links

Current Status : Pre-development Planning

Team Members :

Level Design / Generation

When a level is initially created the resources are selected for the map. In order to increase randomization, it has been decided that only a fraction of the available resources will be available in the level, although possibly created synthetically if needed later, and only a smaller fraction of those available in the solar system will be available on the home worlds of each player. This is to mix up the possible scientific discovery routes that are available to each player, randomizing the gameplay and increasing the ability for the game to provide a different experience each time through.

Research

When a race begins life it has to choose to research a technology type. This is more than a simple "RESEARCH RESEARCH!" option, as in many other games. Industries are funded by the players hands, allowing minute control over the direction a faction goes and is highly dependent upon the available resources and past accomplishments/funding. Research rewards are highly randomized, providing no obvious or dependable pattern to the technological innovation.

Gameplay Mechanics

Flowing from the resources available to the player, and their technological state, trade, politics, and other social issues come into play in a strong way. Each planet has a population that needs to be accommodated and is ultimately the life force of the player. When your population needs further resources you should supply them, or something comperable, and if they are tiring of a rivals encroaching territory you should handle such things accordingly.

Ideas

To-do list.

Graphic

Iterations

Mockup of space Interaction

GUI Development

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox