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New Game Ideas?

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eRe4s3r:
Economic trade and supply/production sim in AI War universe, on procedural planets. Think Transport Tycoon, just better ;P The clue? You have to do economic connections, links, adjacencies and logistics in order to build a colony-ship, once launched you land on a completely undeveloped randomized planet with various things possible (extreme plant-growth, local nests, competition from aliens etc.) and all that to build up your colony, as it grows second and third colonies spawn needing even more resources.

In order to make this truly infinite, the maps work like in Sim City 4, border connections are possible, and you can travel to a different planetary sector, build up infrastructure there and send all the goods to the border, where they then spawn on your home map so to speak.

Draco18s:

--- Quote from: eRe4s3r on September 09, 2014, 12:51:24 pm ---Economic trade and supply/production sim in AI War universe, on procedural planets. Think Transport Tycoon, just better ;P The clue? You have to do economic connections, links, adjacencies and logistics in order to build a colony-ship, once launched you land on a completely undeveloped randomized planet with various things possible (extreme plant-growth, local nests, competition from aliens etc.) and all that to build up your colony, as it grows second and third colonies spawn needing even more resources.

In order to make this truly infinite, the maps work like in Sim City 4, border connections are possible, and you can travel to a different planetary sector, build up infrastructure there and send all the goods to the border, where they then spawn on your home map so to speak.

--- End quote ---

Sounds like a prequel to Space Bucks.  Which I was terrible at as a kid, but once I looked at it as a college graduate I figured out those bits of information I'd been missing as a kid and eventually crashed the game (cash reserves for the 1st place player--me--hit the 32 bit signed integer limit, about $2 billion).

I had no ability to buy-out the AI players (they never sell stock in their company and there's no way to force them out of a market) so the game was fundamentally impossible to actually win.

eRe4s3r:

--- Quote from: Draco18s on September 09, 2014, 01:51:32 pm ---
--- Quote from: eRe4s3r on September 09, 2014, 12:51:24 pm ---Economic trade and supply/production sim in AI War universe, on procedural planets. Think Transport Tycoon, just better ;P The clue? You have to do economic connections, links, adjacencies and logistics in order to build a colony-ship, once launched you land on a completely undeveloped randomized planet with various things possible (extreme plant-growth, local nests, competition from aliens etc.) and all that to build up your colony, as it grows second and third colonies spawn needing even more resources.

In order to make this truly infinite, the maps work like in Sim City 4, border connections are possible, and you can travel to a different planetary sector, build up infrastructure there and send all the goods to the border, where they then spawn on your home map so to speak.

--- End quote ---

Sounds like a prequel to Space Bucks.  Which I was terrible at as a kid, but once I looked at it as a college graduate I figured out those bits of information I'd been missing as a kid and eventually crashed the game (cash reserves for the 1st place player--me--hit the 32 bit signed integer limit, about $2 billion).

I had no ability to buy-out the AI players (they never sell stock in their company and there's no way to force them out of a market) so the game was fundamentally impossible to actually win.

--- End quote ---

Mhh having watched a let's play ->  https://www.youtube.com/watch?v=yXhq3OuQXs8 I don think that's quite what I mean ;) More like OpenTTD on a random dynamic alien world alá sid-meiers alpha centauri mixed with a more focused main-base element that you originate from, but with way more fancy tech and "cars" for your "vehicles" like weapons, protective shielding or power generators. It's really more focused on the logistic side than the business side.

In some way, maybe more like Factorio mixed with Transport Tycoon ;)

Draco18s:
Oh you totally mentioned things Space Bucks does not do (the colonization).  Just the way that you talked about interplanetary trade routes, etc. made me think of Space Bucks.  And obviously, as a 90s game it wouldn't quite have the detail that you're looking for. ;)

crazyroosterman:
hey so the idea I had a for a game a while ago was for a rhythm based rts something along the lines of you clicking and doing stuff to the rhythm of the music  I have no idea how youd get that to work in practise though.

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