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Incline Remnants of the Precursors - Merry Christmas, bitches

RayF

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It would be cool if the backgrounds were selectively animated. In the picture above, real particles floating in the engine's exhaust, and a dynamic sky with aircraft coming/going in the top viewport.

Yes, it absolutely would. However, animations add time to the illustration effort and at some point I have to say, "This is good enough, let's move onto the next one".

This approach does not rule out revisiting artwork and adding animations later.
 

L'ennui

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Aaah MOO1... An elegant design, for sure.

Godspeed to you, hopefully your project will allow the new generations to enjoy the ancient masterpiece without having to suffer the old graphics and compatibility issues.
 

laclongquan

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RayF I am deadly serious. That flat-chest-is-justice concept may fly with japanese players, but pair of naked DD tits will help marketing immensely. I know, how about having an anti-Terra spy agent pose like that? Kinda like illustration of intelligence operation in action~
 

RayF

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RayF I am deadly serious. That flat-chest-is-justice concept may fly with japanese players, but pair of naked DD tits will help marketing immensely. I know, how about having an anti-Terra spy agent pose like that? Kinda like illustration of intelligence operation in action~

I am also deadly serious. I am not doing a remake of Fapper of Orion. If what you want is naked DD tits, there's no way I can compete with pornhub. You should go there for your naked DD tit action, not this video game.

Or you can wait until it is open-sourced and put in custom porn versions of whichever race you want.
 

RayF

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Sadly, the last option is probabbly what I am going to do in the end.

Marketing is an art generally outside of game developers' comfort zone~

Dude, it's not even on my radar. When I have completed the several years and tens of thousands of dollars required to finish this project, please rest assured that I will NOT be asking myself these two questions:

1) Will I be able to make back my money?
2) Have I been able to make enough dicks hard?

However, the two questions I will most likely be asking are:

1) Is it fun for me to play?
2) Does it make me not want to play the original Master of Orion anymore?

Please note that there will be no consideration given to the state of your penis nor of anyone else's, including mine.
 

laclongquan

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However, the two questions I will most likely be asking are:

1) Is it fun for me to play?
2) Does it make me not want to play the original Master of Orion anymore?

Please note that there will be no consideration given to the state of your penis nor of anyone else's, including mine.

I will applaud the first question but not the second, mostly because Moo is irrevelant nowadays.
 

Destroid

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However, the two questions I will most likely be asking are:

1) Is it fun for me to play?
2) Does it make me not want to play the original Master of Orion anymore?

Please note that there will be no consideration given to the state of your penis nor of anyone else's, including mine.

I will applaud the first question but not the second, mostly because Moo is irrevelant nowadays.


Ok let's make a list of space 4x games that are unequivocally better than MoO:
 

RayF

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Space Empire 4?

It's been 23 years and about 6 iterations of video graphics standards, but there is still a sizable contingent of gamers who maintain that the original Master of Orion is the best of the genre. I am one of those gamers.

MOO2 is definitely more popular because more gamers have played it. But then again most of those gamers have not played the original. After all, from 1996 onward, why would anyone new to the franchise bother with an older version if they didn't realize how drastically different the games were? But most gamers who have played both games prefer the original. And many who don't specifically have issues with the dated graphics (which I am replacing).

So while ROTP is specifically being made for myself, it is transitively being made for everyone else within that contingent of MOO1 gamers. Once the first "MOO1" version of the game is done, then I'll iterate a second version that adds many of the interesting elements added in MOO2: new races, Antarans, leaders, etc, but not the changes that we all know broke the game (colony improvements, individual ship combat).
 

RayF

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Here's an example screenshot of the game I am currently using for load testing (2400 systems). I'm playing the Silicoids (with about 85 systems so far) and have only met the Bulrathi (highlighted below with 115 systems).

Keep in mind that the maximum map size in MOO1 was about 100 systems. This one is a beast.


ludicrousmap2.png
 

RayF

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More artwork. This gives an idea of what the Galactic Council voting screen will eventually look like for Psilon players.
psiloncouncil.jpg
 

index.php

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Oh my god, this looks amazing. AND it'll be open source? :o Ray, I think I love you :love:

I can't wait until the full game comes out :salute:
 

Infinitum

Scholar
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Looking forward to this but.. why is the Psilon research officer wearing lipstick and a wig? If gray men were lacking something, human tertiary sexual characteristics wasn't it by a longshot.
 

RayF

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Psilons are re-imagined as greys in the new Master of Orion. They were not portrayed that way at all in the original game.
 

Infinitum

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Messages
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Psilons are re-imagined as greys in the new Master of Orion. They were not portrayed that way at all in the original game.

Were so. Except, y'know. Yellow. What are your plans for the battle system? 1:1 adaptation of the original? I understand that you're not going for the lategame MOO2 clusterfuck but the ships-of-a-feather-stacks-together always did strike me as an odd compromise, and generally didn't allow for much tactical options beyond choosing what to kill first.
 

RayF

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Psilons are re-imagined as greys in the new Master of Orion. They were not portrayed that way at all in the original game.

Were so. Except, y'know. Yellow.

The original Psilons were not greys. They were stereotypical brainiac humanoid aliens, possibly based on these from Star Trek: http://media.aintitcool.com/media/legacy/images2009/talosian.jpg

There are no greys with four arms, hair, or crystals in their foreheads.

What are your plans for the battle system? 1:1 adaptation of the original? I understand that you're not going for the lategame MOO2 clusterfuck but the ships-of-a-feather-stacks-together always did strike me as an odd compromise, and generally didn't allow for much tactical options beyond choosing what to kill first.

Yes, it will be stack-based combat as in the original game. There were a lot of tactical options, but they started with ship design.

There are three ways to avoid the late-game ship combat issues of MOO2. One is to find an efficient way for large numbers of ships to act as a group, which is what stack-based combat from MOO1 accomplishes. Another is to create arbitrary limits on the number of ships useable in combat (e.g. "command points"). The third approach is just to automate the whole thing and let the AI fight for you. There are no perfect solutions to the problem, however, which is why is has not yet been solved after 20 years.
 

Malakal

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How about grouping ships into fleets and only representing fleets on the tactical map? So you can have 1000 ships per side but only 10 things to move.
 

RayF

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How about grouping ships into fleets and only representing fleets on the tactical map? So you can have 1000 ships per side but only 10 things to move.

If you have different types of ships in a fleet, then you potentially have a wide range of different ship movements and weapons to manage for each fleet in combat. This is plainly much more management overhead than grouping ships by their type, where you have common movement and weapons.

We are speaking in generalities of course. The game is intended to be a faithful recreation of the MOO1 mechanics, so the design of ship combat in this game is not really up for debate.
 

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