Archive for the ‘Game design’ Category.
December 15, 2008, 10:00 am
Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet’s stock market normally affects only the output of industrial factories - however, some laws allow the planet’s base income to be indexed on its value (of course, this is a “use at your own risk” situation :))
Continue reading ‘Stock markets (1/2)’ »
December 11, 2008, 10:00 am
The previous posts in the series explained the basic elements of distance and trajectory computations in the Legacy Worlds Beta 6 universe; this final post about travel and distances puts these elements together, explaining how and when they apply.
Indeed, while players will get the final say about their fleets’ trajectories, some details remain to be explained. In addition, many other elements of the game use the travel rules (e.g. mining operations or trade); in these cases, the various computations are applied behind the scenes, without any intervention from the player.
Continue reading ‘Travel and distances (5/5): putting it all together’ »
December 7, 2008, 10:00 am
The previous posts in this series discussed generalities, stellar systems and special objects such as nebulae. The last element that needs to be considered to describe travel in the Legacy Worlds universe is actual interstellar travel.
Because of the structure of the universe in the new version, it is impossible to describe interstellar travel as simply as it was in Beta 5. It is impossible to fly through some of the map’s areas, while Beta 5 made sure that it was always possible to get from one point to another without passing through something that wasn’t reachable. In addition, the new version will allow players to use waypoints when determining a fleet’s trajectory; because that is possible, it is only logical that the game can propose optimal trajectories to the player. Finally, a lot of computations depend on the distance between two points - these computations should always use the best possible route.
Continue reading ‘Travel and distances (4/5): interstellar travel’ »
December 3, 2008, 10:00 am
While the first post discussed generalities and the second post discussed travel and distances within stellar systems, this third post about travel and in-game distances will describes the structures associated with other, “special” objects which can be found in one of the universe’s layers - namely black holes, nebulae and supergates.
Continue reading ‘Travel and distances (3/5) : special objects’ »
November 29, 2008, 10:00 am
In the previous post about travel and distances, we discussed the generalities about travel in the Legacy Worlds universe. This new post in the series describes the structure of stellar systems and the travel rules that apply.
Stellar systems have two “levels” of structure. First there is a general structure, common to all stellar systems; this level includes the Oort cloud and the locations of the various “orbits”. The second level is specific to what can be found at a given orbit: life-supporting planet, planetary remains, gas giant, asteroid belt or, well, nothingness.
Continue reading ‘Travel and distances (2/5) : stellar systems’ »
November 25, 2008, 10:00 am
Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel.
It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here earlier. Continue reading ‘Travel and distances (1/5) : basics’ »
April 25, 2008, 1:34 pm
One of the most important and tricky aspects of Beta 6’s design is the creation of formulas. This series of posts (don’t ask me how many will be written, I really don’t know) will try to explain the process.
In this first post I’ll present the different types of formulas that need to be written in order to create a game such as Legacy Worlds.
Continue reading ‘Writing formulas - part 1’ »
April 21, 2008, 9:08 am
Beta 5 doesn’t include any notion of time flow. Nothing is really recorded and past events only remain as a part of the memory of players. However only relying on memory isn’t sufficient if we want to build up a real history. And history is what makes a game alive. As such we are planning to introduce a “true” time flow in Beta 6 as well as an event recording system, which feeds its entries to players through the Intergalactic News Service.
However, this notion of time poses some problems. Considering real life time or server time as the LegacyWorlds time doesn’t make much sense, since the game is supposed to take place in a relatively distant future. However we can’t only rely on a fictional time indication: it is important to inform players about real-life time so that they can infer what to do and when. Therefore we intend to use a dual time system, using both the real-life, “server” time and a fictional LegacyWorlds time.
Continue reading ‘Intergalactic News Service’ »
April 18, 2008, 9:07 am
In Beta 5 the only events which can occur in game are the direct consequences of some game actions performed either by yourself or other players. There is no surprise nor anything linked with the universe itself. Introducing alien factions controlled by the game itself is one way to improve the game dynamics. Another way is to introduce random events.
These events occur randomly in the course of the game and affect game parameters on a scale wide enough not to advantage or disadvantage too much particular players. The frequency at which random events occur will have to be precisely defined, however it will be devised so that everyone is affected by a random event every now and then in any case.
Continue reading ‘Random events’ »
April 15, 2008, 8:19 am
Biological drones are the achievement of many years of scientific discovery and advancement; they are produced by humans as a general purpose, low-maintenance workforce.
Appearance
Biological drones were made to look like humans: they were designed to their creators’ image. They have a limited understanding to prevent people from getting worried about what would happen if they should revolt, which explains their blank stares, picturing their stupidity. Moreover they are generally very athletic. In order to further distinguish them from humans, they also bear a specific marking on their face; this marking can’t be removed, even through surgery.
Continue reading ‘Species: biological drones’ »