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Archive of posts filed under the Game design category.

Species: Arc’kha’to

The Arc’kha’to, often referred to as controllers, are a species of ugly, parasitic and predatory aliens. Appearance It is very hard to describe an Arc’kha’to as most of its appearance is determined by the host it currently uses. However, a host infested with an Arc’kha’to can be identified by the various protuberances and nodes that [...]

Buildings

In Beta 5, some technologies might be considered as leading to the construction of buildings; however, the construction process is implicit and no actual building is present on the planet. Beta 6 will feature actual buildings, allowing for a much higher degree of control. Several buildings with either different effects or different levels of effect [...]

Ship hulls

A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]

Design objectives (2/2)

As the second part of our series around design objectives, I’ll present here the limits we have to put on our imagination to design a game which we can actually write and why this limits exist. First of all, why do we have to put limits? Some ideas we’ve come up with or some suggestions [...]

Hangar bays

LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.

Design objectives (1/2)

From the experience gathered while running previous Betas we can extract a few very important goals which we intend to keep in mind while designing Beta 5. At the same time we have to cope with a set of limits that we have to put on our imagination to design a game which we can [...]

Generators (2/2)

As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.

Terraforming

As presented in an earlier post, planets in Beta 6 have among others an environment characteristic. In the comments around this topic, Builtom asked if we intended to set up some terraforming abilities. The answer is yes. So how does it work? Terraforming is a process which allows to increase the building space of a [...]

Mechanical generators

LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators – which are of course [...]

Special agents

In Beta 5, the only possible way to interfere with other empires is to launch an attack fleet towards it and to take over one or several planets. While this is quite simple, this system presents some drawbacks. First of all having only one way to achieve a goal is quite limited. Moreover a small [...]