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Divert Engine Power to the SID Chip!
A game I've been intrigued by recently is PSI-5 trading company. I have these retro-gaming whims.
The basic premise is that you're captain of the trading ship. You need to get from point A to point B as quickly as possible, while avoiding or destroying raiders. You have 5 crew operating scanners, weapons, navigation, engineering and repairs, and the game involved telling them what to do. It's also really hard, but that's one of those retro gaming things. The game involves micromanaging 5 different stations and keeping track of who's saying what during intense situations.
Essentially it's like Artemis Bridge Simulator except you don't need friends.
The captaining simulation is a very underdeveloped game concept. Real Time Strategy is a lot of fun, but everything in that area seems to be battlefield. I just have a hankering for a game that involves sending disposable redshirts onsuicide away missions, investigating anomalies, and fighting invading Glorkons. No idea how the game itself would work, but I think there's potential in there. Something semi-scripted with a set of missions, where your level of success determines how good your next ship is. I wanna be Captain Kirk! Or maybe Picard.
The basic premise is that you're captain of the trading ship. You need to get from point A to point B as quickly as possible, while avoiding or destroying raiders. You have 5 crew operating scanners, weapons, navigation, engineering and repairs, and the game involved telling them what to do. It's also really hard, but that's one of those retro gaming things. The game involves micromanaging 5 different stations and keeping track of who's saying what during intense situations.
Essentially it's like Artemis Bridge Simulator except you don't need friends.
The captaining simulation is a very underdeveloped game concept. Real Time Strategy is a lot of fun, but everything in that area seems to be battlefield. I just have a hankering for a game that involves sending disposable redshirts on
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It would be a screen based game, so heavy on the UI. That's the main part that will be difficult to abstract. I guess I could use Qt and see how well that works but I'm a little wary of it.
Game engine can be ported, even if Android will need a bit of fudging for its native Java API to talk to C++. It's possible but JNI is never fun.
The other problem is that my game design is pretty much what I've written above.
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(It has a couple of slightly irritating F2P 'features', like lockboxes that drop in an attempt to entice you into buying keys, and server-wide announcements when someone gets something particularly rare out of one, but it's pretty easy to tune out and doesn't affect the main game much - you can do almost everything for free, if you're not worried about competing with other players.)
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Am a little wary of f2p though... Mainly because of the feel that you're competing with people who can spend more money.
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Most of STO is essentially a single-player game or on battlefields so massive that you can just wander around while other people get on with the serious fighting, so I just didn't notice other players that much at all, though.