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Galactic Conquest #409161
10/12/12 17:54
10/12/12 17:54
Joined: Mar 2010
Posts: 120
Switzerland
T
TehV Offline OP
Member
TehV  Offline OP
Member
T

Joined: Mar 2010
Posts: 120
Switzerland
Hi everyone,
I've been working on this game for a little while now, and I believe it's time to put it out there.
It's a real-time strategy game in which your goal is to command a space fleet to gather resources, expand your space empire, take over several nearby solar systems and push your opponents as far back as possible.
It is playable at this point, but it's not quite ready for release. I'm also planning on adding multiplayer support to the game, but I have not yet begun implementing that.
As of right now, I'm looking for feedback as to how the game looks, and possibly some play-testing once I bring out a first version in a couple of weeks. If you have any suggestions, those would also be greatly appreciated. ;-)

I am not posting this on the Showcase quite yet because the game has not been released yet and I don't believe the screenshots I do have to show would be suitable for the showcase.

Here are some screenshots:
Click to reveal..

This was the first screenshot taken after I added a sky to the game. The screenshot shows a solar system with a medium-sized star.


These were my first efforts to add a game GUI to the game. The picture was taken right after I added the ability to select objects in the game.


A friend of mine was nice enough to re-draw the GUI for me, and do so for 7 different screen resolutions! Again, with a selected planet.


In effort to add some detail to the game, I made buildings show on planets. I had some fun with it but it doesn't affect gameplay.


You might not be able to see it, but I took a screenshot of a small empire created by one of the artificial intelligence opponents.


Screenshots taken of a star of each size after I messed around with the star's particle effects.


Cheers!
~TehV

Last edited by TehV; 10/12/12 17:54.
Re: Galactic Conquest [Re: TehV] #409164
10/12/12 18:34
10/12/12 18:34
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
yet and I don't believe the screenshots I do have to show would be suitable for the showcase.

Sure there is nothing really attracting in these screenshots for the moment ! only basic stuff and you'll have lot lot fo work on GUI etc ... where are the space ships ?


You might not be able to see it, but I took a screenshot of a small empire created by one of the artificial intelligence opponents.

Why don't you zoom camear to show us the empire ?
i think like the screeenshot : THERE IS NOTHING !
(I could tale some space screenshot and say this is my RTS, you don't see any units , but they are all here very very far away laugh ??)


The planets are really strange ?? what is the effects ? explosions ?

--------------------

There are already quality space RTS in indie market :

ai-war-fleet-command

starfare

etc ...

You have lot of work before making it attractive ... keep up the hard work !

Last edited by ratchet; 10/12/12 18:35.
Re: Galactic Conquest [Re: ratchet] #409646
10/20/12 15:23
10/20/12 15:23
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
Expert

Joined: Jul 2002
Posts: 3,208
Germany
Hey there,
I sure hope you don't mind horribly late feedback? laugh

Sounds like you've focused on gameplay, concepts and playability so far, before adding in graphics and lots of eye candy - a valid approach, of course with the disadvantage that you have a lot of work until you can show something that doesn't trigger the usual responses. But well, all you need to do is ignore them from people who apparently did not read the post (and there's always some of those).
For multiplayer, be aware that some solutions that work fine in single player games are very, very difficult (if not impossible) to make work in multiplayer.

Given how much seems to be possible already, it's a bit of a shame that the screenshots convey only little of that. I know it's only placeholder artwork, but a video or something that better shows how it plays would be much appreciated! I'd ask to become one of your playtesters, but I don't have time these days, and I'm not a big fan of strategy games anyhow. Still, I'd like to see more. laugh

On to the shots, then!
I don't really like the stars-effect. The smoke emittance doesn't work for stars. Their incredible size dictates that they're spherical, so your stars should in general also have a round silhouette. I realize that there's things that deviate from that shape, but those are much darker than the star itself, which is why we only see them a) when the main star is dark (eclipse), b) when the picture is overexposed - both aren't the case here. For cool inspiration and the chance to check it out for free, try Celestia (star shot from celestia). Note how the shape is spherical. The whole thing is also very bright - I don't think you should add dark spots, though a very slight structure in the star could work. In real life, there's something called Limb darkening, which makes the edges of stars appear darker, but for video games and the perceived reality there, a bright outline might work better. The effects in the last shot are cooler and better, but they still differentiate too much from the round shape IMHO.
I suppose you'll have to try there! And of course I realize this is all talking graphics, which I understand weren't the focus before. Sorry!

A problem with space strategy is the big distance between objects. Perhaps by adjusting camera.arc you can choose camera angles that allow you to convey the distance & depth and still have objects other than the selected one visible. This is a wild guess only, and may very well not work.

Whats that yellow ring around some of the planets? Given the GUI, I suppose it's the selected object? In that case, maybe you can add some 2D-elements (such as a box around the object) as well, that would work better for some camera angles -- or planets with their own ring structure.
I'm not a big fan of the GUI as it stands. The gradient does not convey "space" or "scifi" to me. Overy pronounced shapes and boxes with edges that stand out seem to be the standard. Try also some transparency effects and alpha channels to make it look even space-y. Last but not least, animating those makes the player automatically look to the corresponding GUI-element, so you can use that to direct their vision to where the important information is. Just make sure the animations aren't too long.

Let's talk skyboxes. Spacegames are empty, yes, and so is space, but in games, we can get away with unrealistic, unusually colorful space backgrounds. I refer here to every space game ever for inspiration - your current skybox looks a bit bland. laugh

I like the idea of buildings on planets! Why not make them affect gameplay, if only a little bit? As long as its intuitive (say, a city increases population), it would differentiate planets more, which I think would be a good thing! The scale here is all wrong, and you'd have to decide NOW on whether or not to stick with that (and say it's symbolic only), or with only changing it on the planets texture, and in turn having it a bit more realistic.




Sooo, lots of criticism here. But don't take it personal - I wouldn't have taken the effort if I didn't like what I see. It seems you're on the right track with focusing on gameplay first, and I'd love to see more of that. Good job so far, keep going! laugh


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: Galactic Conquest [Re: Error014] #409653
10/20/12 16:08
10/20/12 16:08
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Hm seems like I've overlooked this one. As it is obviously filled with placeholders right now, I won't talk about the visual aspect, Error014 gave many helpful advices already.
You said that it is already playable, so go ahead and post a gameplay video! It's pretty hard to judge the latter from screenshots. I'd say drop the idea of a multiplayer component for now completely and focus on your singleplayer game. If it's done, you can still check the possibilty for a multiplayer implementation.
And btw, you may want to look for an artist so you can concentrate on the gameplay, a nice video will definitely help to find one.


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