Hidden 8 yrs ago Post by Somar
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Somar

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So... I am develping a game based on a mix of NES, Nation Roleplay and the computer game Civilizations. And after working a lot on the ruleset I am working on the map/grid game mechanics. It is based in a square grid, different from Civ's and other games hex grid. I am working with a HUGE original and detailed world map that I have drawn(and is still a WIP) using pixelart in a 4k proportion, all palyable, divided in Sector > Zone > Quadrant > from here we enter on the table map > Area > Cell, later I'll be working on a quadrant formula for depicting global positioning, but right now I need some help on the Terrain Types.

Terrain Types is a big variable in this game as it is all focused on strategy, the real one. So... as many Terrain Types would be good, but I don't want to overdo it. Right now I have:

  • Plains
  • River
  • Hills
  • Plateau
  • Marsh
  • Swamp
  • Forest
  • Rain Forest
  • High Forest**
  • Taiga
  • Desert
  • Snow Desert
  • Ice Desert
  • Mountain
  • Valley
  • Sand Sea**
  • Badlands
  • Savanna
  • Steppe
  • Tundra
  • Coast
  • Ocean


**those are natives from the planet where the game happens

Those are naturally occurring terrain types in the planet, there are other Terrain Types that can only be found after some event happens in them. Each of these terrain types has particular characteristics and variables that will play some of the most important roles on the game like finding resources, supplies, strategic position in conflicts, structure positioning etc...

So... do you guys have any tip on what I should put or take from this list? Questions or tips on anything else? Thanks for your time.
Hidden 8 yrs ago Post by Timeless
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So... I am develping a game based on a mix of NES, Nation Roleplay and the computer game Civilizations. And after working a lot on the ruleset I am working on the map/grid game mechanics. It is based in a square grid, different from Civ's and other games hex grid. I am working with a HUGE original and detailed world map that I have drawn(and is still a WIP) using pixelart in a 4k proportion, all palyable, divided in Sector > Zone > Quadrant > from here we enter on the table map > Area > Cell, later I'll be working on a quadrant formula for depicting global positioning, but right now I need some help on the Terrain Types.


  • High Forest**
  • Sand Sea**

This is all I needed to love this idea. The first thing that came to my mind when the terrain of Sand Sea was mentioned it reminded me of the Final Fantasy XII Ogir-Yensa and Nam-Yensa sandseas. I'm... not quite sure what a High Forest would be but I do prefer terrain which just aren't the cookie cutter terrains which exist in the Civ series. That all aside, I never been all that great on stats or terrain working so there isn't much I can really do to help here.
Hidden 8 yrs ago Post by Somar
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Final Fantasy XII was the main inspiration behind the Sand Sea, but as in Colonies everything has some explaining, so do the existance of the Sand Sea. The thing is that it exists in the middle of the only continent a huge landmass and because of that, there is no aquifers near it. This landmass is splitting in two right behind the location where the Sand Sea is located, making a giant gap there that after some milenia has passed and because of the dry and windy location, the terrain became the most fine sand, so fine that it looks like ash.

I'm... not quite sure what a High Forest would be...


The world where Colonies takes place has an atmosphere that is not ideal for humans, it is toxic, making it impossible for humans to breath and survive for more than 8-10 hours, in other hand, the High Forests, are forests formed in most by trees past a kilometer tall, their canopy are so tall and so full of leaves that the sun light never touches the ground below, the fauna and flora down there are almost everything with bioluminescence. The thing is, the atmosphere there is different, it is almost identical to the one in Earth, making living there for long periods possible, although very difficult, painfull and chalenging.
Hidden 8 yrs ago 8 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

Member Seen 6 yrs ago

So... I am develping a game based on a mix of NES, Nation Roleplay and the computer game Civilizations. And after working a lot on the ruleset I am working on the map/grid game mechanics. It is based in a square grid, different from Civ's and other games hex grid. I am working with a HUGE original and detailed world map that I have drawn(and is still a WIP) using pixelart in a 4k proportion, all palyable, divided in Sector > Zone > Quadrant > from here we enter on the table map > Area > Cell, later I'll be working on a quadrant formula for depicting global positioning, but right now I need some help on the Terrain Types.

Terrain Types is a big variable in this game as it is all focused on strategy, the real one. So... as many Terrain Types would be good, but I don't want to overdo it. Right now I have:
  • Plains
  • River
  • Hills
  • Plateau
  • Marsh
  • Swamp
  • Forest
  • Rain Forest
  • High Forest**
  • Taiga
  • Desert
  • Snow Desert
  • Ice Desert
  • Mountain
  • Valley
  • Sand Sea**
  • Badlands
  • Savanna
  • Steppe
  • Tundra
  • Coast
  • Ocean


**those are natives from the planet where the game happens

Those are naturally occurring terrain types in the planet, there are other Terrain Types that can only be found after some event happens in them. Each of these terrain types has particular characteristics and variables that will play some of the most important roles on the game like finding resources, supplies, strategic position in conflicts, structure positioning etc...

So... do you guys have any tip on what I should put or take from this list? Questions or tips on anything else? Thanks for your time.


Holy shit. You have me hooked. PM me if you need help with Cartesian coordinates or want me to add borders myself and sectors or add hexes or whatever or give general GM advice, PM me.

Otherwise, I would add:
Artic
Highlands (Forest + Plateau)
Pine Forest
Hidden 8 yrs ago 8 yrs ago Post by Somar
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Somar

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<Snipped quote by Somar>

Holy shit. You have me hooked. PM me if you need help with Cartesian coordinates or want me to add borders myself and sectors or add hexes or whatever or give general GM advice, PM me.

Otherwise, I would add:
Artic
Highlands (Forest + Plateau)
Pine Forest


I like the Artic and the Highlands(didn't know the name of the combo) and I am pretty sure the Artic could perfectly replace the Snow Desert biome.

I'll definitely need help with the Cartesian coordinates, but I am using square grids. The thing is the map is huge, let me do the math... the entire world map is subdivided into 128 bigger areas, that are divided each into 36 smaller areas. Each one of these areas are a playable map with 64 bigger areas and 36 cells each area... so... the entire game has a total of 10616832 individual cells. It's only the world map. There are also three natural satelites orbiting this planet, that later in game will be all playable too. And there is the fact that the world is divided in levels that are:
  • Submarine/subterrain
  • Surface
  • Air
  • Orbital


So... yeah... I'm gonna have some work. When I start working focused on the maps(each map will be made in the fly), I am going to write down some program on Game Maker to help me with map generation. There is no way to do it all by hand. I know a professional pixelartist, the one that designed me this avatar, and I'm gonna pay him to draw the tilesets. The movement and rules and actions will all be made by editing, copying and pasting, like normal NESes or Nation roleplay orders.
Hidden 8 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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<Snipped quote by UltikanaRe>

I like the Artic and the Highlands(didn't know the name of the combo) and I am pretty sure the Artic could perfectly replace the Snow Desert biome.

I'll definitely need help with the Cartesian coordinates, but I am using square grids. The thing is the map is huge, let me do the math... the entire world map is subdivided into 128 bigger areas, that are divided each into 36 smaller areas. Each one of these areas are a playable map with 64 bigger areas and 36 cells each area... so... the entire game has a total of 10616832 individual cells. It's only the world map. There are also three natural satelites orbiting this planet, that later in game will be all playable too. And there is the fact that the world is divided in levels that are:

  • Submarine/subterrain
  • Surface
  • Air
  • Orbital


So... yeah... I'm gonna have some work. When I start working focused on the maps(each map will be made in the fly), I am going to write down some program on Game Maker to help me with map generation. There is no way to do it all by hand. I know a professional pixelartist, the one that designed me this avatar, and I'm gonna pay him to draw the tilesets. The movement and rules and actions will all be made by editing, copying and pasting, like normal NESes or Nation roleplay orders.


Wonderful. If you need, I can make you a small scale RNG system in eclipse, although I am not amazing with it and it would be console limited. Still, it could be useful for randomly generating unit stats. If you think this might be helpful, just say so in the PM.
Hidden 8 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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Also, Fjords. Add Fjords.
Hidden 8 yrs ago Post by Somar
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Didn't knew that name. Googled it, seems cool, but not a biome, but I'll definitelly add that to the world map.

About the RNG I really got interested, would love to know more about it. I wouldn't mind the console thing as I kinda like it. About the unit stats generation, that is something we can look into, as the units in the game are designed by the players with modules, modules that are acquired through research into different things like resources and/or places, or even finishing a contract made by one of the major nations, a deal with a major nation or a player nation, stealing tech from another player, or even reverse engineering a players unit.

Players will be able to design units of the types:


  • Infantry
  • Cavalry
  • Naval
  • Air
  • Space


SBMs are a type of Space unit that can transit through subland/land/air/space levels to arrive at its destination.
Hidden 8 yrs ago Post by UltikanaRe
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UltikanaRe O God Among Gods, O Lord Above All Lords

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Didn't knew that name. Googled it, seems cool, but not a biome, but I'll definitelly add that to the world map.

About the RNG I really got interested, would love to know more about it. I wouldn't mind the console thing as I kinda like it. About the unit stats generation, that is something we can look into, as the units in the game are designed by the players with modules, modules that are acquired through research into different things like resources and/or places, or even finishing a contract made by one of the major nations, a deal with a major nation or a player nation, stealing tech from another player, or even reverse engineering a players unit.

Players will be able to design units of the types:


  • Infantry
  • Cavalry
  • Naval
  • Air
  • Space


SBMs are a type of Space unit that can transit through subland/land/air/space levels to arrive at its destination.


Are SBMs transport only or also combat capable?

Also, Fjords was mostly

Didn't knew that name. Googled it, seems cool, but not a biome, but I'll definitelly add that to the world map.

About the RNG I really got interested, would love to know more about it. I wouldn't mind the console thing as I kinda like it. About the unit stats generation, that is something we can look into, as the units in the game are designed by the players with modules, modules that are acquired through research into different things like resources and/or places, or even finishing a contract made by one of the major nations, a deal with a major nation or a player nation, stealing tech from another player, or even reverse engineering a players unit.

Players will be able to design units of the types:


  • Infantry
  • Cavalry
  • Naval
  • Air
  • Space


SBMs are a type of Space unit that can transit through subland/land/air/space levels to arrive at its destination.


Are SBMs only transport or combat ready?
Hidden 8 yrs ago Post by Somar
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Somar

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SBMs are Strategic Ballistic Missiles, they're a type of transport that are used mostly to delivery nuclear payloads, but they are also used to make ships go past the planet's orbit. So they're not the weapon, they're the vehicle that leads them to their destination.

In Colonies, the SBMs will also be designed with modules, so there'll be many different types, ones with more stages and more max distance than others. The first stage, the biggest one, will fall to the ground after the second stage kicks in, it'll fall into a random location just below the area where the second stage kicked in. And if the owner doesn't destroy it or collect it, another nation may do so and recover it's research and secrets.

So... everything has a reaction.
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