Background: I was thinking about the best way to write the backstory for my FPS. I thought, “How cool would it be to get a group of 5 friends plus me, 3 on one “team,” 3 on the other. Each of the 3 acts as a different part of leadership for the team (i.e. Emperor, Admiral, and Citizens), and we kinda build off of what happens.” Basically, if the Admiral wanted to create a massive warship, the person acting as Emperor would react, the Citizens as well, and that would dictate how things go. Then I figured it’d be even neater to be an actual game.
Gameplay: You start off in a galaxy. You own a single solar system. Each planet has a different material richness - Metal, Plasmid, or Conduits. Each planet can be constructed into only one of three types: Research, Mineral Extraction, or Construction. A Research Planet allows the player to build observatories on the surface, which can search for other inhabitable planets, as well as (more obviously,) researching to improve efficiency and strength of the fleet. A Mineral Extraction planet does exactly that. You build resource operations on the planet to get more materials to build with. A Construction Planet is used to build your ships, and acts more or less as a central location for fleets. Once you’ve got some probes, send them out into space and find the next nearest places. Maybe there’s enemies there, maybe there’s not - you find out as you go, you take places over, and you build your empire. The goal of the game is to control the whole galaxy as your empire.
Explanation: It’s a bit of a reach, I admit, but I’m going to do my best. There are 3 roles a player can play: Ship Designer, Fighter, and Commander. You can switch between roles as you want, and it’s as easy as a click here or there.
Ship Designers do exactly that - design ships. You’re given straight halls, turns, engines, missiles, bridges, etc. to comprise ships, or you can build from or use the pre-designed ships. This feature is already completed, and I’m in the process of redoing the models in more detail and texturing them better.
Fighters have a number of roles. In a space battle, the Fighter might find himself sitting in the pilot’s seat, directly controlling the ship. Or maybe, his ship gets boarded. It then becomes his choice - scuttle, escape, or fight them off in FPS. But then you’ve got the leeway between battles. Say you board an enemy ship, and get intel of the location of their homeworld. You can build a stealth ship, send it to that planet, and attempt an assassination on someone.
Commanders are the ones who micromanage the fleet. They give orders to ships, build research stations, etc. Basically, the Commanders do everything you’d do in a game like Sins of a Solar Empire or Homeworld. They make the big decisions.
Progress so far: Well, I did have a lot, but as is my custom, I got 5 months into development and started hating it from the inside out. I hate working on the code as-is because it’s such a mess. So, as of today, I believe I’ll be restarting. Not entirely, just on the major gameplay aspects. I delved right into it the first time, no planning or anything, and that’s come back to bite me. I’ll be spending lots of time figuring out the best way to write the code. But, as far as working features go in the messy version, there’s the following:
Ship construction, ship building in-game, mining resources, orbiting ships on planets, screen-locking on ships, and a basic HUD.
And now the fun part, (pardon my embarrassment), photos!
A 3-floor destroyer ship. See, I told you the models were void of detail and needed redoing.
En route to a red-planet (rich in metal.)
Did a LOOOOOT of shader stuff for on-surface views for the wonderful JmePlanet by @aaronperkins
A full, randomly generated (and perfectly aligned) solar system.