New Project

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New Project

Post by Admin on Tue Apr 19, 2016 10:53 am

As we continue to see a plateau in getting the best games out to market and out of alpha, we want to set the stage to spawn great new indie companies and support the ones that already exist, whether games, art, books, music, or anything else.

We're currently developing a persistent online civilization building simulation, with randomly generated medieval fantasy worlds. The game focuses on letting you build the civilization you want, with more options that have a bigger impact on how your civilization plays. There are no forced objectives, pirate the seas, build up the world's biggest trade empire, hide in your mountainhome, ride across civilization burning as you go, build up an empire and hold onto it for as long as you can, build the happiest civilization you can, or quest for artifacts and uncover great or terrible events in the world. The game is about how these goals interact with the goals of your neighbors in peace, war, the game gives you more options for trade, scientific collaboration, cultural exchange, or conquering with barbaric hordes or trained legions. Heroic units can quest to bring back artifacts, tame griffons, set off unknown events, lead armies, or govern a city, and gain traits based on their actions.

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Re: New Project

Post by mezzanine on Tue Apr 19, 2016 7:09 pm

I always like the idea of these kinds of games but it just always seem like the 12 year olds dominate because they can pour 8 hours into the game, and I have like an hour at best, and can't play everyday.

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Re: New Project

Post by ccwscott on Tue Apr 19, 2016 7:18 pm

We've designed it to be turn a day specifically to avoid those kinds of problems. You only have a certain amount of actions you can take every day, and those will build up if you miss a few days. It's designed to have the feel of games like Minecraft and Terraria, but a fantasy civilization game. The kind of thing that adults, kids, casual, and hardcore gamers can all play and have fun with in an open ended world, focusing on the dynamics between players with different goals, and throwing off those dynamics with local and global events.

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Re: New Project

Post by mezzanine on Tue Apr 19, 2016 7:19 pm

What kind of tech tree will the game have?

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Re: New Project

Post by ccwscott on Tue Apr 19, 2016 7:58 pm

The tech tree will go from stone age to steam. The economy is much more detailed, tracking housing, clothing, tools, medicine, etc, but the complexity is offset by most of that being handled automatically. You take a couple actions each day to do things like start research project, move a hero around the map, tell a city to put more people on building a city wall, train troops, build an excess of food for trade, etc. So the technologies you can research are along the lines of copper tools, medicine, silk clothes, domesticating sheep. Things like jewelry, mysticism, storytelling will have an effect on science, culture, trade, happiness, and as time goes on you'll have mythril armor, muskets, airships, mathematics, architecture. Many are similar to other civilization building games, but more options are available sooner and have a more organic effect on your civilization. Domesticated horses can be used to help with trade and farming, or conscripted into knights. A wider variety of combat units will also be available, and available sooner, archers, spearmen, pikemen, swordsmen, cavalry, cavalry archers, macemen, and so on. Culture can be used to gain cultural traits similar to other games as well, but again, almost all of these traits are available right away, and have a more profound effect on how your civilization plays, whether you are seafaring, nomadic, surviving better in the desert, more egalitarian, isolationist, and so on.

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Re: New Project

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