Space ConquestForewordThis is a 'skirmish' game based on Christian Mumenthaler's Colonial Conquest (Amiga PD game). It can be described as a turn based space fleet sci-fi strategy game with components from sim city/civ. I've tried to condense the play time so it's more similar to that of Advance Wars. GFX WIP, curved up to work with GBA display (240*160) <64 colors used so far. Note the dot definition for the ships (refered to later).
Flow of the game. There's 2 main screen which are accessed with the L and R buttons. A is usually positive (ok, select, increase), and B is negative (cancel, back, deselect, decrease). Select is used to pop up a context menu. Plus pad is used to navigate in general, and Start pops up the game options menu which is used for ending turns, saving and loading.
Flow of the main menu and surrounding screens. Not as fleshed out as the one above.
ShipsDot definitionFor consistancy and ease of definition, each ship is designed graphically with a number of dots corresponding to the size of the ship. They can be stored with RLE.
The cost of a ship is calculated by the following formula: Total_dots_exl_armour_dots + ( Total_dots_exl_armour_dots / 4 ) * Armour_dots Transport dots are worth 0.5. The whole thing is multiplied by 5 and rounded down to get the actual resources needed. This means a Battleship with the dot definition 6G+4G+1G+1G + 6A will cost: ( 12 + ( 12 / 4 ) * 6 ) * 5 = 150 The number of hitpoints is simply proportional to (Total_dots_exl_armour_dots), but the armour is very important as weaker weapons will have a much harder time to penetrate thick armour. if(Damage < Armour) Damage = Damage * (Damage/Armour)^2; Fleet combat Each ship will fire its weapons on a suitable foe (matching damage and armour). Ships from both sides are shuffled into a list and fight in that order. They're racked up on opposing vertical halves of the screen. May or may not be random. If the hitpoints are lower than 25% the armour will be halved and each weapon only fire 50% of the time. This will be shown graphically with either smoke or a red health bar. Same with buildings, except they only work 50% of the time. Possibly, the debris from destoyed ships could be scavenged with a transporter. Debris left floating could either just stay or gradually decrease. Ship variants Seen on the screen WIP gfx batch. There's mainly 4 available sizes of military ships, fighters, dreadnoughts, battleships, and battlestars. Battleships are hard to build and the player is only likely to have a few. The battlestar is total overkill, and a feat to build with a cost of 700, compared to a fighter which costs a mere 6 (with the current formula). A fighter doing 1 damage against the 8 armour and 56 hp of the battlestar would need... uh... 56 / (1/8)^2 shots to destroy it (3584). Of course the battlestar can only destroy a maximum of 6 fighters per turn with it's overkill weapons (mainly meant to deal with larger ships). 700 worth of fighters might get a 1000 hits before they are all destroyed (this assuming nothing is random). Of course, fighters are meant to deal with smaller ships. A Dreadnought (not flak version) costs 40 (4G, 4A) and 7 fighters will get 28 hits before destroyed by it. They need 16. The flak dreadnought (4x1G, 4A) on the other hand will pop 4 fighters per turn, but won't be able to damage larger ships much. Space mapThe map initially has (?) icons scattered around. To find out what they are a ship or fleet has to move into them.
ProductionConstruction listsConstruction of buildings and ships is managed by linked lists (one for each planet/colony). Buildings need to be placed, and that is done by placing scaffolds (similar to Utopia). Each scafforld has a priority, so it's possible to plan out a base ahead of time, reducing the need of micro managment. Items in the lists can moved around, paused, deleted, appended etc. It's also possible to make the factories produce X or an infinite number of ships, but not buildings since they need to be placed. If an item in the list is half completed, it can be moved down and still retain its progress. If it's deleted the resources will go back in the storage. Buildings or ships can be repaired by the factories (if near a planet), and goes into the construction list in that case. They appear as 50% + % of HP left / 2. This means a 50% damaged ship would be 75% completed. This could also mean that a >50% completed ship or building could be released as 'finished'. Fighters need special treatment there because of their low stats. Power Some buildings need power to stay operational. If there's not enough power, random buildings may shut down. It's also possible to manually deactivate buildings. Resource Used for construction of buildings and ships. Produced in mines (with assigned colonist workers). Food Each colonist use 1 food per turn. If there's a shortage then some might starve to death. Food is primarely produced by placing colonist on crop fields, hydroponics, or a fish in the ocean. Research (bulbs) New technology can be purchased, or maybe there's just the usual tech levels. Can't be stored or transported. Colonists Colonists are assigned to various buildings to boost production.
AI editorHere's some ideas for the AI editor options.Personality
Intelligence
Handicap
Starting colony planet Might override the one on the space map.
Starting resources
AI profile
Space map editorThe space map editor lets the user define what kind of game s/he wants. A small map is good for short skirmish games.Randomized map This means the map will be different each time the player uses it.
Initial colonies owned (for each side)
Space map edit Can only be done if it's not randomized. Tile editor controls. Planets can be loaded and placed. Initial fleet (for each side)
Possibly there could be ally options too. |