EDIT: I started out trying to do this in LibGDX and concluded that the 3D in LibGDX was a pain in the bum and the lack of quality documentation and limited dev community around LibGDX meant it was unwise to continue down that path. I picked Unity and am currently learning that. This thread will, for a while, be me learning Unity, and then it'll eventually get back to this game.
ORIGINAL POST
So I'm just starting a little project for a bit of fun and thought it might be nice to document the progress here and maybe share screenshots and thoughts about the process of making the game. It'll probably be a bit of a diary of sorts. I don't have any plans to release it commercially but who knows, if it ends up being not shit I might do so. You guys won't be paying for it though.
I want to make games for my son to enjoy when he's older, that capture some of the goodness I got to enjoy, but run on modern tech and with some modern quality of life stuff, without the arcane UIs, and without the modern horribleness of microtransactions and exploitative bollocks. I'm focused mostly on single player but have enough experience of online development to potentially have some multiplayer fun, though multiplayer does come with problems in terms of achieving my other goals (it tends to lead to nerfing things that might be fun in single player for instance). I won't be making plafformers or shooters since retro platformers are ten a penny and plenty of people can do a better job than me - better to serve some more under-served niches. One day I might tackle a more Microprosey flight simulator for instance, or maybe something in the mould of Damocles.
The Inspiration
Mega Lo Mania is a simpler tile-based approach to a strategy game, in theory real time, but actually moving time forwards in chunks. The management of your tiles with mining, inventions, etc is pretty decent, in my opinion far better than how PowerMonger handles it so I'm nicking that, plus I'll probably take some cues from its UI which is excellent. Each tile has a base on it if occupied, or it's empty. Putting your men on an empty tile will have them build a base there to claim that tile. Once back in the castle your men will breed if they're not busy inventing things or mining. The game had wonderful charm thanks to wonderful sprites and voice acting (ergonomically tewwific). You could form alliances with one or two of the three opponents if you wished, though an offer could be accepted or rejected.
A typical path to victory would involve building up manpower then inventing a defensive weapon to guard your territory, then an offensive weapon (likely moving you to the next period of history) and grabbing an empty square or two to build an unstoppable army before unleashing hell. Later games would involve nukes while early games were spears and rocks.
PowerMonger is a fairly simple RTS which used the same 3D engine for landscapes as Populous, and similarly had people as sprites walking around that world. Speed was horrific, but we were used to that back in the day, but we can't have that in <<current_year>>. It had some pretty cool features - each human on the landscape was a person with a name and a job, doing a specific task at that time, with an amount of loyalty and morale. You would roam around capturing towns, and if you encountered enemy troops that could lead to battle if your captain's aggression was high. Strategy was less important than I'd like because 'inventing' was so clunky in the villages. Where Mega Lo Mania handled it in a fairly clear and sensible way, PowerMonger did not, which limited your tactical options somewhat. UI in general is poor and I'll likely not nick too much of that. Alliances and trade exist though the poor UI meant that in practice they were rarely used.
A typical path to victory on a map would involve taking your army and invading a village on low aggression to leave plenty alive to recruit for your army, and doing this to as many villages as you can get away with (tackling the smallest first as you had few men) before mopping up any roaming armies with your now supersized army. Sometimes along the way you might invade a village and gain a 2nd (and 3rd, and 4th) captain allowing you to split your armies between them, but orders are sent by carrier pigeon which can be intercepted in flight. Captains indicate their view of your orders by how enthusiastically they respond.
So what's the plan?
I'm planning to nick the following bits:
- Powermonger's terrain
- Mega Lo Mania's base management for the villages
- Powermonger's named individuals with day to day routines
- Powermonger's battles on the move
- Mega Lo Mania's alliances
- Trade possibly nicked from somewhere else entirely - possibly Stronghold
- UI likely borrowing from Mega Lo Mania but with tweaks to be more modern
- Mega Lo Mania's eras
- PowerMonger's handling of captains (inc carrier pigeons for orders)
It's something I still need to flesh out a bit more but the first stage is doing some code experiments to see how much stuff I can get working and what the impact of that is on CPU, GPU, etc. The game will be in 3D as my sprite drawing skills are shit but a low poly 3D can still look cool even with fairly mediocre art skills. Music isn't a problem - I can handle that - and voice over work will be reasonably manageable I think.
I plan to do this in LibGDX rather than a more established engine like Unreal or Unity. The reason is I want something light and I know my way around Java reasonably well. This allows me to run on desktop (primary platform) but also to export for Android and iPhone. It's unlikely I'll bother with mobile however as that goes against my goals of creating something good for kids. For me Unity adds too much lag while using a FPS engine (Unreal) to do this seems overkill, and adds a hell of a lot of overhead for what should be a fairly simple game.
I've worked with LibGDX for 2D stuff and it has a good reputation for that, but I've not used it for 3D, so I'm using some of the guides at https://xoppa.github.io/blog/basic-3d-using-libgdx/ to wrap my head around that stuff, while I've found https://github.com/libgdx/libgdx/bl...com/badlogic/gdx/tests/g3d/HeightMapTest.java as a possible approach to landscaping (I'm also considering a fractal-based approach).
I'll flesh this all out a bit more later but thought I'd get some early thoughts down.
ORIGINAL POST
So I'm just starting a little project for a bit of fun and thought it might be nice to document the progress here and maybe share screenshots and thoughts about the process of making the game. It'll probably be a bit of a diary of sorts. I don't have any plans to release it commercially but who knows, if it ends up being not shit I might do so. You guys won't be paying for it though.
I want to make games for my son to enjoy when he's older, that capture some of the goodness I got to enjoy, but run on modern tech and with some modern quality of life stuff, without the arcane UIs, and without the modern horribleness of microtransactions and exploitative bollocks. I'm focused mostly on single player but have enough experience of online development to potentially have some multiplayer fun, though multiplayer does come with problems in terms of achieving my other goals (it tends to lead to nerfing things that might be fun in single player for instance). I won't be making plafformers or shooters since retro platformers are ten a penny and plenty of people can do a better job than me - better to serve some more under-served niches. One day I might tackle a more Microprosey flight simulator for instance, or maybe something in the mould of Damocles.
The Inspiration
Mega Lo Mania is a simpler tile-based approach to a strategy game, in theory real time, but actually moving time forwards in chunks. The management of your tiles with mining, inventions, etc is pretty decent, in my opinion far better than how PowerMonger handles it so I'm nicking that, plus I'll probably take some cues from its UI which is excellent. Each tile has a base on it if occupied, or it's empty. Putting your men on an empty tile will have them build a base there to claim that tile. Once back in the castle your men will breed if they're not busy inventing things or mining. The game had wonderful charm thanks to wonderful sprites and voice acting (ergonomically tewwific). You could form alliances with one or two of the three opponents if you wished, though an offer could be accepted or rejected.
A typical path to victory would involve building up manpower then inventing a defensive weapon to guard your territory, then an offensive weapon (likely moving you to the next period of history) and grabbing an empty square or two to build an unstoppable army before unleashing hell. Later games would involve nukes while early games were spears and rocks.
PowerMonger is a fairly simple RTS which used the same 3D engine for landscapes as Populous, and similarly had people as sprites walking around that world. Speed was horrific, but we were used to that back in the day, but we can't have that in <<current_year>>. It had some pretty cool features - each human on the landscape was a person with a name and a job, doing a specific task at that time, with an amount of loyalty and morale. You would roam around capturing towns, and if you encountered enemy troops that could lead to battle if your captain's aggression was high. Strategy was less important than I'd like because 'inventing' was so clunky in the villages. Where Mega Lo Mania handled it in a fairly clear and sensible way, PowerMonger did not, which limited your tactical options somewhat. UI in general is poor and I'll likely not nick too much of that. Alliances and trade exist though the poor UI meant that in practice they were rarely used.
A typical path to victory on a map would involve taking your army and invading a village on low aggression to leave plenty alive to recruit for your army, and doing this to as many villages as you can get away with (tackling the smallest first as you had few men) before mopping up any roaming armies with your now supersized army. Sometimes along the way you might invade a village and gain a 2nd (and 3rd, and 4th) captain allowing you to split your armies between them, but orders are sent by carrier pigeon which can be intercepted in flight. Captains indicate their view of your orders by how enthusiastically they respond.
So what's the plan?
I'm planning to nick the following bits:
- Powermonger's terrain
- Mega Lo Mania's base management for the villages
- Powermonger's named individuals with day to day routines
- Powermonger's battles on the move
- Mega Lo Mania's alliances
- Trade possibly nicked from somewhere else entirely - possibly Stronghold
- UI likely borrowing from Mega Lo Mania but with tweaks to be more modern
- Mega Lo Mania's eras
- PowerMonger's handling of captains (inc carrier pigeons for orders)
It's something I still need to flesh out a bit more but the first stage is doing some code experiments to see how much stuff I can get working and what the impact of that is on CPU, GPU, etc. The game will be in 3D as my sprite drawing skills are shit but a low poly 3D can still look cool even with fairly mediocre art skills. Music isn't a problem - I can handle that - and voice over work will be reasonably manageable I think.
I plan to do this in LibGDX rather than a more established engine like Unreal or Unity. The reason is I want something light and I know my way around Java reasonably well. This allows me to run on desktop (primary platform) but also to export for Android and iPhone. It's unlikely I'll bother with mobile however as that goes against my goals of creating something good for kids. For me Unity adds too much lag while using a FPS engine (Unreal) to do this seems overkill, and adds a hell of a lot of overhead for what should be a fairly simple game.
I've worked with LibGDX for 2D stuff and it has a good reputation for that, but I've not used it for 3D, so I'm using some of the guides at https://xoppa.github.io/blog/basic-3d-using-libgdx/ to wrap my head around that stuff, while I've found https://github.com/libgdx/libgdx/bl...com/badlogic/gdx/tests/g3d/HeightMapTest.java as a possible approach to landscaping (I'm also considering a fractal-based approach).
I'll flesh this all out a bit more later but thought I'd get some early thoughts down.
Last edited: