Questing Quest 5: Scaling Factions

primitiveculture

This update, we actually are responding directly to a question asked in a comment on a previous update, because this brings up an important topic worth discussing in depth. (With apologies for the delay in response as this cycles through…)

To quote the question, “Many gamers are not as political and methodical as I am, and will simply make a direct push towards their goal. They’ll expect to be made mayor if they try to be mayor, general if they want to be general, or Supreme commander. The faction system is very attractive to me, and would be very immersive, but many of my friends would likely find it as a frustrating obstacle in the way of their enjoyment. How would you address this?”

The simplest response to this sort of problem is, essentially, “Scale”.

Scaling The Challenges...

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Questing Quest 4: Big War

primitiveculture

Last time we talked about being a soldier, doing the hands-on business of war.  This time, we go into the big-picture job of high-ranking military officers.

General Mode à la Mode

“General Mode” is a separate mode from the first-person viewpoint players usually take.  Players enter General Mode by using specific interface core blocks, such as a “general’s desk” or a “war map”. In general mode, players are put into a third-person perspective, similar to the mayor’s mode.  As a third-person top-down view where you control multiple units, General Mode could also be considered “Real-time Strategy Mode”.

However, unlike a pure RTS game, the nature of Imagine Nations makes large-scale combat significantly different...

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Questing Quest 3: Little War

primitiveculture

This month we talk about the missions system, and how it relates to the rest of the game.  Missions are “entry points” for the player into the needs of the simulated towns people, and every role a player might take has missions associated with them.  However, since last month was focused on the non-combat roles, this month, we want to talk about the combat roles, as well, and how they relate to missions.

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Meet the Team: Daniel

Let’s meet Daniel, our Programmer.

dan1

Q&A

 What is your role and what aspect of the game are you working on?

Whipping boy

Currently tending to Physics, Audio engine and tools, Octree, and RayCasting.

Did...

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Questing Quest 2: Mission Stage Directions

primitiveculture

This time, we go more in depth about how missions are formed in the game world.  Missions are generated based upon the needs of the various factions (such as towns, nations, businesses, and families) found throughout the universe.

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Meet the Team: James

Let’s meet James, our Programmer and Writer.

Q & A

What is your role and what aspect of the game are you working on?

The team is small enough that I tend to have a “whatever needs doing that I can do” role.

I program, obviously, but I’ve also been writing some of the recent news posts.  Those “blueprints” that are pretty clearly “15 minutes in Paint” in the articles were my work… With apologies to your aesthetic sensibilities.

Did...

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April “State Of The Game” Address

We’ve been hard at work to get the first build out.  There has been some snags that we are currently working through to get the build out in a reasonable time frame, but we are confident we will be working through them during April.  This month’s update will focus on the progress made and showcase where we are with the game, the launcher, and Imaginator.

First Build

These are the current features aimed for the first build:

One face of the planet generating (very large area to explore).

Dirt, grass, sand, generic rock, and water blocks properly loading in.

Trees with log, branch, and leaves block properly loading in.

All blocks come in 4 sizes (full, 3/4, 1/2, and 1/4) for a smoother travel experience.

All blocks can be dug out and placed to build simple constructs.

All blocks can be ...

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Questing Quest 1: Step Into My Lair

primitiveculture

Last month, we talked about player roles, and focused upon why players would want to play all the various roles that weren’t combat-oriented in nature.  This month, we are going to go back and talk about combat roles and missions (combat or non-combat) in general.

First, we want you to meet the meat… by which we mean fluffy little creatures, and hostile ravenous beasts you will encounter in the game.

Like cultures, creatures are potentially quite heavily randomized/procedurally generated, so that creatures on a different planet (in a different savegame) are unique.  Unlike cultures, creatures usually make their homes in lairs, rather than villages.

 

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Meet the Team: Andrew

Let’s meet Andrew, our Programmer.

Drewatar

Q & A

What is your role and what aspect of the game are you working on?

At this point, I have largely investigated various technologies for implementation in our system and provided technical input and troubleshooting.

My official role will be working on the npc and cultural interactions, both between the system and the player, and between the culture and npcs themselves.

Did any ...

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Cultures Coexisting 7: Different Player Roles

Cultures

Since we’ve talked about potential non-combat player roles in several articles this month, we wanted to close out the month by discussing the impact multiplayer will be able to have on different player roles.  Although we hope to eventually have a global persistent server eventually, we are focusing on trying to deliver both a single-player and a private server small multiplayer game.

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