View Full Version : Infinity Void : Space Strategy
billy7777
12-03-2005, 04:42 PM
Its still very rough (Im sure theres a few bugs and typos) - But I've made some improvements regarding the last feedback I have recieved. Still alot of work to be done - but interested to hear any feedback to see if I should even continue development.
Screenshots and demo here:
http://www.lasthalfofdarkness.com/darkgalaxy/
Thanks
Bill
techbear
12-03-2005, 09:04 PM
I really like it, and I think you should continue to pursue it. My suggestions?
1) A good tutorial. In games like this, you can't skimp on a tutorial that leads the player by the hand, step by step. Don't save this for last; your first testers will benefit from a tutorial, which will allow them to give you better feedback.
2) More valuable info. For instance, I didn't know how close or far apart my buildings had to be. You provide SOME context-sensitive info, like an error message when I move the water pump under water, but I need to know what other buildings it can affect, how much it will help, etc.
Simple color-coding should suffice, but
3) an inset "overhead map", showing your buildings, and lines showing how they are affecting each other, might go a long way.
4) those alien probes were SO persistant. Offer a game mode that doesn't have them, or has them only in the last half of the game, or something. Let the user decide whether they want to play the defend-the-bases game, or the build-the-best-base game, or both.
5) your terrain is all the same. Where are the flatlands, and the ocean shores? And the forests?
6) the camera is sort of like an FPS; you move it as though you were in your own spaceship. Try a camera that's more like an RTS (fixed angle, push mouse to screen edge to scroll). Look at Wildlife Tycoon for a good example.
7) Have you considered making the aliens compete economically, not militarily? Then your game would be closer to products like Transport Tycoon, which may or may not be what ya want.
8) This game has the potential to be very different from most of the products out there. That means it has the potential to attract and keep a loyal following of hardcore players. IF you can commit to the project long-term, bring out expansion packs, run contests on your website, listen to your user base, etc. You could build it into something pretty profitable, IMHO.
StormcloudCreations
12-03-2005, 10:00 PM
Hey,
Very nice! Different and unique, and pretty nice graphics too.
If you're leery of the risk of publishing it yourself, finish it and i'll publish it for you with big promotion and give you a good cut of the money. I'd do it in a heartbeat. :)
Keep on it!
Gary Preston
12-04-2005, 07:18 AM
I've been thinking about making a game along similar lines for a while, although never really manage to nail down which direction I wanted to take it. I've had this nagging idea to make a trade only game with corporate espionage, sabotage etc yet another part of me keeps wanting to include combat, build your fleet, go take over planet style of play.
Looks like you're doing a nice job of it though, I definatly think you should continue development.
I agree with the above comment that the Camera feels a little clumsy at the moment and could do with looking at.
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