Galileo (Space mining n shit) [Images]
Posted: Mon Apr 20, 2015 3:48 pm
Since my thread got blasted into the outer reaches of #000, I'm remaking it. A better entrance this time since I've been working on some eye candy. I also didn't include what I'm calling it last time.
Galileo
So I've been working on a game, if you could call it that, and it's finally in a state where I can show people. It's real time (ish), and operates in your browser (more on that in a bit).
Galileo is set in space and the aim of the game is to grow your empire through colonising planets, gathering and trading resources, building economy and interacting with other players. Or at least, I'm hoping it will get that far. That's what I'm aiming for, it's fledgeling at the moment.
Instead of being a fully interactive game, where you are actively controlling a character, it's browser/click based real time. The best comparison is FarmVille- you queue up actions and return in X hours when it's finished.
By using an X Y Z coordinate system, the game space is unlimited*. Planets are currently randomly generated when a new set of coordinates are accessed. Planet generation includes size, name and 'nodes'- points where resources can be tapped.
* It's technically unlimited, but I'll probably end up restricting it.
So far I have a working inventory system, task queuing and planet generation.
I've paused development to work on some visuals since I got tired of looking at a grey box on a white background. Now that you can do something I thought I'd treat myself and whip up a UI. It portrays the direction I want to go in but I'm not sure on it's execution. Still, beats a grey box.
Here are some shots:
Dashboard
Inventory
Travel
Orbit
Mining
Did I mention it'll work on a phone as an app too?
Galileo
So I've been working on a game, if you could call it that, and it's finally in a state where I can show people. It's real time (ish), and operates in your browser (more on that in a bit).
Galileo is set in space and the aim of the game is to grow your empire through colonising planets, gathering and trading resources, building economy and interacting with other players. Or at least, I'm hoping it will get that far. That's what I'm aiming for, it's fledgeling at the moment.
Instead of being a fully interactive game, where you are actively controlling a character, it's browser/click based real time. The best comparison is FarmVille- you queue up actions and return in X hours when it's finished.
By using an X Y Z coordinate system, the game space is unlimited*. Planets are currently randomly generated when a new set of coordinates are accessed. Planet generation includes size, name and 'nodes'- points where resources can be tapped.
* It's technically unlimited, but I'll probably end up restricting it.
So far I have a working inventory system, task queuing and planet generation.
I've paused development to work on some visuals since I got tired of looking at a grey box on a white background. Now that you can do something I thought I'd treat myself and whip up a UI. It portrays the direction I want to go in but I'm not sure on it's execution. Still, beats a grey box.
Here are some shots:
Dashboard
Inventory
Travel
Orbit
Mining
Did I mention it'll work on a phone as an app too?