Self Imposed Arbitrary Deadline: Too Ambitious

Lets try for next week to get the Random Events in! Turns out other space games are doing random encounters too, and I just learned of it today. That means I’m on the right track!

A huge huge huge amount of design happened in the past two weeks. I’ll run over it as I explain I needed a bunch of techs to make stuff happen. One of which is Inventory/Character Sheets which are mostly in:

Star is order by rarity.

M is order by mass.

$ is order by value

dm^3 is order by decimetric volume. Volume in your inventory changes depending on temperature and other crazy stuff. I shelved Diablo 2 stacking in 3d because my friend said people like simplicity in some regards. This inventory is high tech under the hood with Entity/DOTS high tech under that!

Other techs I have put in are:

Spawn enemy monster & wire up damage.

I need to finalize in ‘Random drops like Diablo 2 or Path of Exile’, Tool tips and power up zones you get by flying through. They’re in, just need wired up.

The design is actually AMAZING! Absurdity Trail random events allows for a proc gen galaxy with weights that change depending where you’re at. There are alliances of alien races known as factions. You can get in good one with faction and be bad with another. The center of the galaxy lies a mysterious horror, and as monsters/enemy ship fleets/alliances grow stronger as you try and get to it. You can’t just warp to the center of the galaxy, you need to find trade paths through radiation zones. Once you find radiation zone paths, you can go from star system to star system. Many paths of non radiated zones have choke points where alliance fleets gate keep with warp interdictor technology. So in order to prove your worth, you must win in fights,be friends with that alliance, pay a toll, have a gem, or just hit pedal to the medal baby and pray as you zip by them.

Check points are of two fashion. The standard check point is dimensional signature target check points. This is where you can restart the game coming from your home base with a limited ship. It is costly to jump via dimensional warp gates so you can’t take much with you like a big fleet, but they’re common so you can travel light around the galaxy if you want. Then there is a more uncommon warp gate target check point. This you can warp with you and your entire fleet provided you charted a path of non radiated zones to it and provided no warp interdicting pirates are on the path.

That’s a long winded way of saying in a game of risk/reward perma loss of huge fleets, one of the soft save roguelite features is information. Information of where to warp to, information where to get good trades, information of resource rich zones, information of what player friends to make, information of what enemy factions to favor or unfavor, and information on how to acquire navigation deep into the galaxy via radiation zone scope pathing. I want the player to feel a sense of more permanence, soft saving, rogue lite features than senses of loss when your entire fleet might get risked in the wrong manner. Starfighter General will have the feeling of a Carebear progression game, while having hardcore perma death in some aspects of losing fleets. Since I dis-incentive bullying and mob rule dystopia play, this is gonna be an experience you never experienced.

I’m happy Unity released some sort of basic 4 player multiplayer. That way I don’t have to rush mine to market and I can do these more fun techs which will play like a roguelike. The ground up of the design of the game is multiplayer so it won’t be tacked on though it is added later. My multiplayer breaks so many rules you’re used to. Traditional Client<>Server is O(n^2), mine is sub O(n), yes less than n bandwith,close to O(logn) aka near infinite networked players same zone. I say this with a grain of salt for there will be a limited number of fleet that can come with, but that’s down the road. Just happy Unity released multi so I don’t have to force it out and present it to Unity. I assure you my networking is far superior to Unity’s at this juncture. I typically pioneer algorithms the gaming industry independently discovers later.

So design solidifying on the universe power progression, gates between star systems so going deep is risky and hull/armor/shields of your fleet are at risk if you have to retreat through hostile radiation zone choke point gates. That’s a reason you’d want to power up combat ships in itself and level and all that jazz. Last week we put wandering monsters in with the dragon. This week I made the dragon sound and particle effect when spawning. It’s a matter of whales and bistles (bells and whistles), pacing it. And to conclude, I have health conditions with stress and am just barely food secure, so I’m limiting my bust tail crunch mentality… I just enjoy this so I code basically all day when I am not keeping the house hold in order.

Next 100-300 hours we should have a ROCKING fun Starfighter Game. I missed a self imposed micro deadline, but life isn’t easy when you barely have enough for food. I look at Star Citizen and wonder if God will let me shame their massively funded and large team with a superior product by basically one guy without much help and dealing with malnutrition occasionally living in a place without water. I’m not poor mouthing, so much as starting to enjoy the challenge since I’m up trending.

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Other games and gaming related information, click pictures if you’d like to know more:

Throne and Crown, a Zeldalike
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Battlemon, GPS pet collection game

#1 IN THE WORLD at Starcraft/Broodwar/Warcraft3/Diablo2 Hardcore/Command and Conquer3/Starcraft2 2v2. GOAT.
Before Pinky and The Brain, The Parapalegic Mice Team existed, and I told everyone in my school for weeks in hopes someone knew someone at WB/Disney/HB to make a tv show of two mice taking over the world. Next Year Pinky and The Brain was out.

1) 10-1000x things rendered with new DOTS/ECS UNITY tech that unlocks more than just one core that most video games use: Parallel Processing done right.

2) Networking that pushes the envelope where no networking has gone before. People laugh at this like it is impossible to innovate, but I marketed it to Midway in 2003, and they laughed too. Meanwhile it was working in house as a Tekken style(3d fighter) MMO with part of what today is known as rollback code. Midway’s manager was mocking what is today’s standard thinking rollback and such was impossible. Infinite action players same zone, limit only by video card and other hardware, networking ain’t a limiting thing anymore.

3) Lore/Game Mechanics based on a custom TTRPG (Intergalactic Bounty Hunter) that most everyone liked more than any RPG. RPG rules are based on Wasteland from the Commodore 64 set in space. The space flight is the spiritual successor of 90s DOS Xwing vs Tiefighter hits that everyone was disappointed ended. I had to make my own RPG, Dungeons and Dragons armor not reducing damage did not sit well.

4) First MMO designed for late game. Everyone enjoys mmos until power capped and then get bored.
There is no power cap to begin with(just a log log logarithmic progression), but there are many many many other end game design elements to make it so want to keep playing end game! The grind is there, but better and more fun things are around too! You can build up a super big fleet and it get destroyed to pieces and you start over again. You have a power floor level that you can’t go below so you’re always building permanent power, but temporary spikes of power surges and galactic dominance for fleeting moments give a rush. The larger the fleet, the larger the fleeting moment.

5) Easter Eggs: Will contain literal Easter Eggs. You find an Easter Egg in a quest. Then you hide somewhere in space. Every day it isn’t found by another player, you get a daily reward that increases. When they find it, they get an instant reward! Then the egg comes back to you. Enjoy. Go find some place obscure in the game, space is big.

6) Space Dungeons: Competitive zones with different rules, find em, dominate em, and can you find the clues around space to find the one which will be dropping special event rewards?

7) Resource Trading like Elite, but also factory building like Factorio and Satisfactory. Your economy and drones can build stuff up, but make sure no pirate, NPC or player tries to sabotage your supply chain. There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

8) PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Enjoy roleplaying being a prison inmate, or just use a different crew member on your account. Developing many crew members is a thing for when you fly capital ships.

9) Grand Space Opera-> 4x emperors around you trying to conquer the galaxy like Master of Orion on a 500 billionish system scale! They ain’t even players at first, just NPCs waging war. Who’s side will you choose? Will it be based on morality or space bucks? Ok soldier of fortune, what it will be? Do it for the money, until you realize money doesn’t mean anything living under a totalitarian empire.

10) Omnipotent roleplay: Earn your right into a a movie anime by great roleplay! Live game masters in about 6-12 months after the content updates roll through. We bias people with Founder’s RP tokens some and good manner role players who stay in character(we have chat logs and even game logs). This promotes good role play even when not live GMing. Who doesn’t want to bring their friends to a movie and surprise em with their own character in it? So stay in character for a better game! https://www.starfightergeneral.com/live-role-play/

Punky-Pulpy action, Levels, stats, skills, talents, items, fleet amassing, and great apocalyptic space plots, trippy Lewis Carrol level Mad Hatter humor along the way. It’s really weird to see how this synergizes from a game design standpoint. Players naturally want to level up and power up… That’s the twink min maxer in all of us. So when humor, plots, intrigue, or NPCs getting your blood boiling to action vs them happens, you get stoked, rewarded, happy and tossed off your axis. Then when resolved, you look back and get serious about powering up. The core of a RPG gamer is always powering up, it is something we can’t get rid of, but the core of a game designer is to get you out of a spreadsheet mindset temporarily… And then you appreciate both more. So tacky humor, along serious pulp action and serious leveling up game mechanics… It is like a symphony of fun.

Game made by a soul gamer out for the player’s best interest. 150,000 hours experience #1 in many online ladders world. I don’t care about money. I just want to play games and help the poor and sick. I want you to have faith in the spirit of love.

Are you down? Cuz I need help, like crowd source and pray for me to get this out faster. If you don’t help me, it’s still coming out.

or

Get and Play Starfighter General for Free (type of morally good free that doesn’t exploit or abuse players and gives all the content available).


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