If You Made A Freeware Game...
#61
Posted 22 May 2005 - 12:42 PM
#62
Posted 27 May 2005 - 01:56 AM
#63
Posted 29 May 2005 - 02:30 AM
#64
Posted 29 May 2005 - 09:36 AM
Im weird.. I know.
#65
Posted 29 May 2005 - 08:22 PM
#66
Posted 30 May 2005 - 12:33 AM
#67
Posted 30 May 2005 - 09:24 PM
My game (which, coincidentally, I'm working on) is an imperial military space simulation/strategy game, called Imperium Ascendancy. It's not turn-based or real-time; the entire game can be played in turn-based or real-time modes. Both are nearly identical.
It's a simplified, streamlined game, based on Dio Games' Pax Galaxia. Wars will rage across both the galactic and local supercluster maps. Starships move from star to star by a network of Ancient-built gatelinks, the only method of FTL (Faster Than Light) travel. Galaxies, in the local supercluster map, will be linked with nothing, until you can afford to construct a giant gatelink between them.
Starships range from heavy, powerful dreadnoughts to instantaneously built, darting interplanetary fighters. Combat isn't tactical; ships simply engage in a calculated battle, with modifiers based on doctrine scales*, ship types, ship numbers and facilities, to avoid micromanagement.
*Scales that represent what your nation's military doctrines and styles are. Design speed vs. design firepower, strategic adaptability vs. strategic structure, design quality vs. design cost-efficiency and personnel training vs. personnel quantity could all be examples of doctrine scales.
#68
Posted 31 May 2005 - 07:36 AM
#69
Posted 01 July 2005 - 09:36 PM
I just like strange (story wise) and creepy games.
Games that I really like the settings in are:
I have no mouth and I must scream
Sanitarium
Still Life
Torment
Bad Mojo
#70
Posted 01 July 2005 - 10:16 PM
Mdag, on Jul 1 2005, 10:36 PM, said:
#71
Posted 01 July 2005 - 11:56 PM
if i were to make a freeware game it would be one of these... both if it would work out:
both are set in the same world(the world comes closest to the new he-man series... but that is really an awfull description)
1. a roguelike
2. a game alot like chaos overlords except it would be more complex and larger.
i cant code so if anybody feels like being my coding slave....just PM me
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#72
Posted 02 July 2005 - 04:11 AM
Then you break out (in a couple of mission's time) and then WHAM! You're in a post apocalyptic world, with nobody around for miles and nought but some stolen weaponry and a crapped-out moped that you just found for comfort.
Needless to say, it would be a *kvetch* to make, but that's not the point.
#73
Posted 04 July 2005 - 07:04 PM
Stroggy, on Jul 1 2005, 10:16 PM, said:
Mdag, on Jul 1 2005, 10:36 PM, said:
Still Life
#74
Posted 04 July 2005 - 07:18 PM
EternalSpearman, on May 30 2005, 09:24 PM, said:
My game (which, coincidentally, I'm working on) is an imperial military space simulation/strategy game, called Imperium Ascendancy. It's not turn-based or real-time; the entire game can be played in turn-based or real-time modes. Both are nearly identical.
It's a simplified, streamlined game, based on Dio Games' Pax Galaxia. Wars will rage across both the galactic and local supercluster maps. Starships move from star to star by a network of Ancient-built gatelinks, the only method of FTL (Faster Than Light) travel. Galaxies, in the local supercluster map, will be linked with nothing, until you can afford to construct a giant gatelink between them.
Starships range from heavy, powerful dreadnoughts to instantaneously built, darting interplanetary fighters. Combat isn't tactical; ships simply engage in a calculated battle, with modifiers based on doctrine scales*, ship types, ship numbers and facilities, to avoid micromanagement.
*Scales that represent what your nation's military doctrines and styles are. Design speed vs. design firepower, strategic adaptability vs. strategic structure, design quality vs. design cost-efficiency and personnel training vs. personnel quantity could all be examples of doctrine scales.
so im really waiting for this one
(except if it is going to be really simple. when it comes to 4X in space i need a complex bastard...heh...just my taste though)
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#75
Posted 08 July 2005 - 04:48 PM