Space trading game

DreamThrall

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Hello everyone!

This isn't a source mod, but I don't think there's anywhere else to ask...

I'm going to try and create a space trading game. I don't have a name for it yet, and it is going to be a very ambitious project, especially because I don't have any experience developing games.

I do, however, have several years of profession software development experience, including experience doing project management - so I think that with the right people, this can definitely be done.

I've created a wiki here that describes the project as I've brainstormed so far: http://wiki.dandoes.net/

The game, as of right now, will be developed in C#.NET using the XNA platform. I know using managed code might be an unpopular choice (I've explained my reasoning in the wiki), but right now I'm assuming that I'll be doing the majority of the coding, and .NET is what I'm good at.

The game is purely in the planning stages right now - I haven't written a single line of code yet. That said, I'm looking for:

  • Creative people to flesh out the specifics of the gameplay with me
  • Developers with experience in any of the following: developing games or mods, DirectX 9/10, C#.NET, XNA, working with physics engines
  • 3D modelers/skinners/whatever (not for a while though)

If reply here or PM me if you're interested and we can get talking!
 
Sounds interesting. You should explain the idea more though, even on your wiki there's not but a smidgin of information about what you actually want the game to be like.
 
Wait, so you're not looking for a team of testers, voice actors, and web designers??
 
@Ennui - Yeah, I have a lot of fleshing out to do

@6Three - Well, eventually, but not anywhere close to needing any of that yet ;)
 
Well, get to it then!

Sounds like you're thinking 3d, but is this game intended to be singleplayer or multiplayer? On what scale (how many planets / star systems)? Is the game completely about "resource trading" and economic management? Why do you have to trade resources? How do you as the player interact with the world? How do you win?

I'm a huge space geek so I'll definitely discuss ideas with you in this thread. Seeing a coder found a project is so heartwarming, you know?
 
@Ennui....

The more I think about it, the more I realize what I'm thinking of is a graphical version of the MUD Federation (http://www.ibgames.net/).

Like Spore, it is a multi-staged game - you start out doing hauling jobs for NPC corporations, pay off our space ship loan, start doing hauling for yourself, then you can start trading commodities, then you can build factories that make the commodities, then you build a planet that has the factories, and your planet becomes the capitol of its own solar system. What I have in mind quite shortens the amount of time the player would spend in these stages compared to Federation.

EDIT: Oops I started typing this before you replied

Sounds like you're thinking 3d
yes

singleplayer or multiplayer
single player, but this could definitely be done as an MMO

On what scale (how many planets / star systems)
Theoretically, infinite... think Spore's galaxy

Is the game completely about "resource trading" and economic management?
At this point, yes, I think it will be, though I think some diplomatic management could add some interesting flavor as well.

Why do you have to trade resources?
Get more money to buy upgrades, re-invest in factories, tools, etc.

How do you as the player interact with the world?
I'm imagining having an interface similar to Eve/Spore's space stage. The player has a ship which can be flown between planets/star systems, etc. Docking on a planet will give you access to management controls. Though, there may have to be a way to manage multiple planets.

How do you win?
I'm tempted to say you don't - completely open ended.
 
Ambitious project is ambitious, and probably too much so.

First off, why XNA, and what limitations do games made with XNA have? Can XNA games de distributed freely, and on what platforms, and via which distro format? If you make this game, you're probably going to want to let people play it. How simple will this be?

Second, why does it need to be 3D? Considering you don't have experience making a 3D game, you're taking on a lot of extra work when it sounds like the bulk of your game isn't intrinsically linked with a need for three dimensions. Trading games existed before 3D. If it's trading that focuses on diplomatic relations and bargaining skill, then don't go 3D. If it's got heavy combat in it that you want the user to have full control of, you still don't have to go 3D, but the end result will probably be more impressive in 3D (if you ever finish it in 3D).

Thirdly, if you really have your heart set on a 3D space trading game, is it going to be able to hold a candle in any way to Infinity?

[youtube]DCzDKj3hjOE[/youtube]

If you cut out that 3rd dimension completely you can focus much more on getting this complete. If you created the non-3D elements of your grand idea first in a smaller prototypical game, you can always transfer them and impriove upon them if you decide to continue the idea into 3D.

I just think that the game concept sounds like a 'Tycoon' game, so there should be no issues in. Your main reason for going 3D seems to be 'exploration', which is a fine ambition but infinite-scale universes take experts in programming procedural generation and their own custom engines.

Just boil your idea down to the most important element: trading. You don't need a 3D engine to trade; you need a dialogue system, a method of travelling between buyers and sellers and, in the long run, a technology tree to feed the player back rewards for pulling in more and more capital (bigger ships for bigger cargos, faster ships for quicker turnaround, more ships for more simultaneous jobs).

I think getting bogged down in a 3D engine for a game concept that doesn't absolutely require it is not a good idea for your first project.
 
@XNA -

As far as I know, using XNA is free, and there aren't any limitations on distribution. It allows distribution to both PC and XBox 360, and from what I understand, the framework actually handles the abstractions of targeting one or the other. I have to do a bit more research to be sure, but I think that's the case.

@ 3D -

A very valid point - I hadn't really thought about it like that. That would cut out probably 50% of the work... it would actually end up being more than that since I'd have to be learning how to do it as well.


@everyone - it would do me a HUGE favor if we could continue this conversation on my wiki: http://wiki.dandoes.net/wiki/SpaceTradingGame.ashx?Discuss=1&NoRedirect=1

I've got a few co-workers that are going to be contributing, so I'd like everyone discussing it to be able to see the conversation. Thanks!
 
I could help you out with some gameplay ideas. I've always wanted a non-combat oriented space game.
It'd likely be best to do it in 2d at first, like Spore, where it plays a bit like a board game. Later on, maybe, you'd be able to put it into 3 dimensions by adding a zoom in-out feature(like spore, again.) and add in planets to the top and bottom. Obviously, you'd have to factor in pirating and maybe even NPC warfare(factions, obviously) plus a functioning economy.(Sell too much spice, it gets less needed, and the price goes down- but in a time of war, weapons go up in value, and in a time of peace, goes down.)
 
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