Любая игра требует конкретизации её игровой концепции, или основного смысла.
Этот проект меня лично заинтересовал, концепцией строительной стретегии в совмещении с боевой составляющей.
Очень верно, что разработчики взяли за модель юнита не гуманоида, а робота, весьма хорошее решение для дальнейшего смыслового развития проекта.
Предлагаю в этой теме, обсуждать пути развития проекта и конкретные предложения, для русскоязычных участников.
Важные мысли и идеи, заинтересованные лица смогут перевести на язык понятный разработчикам.
Any game requires a special game concept.
This project interested me personally.
It is very good that the developers took up the model of the unit, and not the humanoid.
Proposed in this topic, discussed ways to develop the project and specific proposals for Russian-speaking participants.
Important thoughts and ideas, interested persons can translate into a clear language of developers.
It is important that the developers do not fall into contradictory concepts.
If part of the gameplay is an economic model of resource extraction.
The replacement of this semantic part with automatic production by drones will greatly distort the meaning of the original idea.
The construction of automatic combat ships will be a contradiction with the idea of a first-person combat strategy. This can translate the game into a fundamentally different meaning, control strategies for automatic drone fleets.
If part of the game is done by engineering construction, then auto-building in the "mad printer" mode will eliminate this part of the gameplay.
Turning the project into an ordinary shooter in space, that is, the output is a shooter, not a strategy.
This must be kept within the framework of common sense balance. Limit drones quantitatively or qualitatively on the principle of "trust the drone that you do not mind, but if you want to do it well then do it yourself."
I hope that the game from the very beginning will not go along the path of already dead projects that burned out in an attempt to accommodate mutually exclusive and mutually destructive concepts.
It is good that the developers did not immediately make the planet.
Planets must be dealt with after debugging and correcting the basic interactions of game processes.
By developing content for the planet, it will be possible to expand the variability of the game, but for this it is necessary to first assess the existing capabilities.
Work on the planet must be taken seriously, and it is better to do it later and well than quickly and anyhow.
Этот проект меня лично заинтересовал, концепцией строительной стретегии в совмещении с боевой составляющей.
Очень верно, что разработчики взяли за модель юнита не гуманоида, а робота, весьма хорошее решение для дальнейшего смыслового развития проекта.
Предлагаю в этой теме, обсуждать пути развития проекта и конкретные предложения, для русскоязычных участников.
Важные мысли и идеи, заинтересованные лица смогут перевести на язык понятный разработчикам.
Any game requires a special game concept.
This project interested me personally.
It is very good that the developers took up the model of the unit, and not the humanoid.
Proposed in this topic, discussed ways to develop the project and specific proposals for Russian-speaking participants.
Important thoughts and ideas, interested persons can translate into a clear language of developers.
It is important that the developers do not fall into contradictory concepts.
If part of the gameplay is an economic model of resource extraction.
The replacement of this semantic part with automatic production by drones will greatly distort the meaning of the original idea.
The construction of automatic combat ships will be a contradiction with the idea of a first-person combat strategy. This can translate the game into a fundamentally different meaning, control strategies for automatic drone fleets.
If part of the game is done by engineering construction, then auto-building in the "mad printer" mode will eliminate this part of the gameplay.
Turning the project into an ordinary shooter in space, that is, the output is a shooter, not a strategy.
This must be kept within the framework of common sense balance. Limit drones quantitatively or qualitatively on the principle of "trust the drone that you do not mind, but if you want to do it well then do it yourself."
I hope that the game from the very beginning will not go along the path of already dead projects that burned out in an attempt to accommodate mutually exclusive and mutually destructive concepts.
It is good that the developers did not immediately make the planet.
Planets must be dealt with after debugging and correcting the basic interactions of game processes.
By developing content for the planet, it will be possible to expand the variability of the game, but for this it is necessary to first assess the existing capabilities.
Work on the planet must be taken seriously, and it is better to do it later and well than quickly and anyhow.
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