08-06-2015, 10:22 PM
(08-06-2015, 10:00 PM)Cael_Aislinn Wrote: Well, I'd like to sit down with the rest of the team and first lay out a clear set of gameplay design goals aka what features do we want that aren't just a reskin. Generally the stuff I'd like to see long term could probably be broken down to:Well there will be time for you to met up with the rest of the team and such, do you happen to have a skype?
- Large ship travelling around the galaxy interacting with NPC ships and stations FTL style (a while back I prototyped a feature upgrade to the supply shuttle that let players ship goods around the solar system and buy/sell them for profit).
- Specific missions for the ship/crew FTL style (NPC ship interaction can happen via viewscreen dialogue options which can be responded to via verbs and follow preset/randomised dialogue trees... dialogue trees could be set via XML or something).
- Ship combat including large ships and fighters (this could be done via creative use of zlevels... including specific zlevels for 1 tile "capital ships" which can be steered around obstacles and to reach other ships).
- Limited ground missions (I coded a random away mission generator in a jungle setting, it had random alien temple layouts and some other goodies)
- More advanced NPC mob AI (in the jungle away mission, I coded a rudimentary "stalking" behaviour for some enemies)
As well as, obviously all the reskins. I've worked on major sub-projects for Bay12 before and I can do the hours required to complete this kind of work to scratch.