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opu_projects:active_projects:outposthd [2016/11/10 18:47] – leeor_net | opu_projects:active_projects:outposthd [2018/06/16 01:51] – [Planet Selection] leeor_net | ||
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- | ====== What is OutpostHD? ====== | ||
OutpostHD is the rebirth of the //Outpost: Missing In Action// project. Simply, it's an Outpost game inspired by OP1 that adds the missing advertised features, improves gameplay mechanics by removing a lot of the unnecessary and tedious micro management, interface choices that make a lot more sense, an enhanced research tree and a planned but as of yet undeveloped multiplayer mode. | OutpostHD is the rebirth of the //Outpost: Missing In Action// project. Simply, it's an Outpost game inspired by OP1 that adds the missing advertised features, improves gameplay mechanics by removing a lot of the unnecessary and tedious micro management, interface choices that make a lot more sense, an enhanced research tree and a planned but as of yet undeveloped multiplayer mode. | ||
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====== Project Goals ====== | ====== Project Goals ====== | ||
+ | <callout type=" | ||
===== Primary Goals ===== | ===== Primary Goals ===== | ||
- | |||
* Develop a new, modern code base that can be built and run on multiple platforms including Windows, MacOS X and Linux. | * Develop a new, modern code base that can be built and run on multiple platforms including Windows, MacOS X and Linux. | ||
* Implement the core gameplay mechanics from OUTPOST | * Implement the core gameplay mechanics from OUTPOST | ||
* Provide a better interface from which the user can get better feedback from their Colony. | * Provide a better interface from which the user can get better feedback from their Colony. | ||
* Add the ability to establish new colonies on the same planet. | * Add the ability to establish new colonies on the same planet. | ||
+ | </ | ||
+ | <callout type=" | ||
===== Secondary Goals ===== | ===== Secondary Goals ===== | ||
- | |||
* Develop new visuals to replace the old graphics using modern rendering procedures and alpha transparency (something impossible at the time the original game was built). | * Develop new visuals to replace the old graphics using modern rendering procedures and alpha transparency (something impossible at the time the original game was built). | ||
* Add additional planet and star types. | * Add additional planet and star types. | ||
+ | </ | ||
- | ===== Tertiary Goals ===== | + | <callout type=" |
* Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/ | * Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/ | ||
+ | </ | ||
====== Changes from OUTPOST ====== | ====== Changes from OUTPOST ====== | ||
- | OUTPOST | + | The core concepts for OUTPOST |
===== Recreational / Luxury Items ===== | ===== Recreational / Luxury Items ===== | ||
- | In OUTPOST, the Underground Factory could produce luxury items that were either consumed by the commercial structure | + | In OUTPOST, the Underground Factory could produce luxury items that were either consumed by the Commercial |
- | I remember personally thinking that this was silly. In OutpostHD, Underground Factories will produce luxury items which I think are simple enough to label as “Luxury Items”. UG Factories will also be used to produce other items but I haven’t yet decided what those items will be. | + | I remember personally thinking that this was silly. In OutpostHD, Underground Factories will produce luxury items which I think are simple enough to label as “Luxury Items”. UG Factories will also be used to produce |
===== Planet Selection ===== | ===== Planet Selection ===== | ||
- | There is no reason to artificially inflate the game’s feature list. Most people just want to get into the simulation part of the game so I’m dropping the colony ship preparation and star selection phase of the game entirely. Instead, it will be a fairly simple interface allowing the player to choose the planet type, hostility and difficulty and then drop right into the game. | + | //Main Article: [[OutpostHD:: |
+ | The original OUTPOST ' | ||
+ | Difficulty settings will affect the availability of attributes and the effectiveness or harshness of an attribute will be; for instance, high light output (a good attribute for solar power generation and food crop development) will be less effective in higher difficulties. Conversely, a negative attribute such as a low density planet will make metallic elements even scarcer on higher difficulties than in lower difficulty levels. | ||
+ | |||
+ | See [[http:// | ||
===== Mined Resources ===== | ===== Mined Resources ===== | ||
- | Outpost required that the player have available the following resources: | + | All of the mined resources |
- | + | ||
- | * Metals A | + | |
- | * Metals B | + | |
- | * Metals C | + | |
- | * Metals D | + | |
- | * Precious Metals A | + | |
- | * Precious Metals B | + | |
- | * Minerals A | + | |
- | * Minerals B | + | |
- | * Minerals C | + | |
- | * Fusion Elements A | + | |
- | * Fusion Elements B | + | |
- | * Fusion Elements C | + | |
- | + | ||
- | All of these resources | + | |
- | + | ||
- | OutpostHD' | + | |
* Common Metals | * Common Metals | ||
+ | * Common Minerals | ||
* Rare Metals | * Rare Metals | ||
- | * Common Minerals | ||
* Rare Minerals | * Rare Minerals | ||
- | That' | + | This will reduce the player' |
- | + | ||
- | The reasoning behind this is that players need to be able to know at a moments glance how much of what resources they have without having to look at a report that spans an entire screen. The four resources provide enough variety to account for all of the original resources (with the exception, perhaps, of fuels for fusion reactions however it's debatable if this really needs to be a separate resource or can be considered part of the Rare Minerals resource). | + | |
- | + | ||
===== Multi-Purpose Goo ===== | ===== Multi-Purpose Goo ===== | ||
- | Hated the idea of this stuff. A goo that could serve as a substitute | + | Multi-Purpose Goo (MPG) was a poor solution to resource management balancing |
+ | ====== See Also ====== | ||
+ | [[http:// | ||
- | Instead, the SPEW will no longer produce MPG -- instead it will reclaim a limited amount of minerals and metals from sewage and waste materials produced by various buildings. Demolished buildings will go to the Smelter for raw materials reclamation instead of the SPEW. | + | [[https:// |