Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revisionBoth sides next revision | ||
opu_projects:active_projects:outposthd [2017/08/11 07:22] – [Mined Resources] leeor_net | opu_projects:active_projects:outposthd [2018/06/16 02:00] – leeor_net | ||
---|---|---|---|
Line 1: | Line 1: | ||
{{ : | {{ : | ||
- | ====== 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. | ||
Line 8: | Line 7: | ||
====== Project Goals ====== | ====== Project Goals ====== | ||
+ | <callout type=" | ||
===== Primary Goals ===== | ===== Primary Goals ===== | ||
- | + | | |
- | | + | |
* 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. | + | </ |
+ | <callout type=" | ||
===== Secondary Goals ===== | ===== Secondary Goals ===== | ||
+ | * Replace the original graphics with new, unencumbered assets | ||
+ | * Add the ability to establish new colonies on the same planet | ||
+ | </ | ||
- | * 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). | + | <callout type=" |
- | * Add additional planet and star types. | + | >===== Tertiary Goals ===== |
- | + | * Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/ | |
- | ===== Tertiary Goals ===== | + | </ |
- | + | ||
- | * 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 ===== | ||
Line 38: | Line 39: | ||
===== Planet Selection ===== | ===== Planet Selection ===== | ||
- | The original OUTPOST ' | + | //Main Article: [[OutpostHD:: |
- | OutpostHD will streamline this approach. There has [[http:// | + | The original OUTPOST ' |
- | + | ||
- | Higher difficulty levels will offer fewer stars with harsher star properties (higher radiation levels, more frequent solar mass ejections, lower light output, etc.). Fewer planets will be available and these planets will consist of harsher | + | |
- | + | ||
- | Difficulty level will affect how harshly your colonists will react to events, how frequently they make babies, how easily they die and how hard disasters will hit. It will also affect things like resource costs, effectiveness | + | |
+ | 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 ===== | ||
- | One of the problems with OUTPOST is the over abundance of resource types some of which were difficult to get. There were 11 mined resource types, all of which were needed to keep your colony operating. While //Multi-Purpose Goo// could be substituted for resources that were missing, this felt more like a band-aid solution. | + | //Main Article: [[OutpostHD:: |
- | OutpostHD has reduced this to four mined resources | + | All of the mined resources |
- | + | ||
- | ^ OUTPOST | + | |
- | | Metals A | Common Metals | | + | |
- | | Metals B | Rare Metals | | + | |
- | | Metals C | Common Minerals | | + | |
- | | Metals D | Rare Minerals | | + | |
- | | Precious Metals A | | | + | |
- | | Precious Metals B | | | + | |
- | | Minerals A | | | + | |
- | | Minerals B | | | + | |
- | | Minerals C | | | + | |
- | | Fusion Elements A | | | + | |
- | | Fusion Elements B | | | + | |
- | | Fusion Elements C | | | + | |
- | + | ||
- | 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 | + | |
+ | * Common Metals | ||
+ | * Common Minerals | ||
+ | * Rare Metals | ||
+ | * Rare Minerals | ||
+ | This will reduce the player' | ||
===== 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 |
- | + | ||
- | Instead, the SPEW will no longer produce | + | |
- | + | ||
====== See Also ====== | ====== See Also ====== | ||
[[http:// | [[http:// | ||
- | [[http://redmine.outpostuniverse.org/|Redmine | + | [[https://github.com/ |