opu_projects:active_projects:outposthd

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opu_projects:active_projects:outposthd [2018/06/15 18:43] leeor_netopu_projects:active_projects:outposthd [2018/06/16 04:02] – [Recreational / Luxury Items] leeor_net
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 <callout type="info"> <callout type="info">
 ===== 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 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.+
 </callout> </callout>
  
 <callout type="info"> <callout type="info">
 ===== 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). +  * Replace the original graphics with new, unencumbered assets 
-  * Add additional planet and star types.+  * Add the ability to establish new colonies on the same planet
 </callout> </callout>
  
-<callout type="info">===== Tertiary Goals ===== +<callout type="info" 
-  * Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/moons within the same star system.+>===== Tertiary Goals ===== 
 +  * Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/moons within the same star system
 </callout> </callout>
  
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 ====== Changes from OUTPOST ====== ====== Changes from OUTPOST ======
  
-OUTPOST the idea was great. The implementation was notFollowing are some of the proposed game play changes that are being implemented in the project. You can see [[http://forum.outpost2.net/index.php/board,106.0.html|OutpostHD's boards]] for additional details and to participate in the development of the game.+The core concepts for OUTPOST were great. The implementation was terribleThe following sections detail some of the changes in OutpostHD. You can follow [[http://forum.outpost2.net/index.php/board,106.0.html|OutpostHD's boards]] for additional details and to participate in the development of the game.
  
 ===== Recreational / Luxury Items ===== ===== Recreational / Luxury Items =====
  
-In OUTPOST, the Underground Factory could produce luxury items that were either consumed by the Commercial or Red Light District structure. This made sense as a boost to morale levels however the game designers chose to use superfluous item names for the production such as Fuzzy Dice, Wax Lips and Neuromancer Games. +//Main article: [[OutpostHD::Economy]]//
- +
-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 [[http://forum.outpost2.net/index.php/topic,5831.0.html|other items]]+
  
 +OUTPOST had UG Factories that produced a number of products most of which were used by Commercial and Red Light District structures to provide a morale boost. These products all had silly names and all served to fill the same need as a luxury item. OutpostHD's factories will produce a wider range of products intended to suit several needs of the colony and its economy.
 ===== Planet Selection ===== ===== Planet Selection =====
  
-The original OUTPOST 'gamified' the pre-launch screens but did it in a way that isn't very much fun -- lots of fluff with video animations to show launches and satellites and things that at the time were impressive but today nobody cares about. They also took up too much time.+//Main Article: [[OutpostHD::Planet Selection]]//
  
-OutpostHD will streamline this approach. There has [[http://forum.outpost2.net/index.php/topic,5990.0.html|been some discussion]] about how to handle this exactly but the current thinking is that difficulty selection at the beginning of the game will determine many of the initial parameters (like how many colonists you get, amount of food, how much starting ore you receive, etc.). After that you'll be given a choice of stars, all of which have planets but based on star type and difficulty selection, planet selection will vary. +The original OUTPOST 'gamified' the pre-launch screens but did it in a way that isn't very much fun -- lots of fluff with video animations to show launches and satellites and things that at the time were impressive but doesn't offer any real value today. OutpostHD will streamline this part of the game by giving the user fine-grained control over the conditions of their star system and planetary environments via a set of attributes.
- +
-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 environments (fewer dig levels, less resources, higher surface temperatures, less solar light saturation, etc.) and have fewer available landing sites. +
- +
-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 of food and factory production, speed of research, morale impact from deaths and births, decay rates of your structures and so on.+
  
 +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://forum.outpost2.net/index.php/topic,5990.0.html|this forum post]] for a discussion regarding this aspect of gameplay.
 ===== 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::Mines and Mining]]//
  
-OutpostHD has reduced this to four mined resources separated between Common and Rare varieties. +All of the mined resources from OUTPOST have been simplified and condensed into the following four mined resources:
- +
-OUTPOST Resources ^ OutpostHD Resources ^ +
-| 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 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).+
  
 +  * Common Metals
 +  * Common Minerals
 +  * Rare Metals
 +  * Rare Minerals
  
 +This will reduce the player's mental workload allowing them to focus their energies on other parts of the game including population, storage and research management. Tweaked and overhauled production, maintenance and structure costs will continue to provide a challenging game-play mechanic.
 ===== Multi-Purpose Goo ===== ===== Multi-Purpose Goo =====
  
-Multi-Purpose Goo was a substance produced in OUTPOST through recycling of bulldozed structures and by waste produced by the colony (e.g., residences). It could be used as substitute for any of the other mined resources. This likely made sense as the developers found that having all of the necessary resources to keep their colony running was next to impossible until you had the chance to develop nano technologyWorse stillbecause of the way it was implemented, if you had enough structures producing sewage (namely residences), you could effectively have an unlimited supply of MPG+Multi-Purpose Goo (MPG) was a poor solution to resource management balancing that failed in two main ways: it wasn't realistic (a problem for a 'hard science' game) and it was brokenThat said, MPG will not make a reappearance in OutpostHD. While the resource management will provide a challenge to the player, the challenge will not be in the form of insufficient resources being produced by mines.
- +
-Because of this (and it's lack of realism), MP will not make a reappearance in OutpostHD. Instead, materials from bulldozed structures will be sent to the Smelter which reclaims some of the materials that were used to build the structure. As of now it's set at 90% but this will change later on based on difficulty settings and research into recycling technologies. +
- +
 ====== See Also ====== ====== See Also ======
 [[http://forum.outpost2.net/index.php/topic,5718.0.html|Main Forum Post]] [[http://forum.outpost2.net/index.php/topic,5718.0.html|Main Forum Post]]
  
 [[https://github.com/ldicker83/OPHD/|GitHub Project]] [[https://github.com/ldicker83/OPHD/|GitHub Project]]
  • opu_projects/active_projects/outposthd.txt
  • Last modified: 2021/11/14 16:28
  • by leeor_net