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opu_projects:active_projects:outposthd [2018/06/10 18:21]
leeor_net [See Also]
opu_projects:active_projects:outposthd [2018/09/09 07:28] (current)
leeor_net [Planet Selection]
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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.
  
 The core of the project is to provide a fun OUTPOST game that has all of the advertised features and provides better feedback for things like resource lines, mining/​factory/​laboratory reports and colonist opinion/​morale. The core of the project is to provide a fun OUTPOST game that has all of the advertised features and provides better feedback for things like resource lines, mining/​factory/​laboratory reports and colonist opinion/​morale.
 +
 +====== How To Play ======
 +//Main article: [[OutpostHD::​How To Play]]//
 +
 +OutpostHD plays a lot like the original Outpost with some streamlining in the set process for the initial game. The basics are simple -- land your SEED Lander, land your cargo and colonists, begin mining operations and maintain good control over your resources.
  
 ====== Project Goals ====== ====== Project Goals ======
  
 +<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 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.+</​callout>​
  
 +<callout type="​info">​
 ===== Secondary Goals ===== ===== Secondary Goals =====
 +  * Replace the original graphics with new, unencumbered assets
 +  * Add the ability to establish new colonies on the same planet
 +</​callout>​
  
-  * 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="​info"​ 
-  * 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/​moons within the same star system 
-===== Tertiary Goals ===== +</​callout>​
- +
-  * Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/​moons within the same star system. +
  
 ====== Changes from OUTPOST ====== ====== Changes from OUTPOST ======
- +The core concepts for OUTPOST ​were great. The implementation was terribleThe following sections detail ​some of the changes in OutpostHD. You can follow ​[[https://​forum.outpost2.net/​index.php/​board,​106.0.html|OutpostHD'​s boards]] for additional details and to participate in the development of the game.
-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.+
  
 ===== Recreational / Luxury Items ===== ===== Recreational / Luxury Items =====
 +//Main article: [[OutpostHD::​Economy]]//​
  
-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. +OUTPOST ​had UG Factories ​that produced a number of products most of which were used by Commercial ​and Red Light District ​structures to provide ​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.
- +
-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]]. +
  
 ===== Planet Selection ===== ===== Planet Selection =====
 +//Main Article: [[OutpostHD::​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 aboutThey also took up too much time.+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.
  
-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 choice of stars, all of which have planets but based on star type and difficulty selection, planet selection will vary. +Difficulty settings ​will affect ​the availability ​of attributes and the effectiveness or harshness ​of an attribute; for instance, high light output ​(a good attribute for solar power generation ​and food crop development) will be less effective in higher ​difficulties. Converselya negative attribute such as a low density planet ​will make metallic elements even scarcer ​on higher difficulties than in lower difficulty levels.
- +
-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 temperaturesless 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.+
  
 +See [[https://​forum.outpost2.net/​index.php/​topic,​5990.0.html|this forum post]] for a discussion regarding this aspect of gameplay.
  
 ===== Mined Resources ===== ===== Mined Resources =====
 +//Main Article: [[OutpostHD::​Mines and Mining]]//
  
-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.+All of the mined resources from OUTPOST ​have been simplified and condensed into the following four mined resources:
  
-OutpostHD has reduced this to four mined resources separated between Common and Rare varieties. +  * Common Metals 
- +  ​* ​Common Minerals 
-^ OUTPOST Resources ^ OutpostHD Resources ^ +  ​* ​Rare Metals 
-| Metals A | Common Metals ​| +  ​Rare Minerals
-| 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).+
  
 +This will reduces player'​s mental workload allowing them to focus their energies on other parts of the game including population, storage management and research. 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 (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.
-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+
- +
-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]]+[[https://​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]]
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