opu_projects:active_projects:outposthd

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opu_projects:active_projects:outposthd [2018/06/16 01:16] – [Planet Selection] leeor_netopu_projects:active_projects:outposthd [2021/11/14 16:28] (current) – [How To Help] leeor_net
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 {{ :opu_projects:active_projects:outpost-hd-logo-sm.png?nolink |}} {{ :opu_projects:active_projects:outpost-hd-logo-sm.png?nolink |}}
  
-OutpostHD is the rebirth of the //Outpost: Missing In Action// projectSimply, 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 lot more sense, an enhanced research tree and a planned but as of yet undeveloped multiplayer mode.+OutpostHD is a remake of OUTPOST by Sierra On-line from 1994It's not a clone of OUTPOST -- it's an entirely new game inspired by OUTPOST's core mechanics while providing a more complete and satisfying experience than the original ever could.
  
 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 significant streamlining in the set up 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. Make sure you keep your people happy and expand your operations to include manufacturing, medical facilities, education and begin research.
 +
 +====== How To Help ======
 +//Main article: [[opu_projects:active_projects:outposthd:tools|Tools]]//
 +
 +OutpostHD developers have put together a few tools to aid in the production of content for the game.
 +
  
 ====== Project Goals ====== ====== Project Goals ======
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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>
- 
  
 ====== Changes from OUTPOST ====== ====== Changes from OUTPOST ======
- +The core concepts for OUTPOST were great. The implementation was terrible. The 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.
-The core concepts for OUTPOST were great. The implementation was terrible. The 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 =====
 +//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 had silly names (Salad Spurters, Wax Lips and Whoopee Cushions to name a few) and all served to fill the function luxury itema. OutpostHD's factories will produce a wider range of products intended to suit several needs of the colony and provide a more diverse and interesting economy that must be monitored.
- +
-I remember personally thinking that this was sillyIn 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]]//
  
-<panel>//Main Article: [[OutpostHD::OutpostHD Planet Selection]]//</panel>+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 streamlines this part of the game by giving the user fine-grained control over the conditions of their stellar host and planetary environments via a set of attributes.
  
-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 set of attributes.+Difficulty settings 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. Conversely, negative attribute such as a low density planet will make metallic elements even scarcer on higher difficulties than in lower difficulty levels.
  
-Difficulty settings will affect the availability of attributes and the effectiveness or harshness of an attribute will be; for instancehigh light output (a good attribute for solar power generation and food crop development) will be less effective in higher difficulties. Conversely, negative attribute such as a low density planet will make metallic elements even scarcer on higher difficulties than in lower difficulty levels.+See [[https://forum.outpost2.net/index.php/topic,5990.0.html|this forum post]] for a discussion regarding this aspect of gameplay.
  
-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 =====
 +//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 reduce 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 challenging game-play.
  
 ===== 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 easily abused. That 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. Instead challenge will be in the form of ensuring that resources are carefully allocated and monitored (particularly in the beginning), not overextending resource usage by building/expanding too fast and focusing on researching technologies to improve resource efficiency, extract more elements from recycling, reduce construction costs and reduce waste.
  
-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 a 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 technology. Worse still, because of the way it was implemented, if you had enough structures producing sewage (namely residences), you could effectively have an unlimited supply of MPG.+====== See Also ====== 
 +[[OutpostHD::Frequently Asked Questions]]
  
-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.+[[OutpostHD::Building from Source]]
  
- +[[https://forum.outpost2.net/index.php/topic,5718.0.html|Main Forum Post]]
-====== See Also ====== +
-[[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]]
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