Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Gerynattos

13
Posts
2
Topics
A member registered Feb 19, 2024

Creator of

Recent community posts

(2 edits)

Intro

I have been playing GSGs since EU3, but I have always felt unsatisfied with them, something that no mod can fix. With titles, I felt like the developers moved even further from what I wanted. Therefore, I developed a dream of my own gsg. In truth, I will never be able to match the big boys in graphics or complexity, but I don't think I need to; I believe there are unexplored avenues of fun that are unexplored.
 Over the last few years, I have been prototyping with various ideas, and I think I'm ready to begin proper work. To motivate myself, I'd like to document my journey with these posts, even if nobody reads them.

Concept

The loose concept of LINEAGE is that you play as a series of rulers and manage their country's politics, diplomacy, economy, and military. However, unlike in most games, you are not attached to a country; rather, every time your ruler dies, you have to pick a new country to play, as which countries are available will be based on their power and points you have earned from missions

Setting

The setting is a fantasy continent with about 400 territories and medieval-esque technology.


This setting has no magic or fantasy races. I chose a secondary world because I love worldbuilding.

Pillars of design

To get a sense of what I'm going for, I will present core pillars of the design.

1. Scouring of the Merit

To run your state effectively, you need competent and trustworthy underlings. However, stats are hidden, so you have to separate the wheat from the chaff by granting opportunities to shine at the cost of resources.

2. Tools of Dreams

States should be a means to an end, meaning your missions aren't for the interest of the state, but the personal interest of its ruler.

3. Ever-Changing World

Demographics and resource changes, things like forests being cut down.

4. House of Cards

Countries are built on governors staying loyal, and if they don't, the state will collapse into anarchy.

5. Balance of Power

When a country falls, the world should react to it. Deposed kings should build a government in exile, and other countries should try to restore them.

My Discord is tomealias

I would love to participate in this project without pay, just for the experience. I don't really have anything to show but endless unfinished Unity game prototypes.

Surely you mean c#, not C?

(1 edit)

So, what I'm looking for is anyone who is passionate about grand strategy games like Crusader Kings or Europe Universalis and wishes to contribute to creating something fun. These contributions can be anything, from ideas to assets to playtesting.

About me, I'm a CS graduate, so I can handle the bulk of the project.

Scale

The goal of this project is to develop a grand strategy game, which is defined as fulfilling the following criteria:

  • map-focused gameplay
  • real time with pause
  • covering a long time
  • exploration of economic and military

In this particular project, the intention is to use an original setting and develop it on Unity (though Godot is also possible). 

To keep the project in a realistic scope, it should aim for a minimalistic visual direction.

Roadmap

The first goal would be to create a prototype that displays potential fun gameplay that can be demonstrated in some game jam. Of course, the challenge to actually find something fun is itself challenging.

If the prototype gains any interest, the project can be continued and expanded into a proper game. After this, if the team considers the output to be worth it, the game could be put up for sale, and its potential revenues split with the team. 


That does sound interesting. I'm pretty autistic, worldbuilders, so I dunno if you need help in that regard.

You mentioned dark fantasy. So, like what kinda themes do you explore in the world?

Can you give an example of what the game world is like?

This was a fun little game! I could see this being expanded on with different levels with levels, skins, music, etc.

You can lose after reaching 200 population, I reached 500, but I still ran out of coins.

Well, you need coins to continue drawing cards. You get coins almost exclusively from fields (hops/wheat).

To get a field, you need to play a wooden house, which gives you a chance of gaining a field or lumberyard. Only way to get a wooden house is by building lumberyard, which gives a chance of gaining a wooden house or pier. You can only build a lumberyard if you have trees, and you can only get trees, which you get from island card. The only way to get island cards is by playing piers, however, only some island cards have trees.

Therefore, the optimal order would be house -> lumberyard -> pior, because fields and island cards don't grant new cards, it doesn't matter when they are played.

Don't listen to the other guy, this is a deck-builder, the order absolutely matters.

I can see potential with this.