In a series of open source games/applications that we want to do, there is one we have already started which is an Overlay Application for Translation/Modding.
Simply put it displays an transparent window on top of a specific game or application, which then we can display our own text/tooltips/images resulting in an improved experience for that game/application.
We could for example identify the Menu screen of a game, like Fallout for example by checking one or several pixels or images.
After we identify that the game is running and at the desired menu screen then we can display whatever we want, like for example translated buttons in portuguese.
As soon as the screen changes those transplanted buttons would disappear while the program constantly checks for new situations so it can keep displaying whatever we configured it to do so.
With this we could also change images, an NPC for example, an item or display help when you hover the mouse over a certain object. All of this without ever hacking or modifying any of the original game/application files or accessing any of it’s data in memory.
There are certain limitations however, like for example if we are taking screenshots of the screen to check the game then if we display our own image then it will get in the way of recognizing any changes below our image.
Some other methods are able to capture a window image without taking screenshots so it wouldn’t be a problem, but not everything application is able to use this other methods. One uses BitBlt and the other PrintWindow, for Windows.
One of our new game project is called, for now, STARFIELD. The aim is to create a streamline strategy game that plays fast and in a very objective way, almost like a boardgame.
StarField shares the same game universe of StarLife. Players will have contact with some of the same races in both games. The key points in this space strategy game are:
Macromanagement: players deal only with stars systems, not planets. They invest in infrastructure at each turn and choose a Star Focus (manufacture, science, economics or balanced). Each infrastructure in a Star increases the output of all 3 main resources in the game (ships, science points and money) based on the Star Focus.
Ships are grouped in Fleets. Each fleet moves by jumping in space. The jump distance is defined by technology. Is possible to reach the far end of a galaxy, but it takes several jumps to do so.
There is only 8 main technologies in the game that can be researched using science points. More science points in a tech research, faster it can be achieved (in that way it is possible to research all techs at the same time). Techs increase in levels and each level affects the game equations.
Besides the normal techs, after reaching a certain amount of levels in techs, it is possible to choose a Unique Technology that grants some special effects in the game (such as StarPortals that creates the possibility to travel among Stars in a single game turn). These Unique Techs are selected among several options.
Diplomacy and espionage are very objective and raw. Player select what he wishes to do and issues the order. Next turn he gets the results. There is a few options such as trade, send gifts, gather information on enemy Stars and so on. The number of orders that can be issued each turn are limited, so every decision counts.
Fleet Battles may happen when two or more fleets meet in the same point in space (or orbiting a Star). A battle does not need to happen but if one of the sides decide to fight the battle results are calculated. Fleets can also blockade or bombard Stars.
There are 2 main game options to achieve victory: conquest or agenda. In conquest the race that reaches a certain number of controlled stars win the game. In agenda mode, each agenda completed by a race grant it points. When a certain amount of points is reached by a race, the game is over.
Each race has a unique skills and a disadvantage, but all races start with the same conditions. Galaxies are generated randomly.
StarField is part of PurpleOrangeGames’ Macro Strategy games series that aim to be fast (or not so fast if a player set up the game with longer objectives), easy to learn and play but full of important decisions to make every turn important. The first version will be single player only but we have plans to add several multiplayer modes after it is released.
Keep an eye on us for more news about StarField. We already started the game development (all designs, concepts and game mechanics are already done).
We will also keep working on StarLife. The only difference is that we will be releasing some games before it, which we will use the code in StarLife later.
Right now in 3 days of development we have made a fully random map and starting screen to configure it.
The goal of this project is to make a simplified version of MadTV, removing some things while adding others.
-For example for now movement (as in moving the character all around the building) isn’t going to be developed.
-The bombing part as well is going to be removed.
-Random map generator to increase replayability.
-Random ‘movie categories’/’movies’ or imported and edited by the player.
-Build/Import your own maps.
So players will be able to create their own categories and also movies, later maps as well.
Making the game very customizable/moddable.
Our concept artist Danilo just finished an incredible image of a new species we are making.
They are nomads who live in ships and exploits planets as they go their way.
On other news we are working on a different game, based on the source code of StarLife which is a simplified version of it but with more board game like rules.
Diego our designer is the direct responsible for this new game while Tiago our developer is responsible for StarLife.
by Diego Possamai on News, StarLife
Civilizations need to evolve and technology is one of the main pillars of such evolution. In StarLife a civilization has access to research of any kind of technology available in the game in the first turn. All technologies are grouped in a ring system with simple and its easier to research technologies closest to the ring center and the most complexes one are far from it.
Every technology has one or more levels (I, II, III and so on…) that can be researched. After one level is achieved, a new level is open to research. That way all information about a particular technology is concentrated in a single place (instead of a technology tree where the same tech shows up in different places with names like laser I, laser II…).
To achieve a level in a technology, there is a number of technology points that need to be reached for a research to be 100% complete and that reflects in time to research (how many turns until the research is done). There are more than one way to achieve 100% and some techs may require more than one of them to be considered 100% researched.
Players can influence research by allocating science points from them main civilization pool (these points came from the science infrastructures built in planets) and that corresponds to the public sector investments in technology. Private sectors also can do research, but players cannot control what is being researched. Services can be used in planets as an incentive for private sectors to focus their research on a specific technology so it helps to get closer to 100% done in less time.
Also research points can come from tech trade with other civilizations. Instead of just getting the full technology ready to use, tech trade only give civilizations research progress in a specific technology (the one being traded) and usually there is the need to build a prototype before the 100% is achieved. Another way is to use spies to steal technology (getting also research progress in the tech that was stolen).
All these combined allows the player to improve a technology until it reaches 100%. Since all technologies are available from the beginning, players can research more than one tech at the same time or try to go for a more expensive and longer technology right at first game turn.