New Forum

In the past we tried using Discourse as our forum, but it was still in beta and didn’t work as expected.
Discourse is now version 1.1 and looks more mature so we decided to try it again.

Here it is:


Overlay Application for Translation/Modding

We want to make a series of open-source games & applications. We have already started one which is an Overlay Application for translation / modding.

Simply put, it displays a transparent window on top of a specific game or application. Then it can be configured to display your own text / tool-tips / images resulting in an improved experience for that game / application.

For example, we could identify the menu screen of a game like Fallout, by checking for specific pixels or images. After we identify that the game is running, and it’s at the desired menu screen, then we can display whatever we want. An example could be 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 have configured it to show.

With this we could also change images such as an NPC, an item, or we could display help when you hover the mouse over a certain object. All of this could be done 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. For example, if we are taking screen shots to check the game and then display our own image, 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 screen shots, which wouldn’t be a problem, but not every application is able to use these other methods. One uses BitBlt, and the other PrintWindow, for Windows.

You can check more about it here:

StarField Engine Images

Here are some images from StarField being developed right now – stars, fleets, and fleet movement.

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Codename “StarField”

One of our new game project is called StarField. The aim of this is to create a streamlined strategy game that plays fast and is very objective oriented; almost like a board game.

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:

  • Macro-management: Players deal only with star systems, not planets. They invest in infrastructure 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 into fleets. Each fleet moves by jumping in space with the jump distance defined by technology. It’s possible to reach the far end of a galaxy, but it takes several jumps to do so.

  • There are only 8 technologies in the game that can be researched using science points. The more science points allocated to tech research, the faster it can be achieved. It’s also possible to research all techs at the same time. Techs increase in levels and each level affects the game play in different ways.

  • Besides the normal techs, after reaching a certain amount of tech levels, it’s possible to choose a unique technology that grants some special effects in the game. One such technology could be Star Portals that create the possibility to travel among stars in a single turn. These unique techs are selected among several other options when available.

  • Diplomacy and espionage are very objective and raw. The player selects what he wishes to do and issues the order. The next turn he gets the results. There are a few options like 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. A battle does not need to happen, but if one of the sides decide to fight, the battle results are then calculated. Fleets can also blockade, or bombard Stars.

  • There are 2 ways to achieve victory: conquest or agenda. In conquest, the race that reaches a certain number of controlled stars will win the game. For an agenda win, each agenda completed by a race grants it points. When a certain amount of points is reached by a race, the game is over.

  • Each race has unique skills and disadvantages, but all races start with the same conditions. Galaxies are generated randomly.

StarField is part of PurpleOrangeGames’ Macro-Strategy games series that aims to be fast, easy to learn and play, but full of important decisions to make every turn. The first version will be single player only, but we have plans to add several multi-player modes after it is released.

Keep an eye on us for more news about StarField. We have already started the game development with all designs, concepts and game mechanics already done.

We will also keep working on StarLife. The only difference is that we will be releasing some games before it, and will use some of their code later in StarLife.

New projects for small games

Since StarLife is a massive game, we at Purple Orange Games have decided to develop some smaller games first. Most of these are going to be free and open source.

We will keep you updated on our progress. We will also make tutorials that will help those who want to participate or create their own projects based on our games.

Our first project is based on an old DOS game called MadTV.
Great FAQ about:
Gameplay video:

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.

-As of 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 replay-ability
-Random ‘movie categories’ and ‘movies’ imported and edited by the player.
-Build/Import your own maps.

Players will be able to create their own categories, movies, and maps as well. This will make the game very customizable and / or moddable.

If anyone wants to try:

We’ve compiled it with Qt 5.4/V-Play 2/Visual Studio 201. It uses DirectX, so I’m not sure if it will run on XP. We will compile an opengl version later that does run on XP/OS X/Linux.

New Species Concept Art

Our concept artist, Danilo, just finished an incredible image of a new species we are making. They are nomads who live in ships, and exploit planets as they roam the galaxy.




In other news, we are working on a different game based on the source code of StarLife. This is a simplified version of it, but with more board-game like rules. Diego, our designer, is directly responsible for this new game while Tiago, our developer, is responsible for StarLife.

We will post more information about it soon.

StarLife concepts part 5

Civilizations need to evolve, and technology is one of the main pillars of such evolution. In StarLife, a civilization can begin to research any of the technologies available in the game on the first turn. All technologies are grouped in a ring system. The easier to research technologies are close to the center of the ring, and the more complex ones are farther from it.

Every technology has one or more levels that can be researched. After one level is achieved, a new level is open to research. This 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, etc…

To achieve a level in a technology, there are a number of technology points that need to be reached for it to be 100% complete. This reflects how many turns until the research is done. There is more than one way to achieve 100%, and some techs may require more than one of these ways to be considered 100% researched.

Players can influence research by allocating science points from the main civilization pool. These points come from the science infrastructures built on planets which corresponds to the public sector investments in technology. The private sector can also do research, but players cannot control what is being researched by them. Services can be used on planets as an incentive for the private sector to focus their research on a specific technology. This will help it get closer to 100% done in less time.

Research points can also come from tech trade with other civilizations. Instead of just getting the full technology ready-to-use, tech trades will only give research progress in the technology being traded. There is also usually the need to build a prototype before 100% is achieved. Another way to research is to use spies to steal technology and get research progress in that technology.

All of these ways combined allow the player to improve a technology until it reaches 100%. Since all technologies are available from the beginning of the game, players can research more than one tech at the same time, or try to go for a more expensive and longer technology right from the first turn.

Next post we’ll see how trade works.

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