Stop this numberwangery!

Stop this numberwangery!

On the recent debate on the game design aspect of mechanics and numbers.

While, the terminology and way of explaining of BATTLEMODE leaves much to be desired (its better to use already established terms and concepts, instead of inventing new names on them), I agree on the most part of the explanation.

Good game systems, that promote replayability and challenge, are the ones with simpler and less obtuse basic rules, but that includes a great amount of interacting/interlocked mechanics. This is complexity through emergence. Its better to extend easy uniform rules, than to patch each special case and situation. Also this includes in discussion systems where each decision (either direct actions, buffs applied, or "builds/designs") impact is so weak, redundant, obscure, or limited in scope, that becomes irrelevant which path are you following to reach the objetive. "Numberwang" its not only about numbers, but about weak decisions, HARD readability, and weakly actionable mechanics.

This kind of "simple" yet complex systems lead to the classic "easy to learn, hard to master" games. You can find this in good old strategy games like chess and Go, where rules are easy to learn in mostly in a few games, but each move generate a chain reaction of possibilities for future moves. Sometimes not even the creators of the games know what will result from those. So, emergent complexity systems are the ones where there are not just one use mechanics whose consequences start and end in mostly one place.

Maybe the use of AoW4 as an example to prove this may be unfortunate/unappropiate, but aside that, i think want BM meant is useful game design wise.

I am a 4X game developer, and I am not perfect, but i try to make each, even the small, player decisions a fun trade off, and a commitment, where there are not obvious all-winning strategies. I prefer to make "natural extensions" of current systems, instead of adding yet another disconnected system. For example, in my space 4X, when I introduced ground units, instead of treating them as a separate kind of entity, I extended the spaceships mechanics just enough to include them. Now, everything is (internally) like a ship, and work with the same rules, be it a tank, a mech, a submarine or a spaceship.

And yes, dont forget the fun! Game systems should be fun to discover and engage.

u/Jejox556 — 6 days ago
▲ 11 r/TurnBasedLovers+7 crossposts

HARD VOID v0.13.X update

v0.13.15 is now available

The video shows the latest improvements and ship system additions in combat, including ramming.

The latest patch:

  • Added another batch of text descriptions
  • Added button in colony view screen to switch between list and supply chain mode view.
  • More small fixes/polish for battle animations
  • Fixed issues in the tooltip for production summary of buildings.
youtu.be
u/Jejox556 — 1 month ago
▲ 13 r/Games+1 crossposts

HARD VOID v0.13.X and steam sale

HARD VOID v0.13.X is live!

Also is on Summer Steam Sale,

This will be the last sale before the updated price. HARD VOID Early Access is near 50% of development, and the price will reflect that with a price bump after sale ends.

The new update contains:

  • Added new ship systems modifications, a new tooltip indicates possible range of values for each parameter.
  • Added new more advanced techs and the corresponding ship systems.
  • Added more detailed damage model, each ship system has HP and has a chance to be damaged, based on size and other factors.
  • Added ship systems traits: electronic, biologic, gravimetric. those affect the chances of module hit from weapons with the corresponding counter-trait: anti-electronic, anti-biologic, anti-gravimetric.
  • Added ship ramming and orbital building drop, in two phases: kinetic shock based on ship mass and speed, then if one of the ships explodes the remaining ship takes explosive damage based on exploding fuel, power sources, and current ammo detonated.
  • Added more juice in combat (animations, flashes, etc)
  • Updated new graphic view for colony supply chain.
  • Colony REPEAT button that repeats all building orders.
  • Updated new view for research.
  • Flamethrowers

(missing text descriptions, the manual, and other details will be updated in minor updates in the next few days)

store.steampowered.com
u/Jejox556 — 1 month ago

HARD VOID - HARD VOID v0.13.0

  • Added new ship systems modifications, a new tooltip indicates possible range of values for each parameter.
  • Added new more advanced techs and the corresponding ship systems.
  • Added more detailed damage model, each ship system has HP and has a chance to be damaged, based on size and other factors.
  • Added ship systems traits: electronic, biologic, gravimetric. those affect the chances of module hit from weapons with the corresponding counter-trait: anti-electronic, anti-biologic, anti-gravimetric.
  • Added ship ramming and orbital building drop, in two phases: kinetic shock based on ship mass and speed, if one of the ships explodes the remaining ship takes explosive damage based on exploding fuel, power sources, and current ammo detonated.
  • Added more juice in combat (animations, flashes, etc)
  • Updated new graphic view for colony supply chain.
  • Colony REPEAT button that repeats all building orders.
  • Updated new view for research.
  • Flamethrowers

(missing text descriptions, the manual, and other details will be updated in minor updates in the next few days)

store.steampowered.com
u/Jejox556 — 2 months ago
▲ 53 r/4Xgaming+1 crossposts

Remember the old Stellaris multiple FTL travel methods?

When played Stellaris looong ago (before the constant mechanical reworks and DLC bonanza),
I liked a lot the concept of multiple FTL travel methods.

Then I was sad when they opted for Star Lanes, like almost every other space strategy game. This decision is mostly to accomplish something like "space terrain", already present in terrestrial/planetary games. Choke points and other strategic terrain considerations arise naturally in land-based games, but space is too free.

I think this was more of a loss, in creativity regards. Sure, Star Lane is an option and has its place, but it has become too ubiquitous.

As something that only lived in my memories, I was inspired by this and brought back an ("improved") interpretation of this concept to the game I am working on: HARD VOID.

This is a work in progress, but currently there are "sublight","warp","subspace", and "wormhole" travel methods, with distinctive mechanics:

  • Sublight: the slowest one, cheap, but moves freely. Limited by speed and has to accelerate.
  • Warp: standard movement. free movement between astros in the same universe, but can be slowed down by the universe's dark matter distribution.
  • Subspace: movement is required to go between "normal" and "subspace" universes, but it's fast. Also affects the crew's minds (debuffs). Also is the main way to arrive at subspace dimensions.
  • Wormhole: high freedom movement, can move between universes freely. Engines are bulky, slower, and power hungry.

What do you think about this?

If you are interested on HARD VOID:

Trailer: https://youtu.be/YWFbsyiLbp8

Latest battle demonstration: https://youtu.be/xxI0FgK6xwU

Steam page: https://store.steampowered.com/app/2978460/HARD_VOID/

Website: https://hardvoid.com

Discord: https://discord.gg/teV8Jfm552

u/Jejox556 — 3 months ago
▲ 19 r/spacegames+3 crossposts

Procedural oceans+ air, and naval combat in my openGL+C language 4X game

Hi, I am jejoxdev, a solo indie game developer.

This is a battle demonstration for my ongoing work on HARD VOID Early Access on Steam.
HARD VOID is a 4X game with lovecraftian thematic, and heavy use of procedural algorithms:
procedural multiple-universes (multiverse), procedural spaceship hulls, and now procedural oceans on the planets.

It's fully developed on Linux, with OpenGL and C language (C99). It's also available on Windows.

If interested:
https://store.steampowered.com/app/2978460/HARD_VOID/

https://hardvoid.com/

youtu.be
u/Jejox556 — 2 months ago

Added procedural oceans to my openGL+C language game!

The generator produces several water masses (seas) with slight differences on coloration by planets. Fully generated on custom shaders.

youtu.be
u/Jejox556 — 3 months ago
▲ 4 r/4Xgaming+1 crossposts

HARD VOID v0.12.x Oceans, sea and air battle.

HARD VOID early access v0.12.0 brings a lot of new content for ground battles.

  • Procedural oceans are now implemented. Three types of oceans: water, ammonia, and methane. Composition has little effect now, but mechanics will be added later.
  • Naval and air unit design is available: sea ships, submarines, airplanes, and helicopters. Naval units have a large load capacity, but are slower than ground units; on the other hand, aircraft are the opposite. Naval and air unit agility depends on the amount of ocean or atmosphere, respectively.
  • A start condition menu is also added; you can select difficulty and universe size for the moment, other configurations will be added later.

Recently, you can also create ground unit designs: infantry, motorized infantry, mechs, and tanks. Now is the time is for sea ships, submarines, and aircraft.

Steam page: https://store.steampowered.com/app/2978460/HARD_VOID/

Discord: https://discord.gg/teV8Jfm552

youtu.be
u/Jejox556 — 3 months ago

In HARD VOID, you can select the ship systems to include in the ships with almost no restrictions. You can design ships without a warp engine, with multiple propulsion systems, several kinds of weapons, and more.

After selecting the systems, you can generate procedural ship hulls until you are satisfied with one for the design.

Recently you can also create ground unit designs: infantry, motorized infantry, mechs, and tanks!
Soon sea ships, submarines and aircraft will be added.

Steam page: https://store.steampowered.com/app/2978460/HARD_VOID/

Discord: https://discord.gg/teV8Jfm552

u/Jejox556 — 4 months ago