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General Direction of Game Development

nikhilm92 edited this page Jul 31, 2011 · 3 revisions

What's On the Initial Public Release

  • Authentication - Registering, Logging in, Logging out.
  • Empires (basic functions) - Joining empires, Attacking other empires, Inability to attack own empire.
  • Map Loading - Map tiles, Recognizing coordinates, Highlighting coordinates.
  • Map - Provinces, Terrain. Basic Map Images.
  • Basic Military Units - Infantry and Cavalry
  • Army Movement - Basic A* movement. Land units stay on land, Water units stay in water.
  • Battles - Armies of different empires attack each other. Formulas specify remaining units. Winning army occupies coordinate of battle.
  • Economy - Province-specific economy. Very basic.
  • Interface - Hovering over coordinates reveals basic data - Terrain, Coordinates, Ruling Empire, Occupying armies (if any), commands to MOVE TO or ATTACK said coordinate. ATTACK option only available if enemy armies on coordinate.
  • Chatting - Chatting amongst players of same empire. And if possible, game-wide chatting channel.

Note: As is obvious, IPR is playable but very limited in planned features. This is merely Alpha-stage development. But the IPR will set the framework for all other features to be implemented, thus, making development after IPR way faster.

What's Not on the Initial Public Release

  • Smarter Battles - Morale, Experience, Retreating, etc.
  • Advanced Empire Functions - Inter-empire relations: Peace, War, Embargoes, etc. Advanced diplomatic options governed by player voting and support. Conscription.
  • Fog of War - A system for effective fog of war.
  • Cities - Formulas and system to govern rise and fall of cities.
  • Special Resources - Certain provinces possess certain special resources. Possibly revealed at different times in the game too.
  • Advanced Army Functions - Special battle tactics (Shock and Awe, Attrition Warfare, etc.), Special non-battle tactics (Scorched Earth, Razing cities, Temporary fortifications). Delayed movement commands.
  • Non-military units - Like scouts
  • More Military Units - Artillery, Range, Automation, Ships, Transport Ships, SLAVES.
  • City-specific Economy - Province economy is affected by state of city, special resources, etc.
  • Forum style Intra-Empire Communication - Creating threads, commenting to discuss tactics.
  • Population Control - Depending on conscription, city economy.
  • Custom Army Movement - Players can choose their own paths for army, probably using checkpoints.
  • Technology Advancement - Moving from antiquity to gunpowder stage to automation, etc.
  • Finalized Game Graphics - Self-explanatory.
  • Performance - Any and all possible optimizations for speed and server resource usage.
  • A Name for the bloody game...

All the above features must be added before the game can be pushed from Beta and be recognized as a complete game.

What's not required for full game release - but possible for the future

  • Inter-server warfare - Bidirectional portals from one point in a server to another point in another server. This is instantaneous travel. Or, interstellar travel using ships - This takes time, but can be safer.
  • Monetizing beyond advertising - Paid servers, with monetary rewards.
  • Advanced Coop Function - Army grouping between factions, player grouping within faction.
  • Advanced Planning Functions - Collaborative Map Whiteboard.
  • Inflation - Money inflation.
  • Rebellions - Groups of players could defect some pre-assigned empire.
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