Author Topic: Antimatter - Presentation of the game  (Read 1366 times)

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Offline Geoffroypi (OP)

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Antimatter - Presentation of the game
« on: August 17, 2020, 07:10:26 PM »
As mentionned on the previous topic here is a presentation of the project in a forum format.
This is the original post I made on Bay12 forum so it is quite messy (I have added up manything on top so it doesn't feel organised or documented and it feels really outadated when i mention the scope of the game. But I will polish this page from time to time.

For more informations I recommend you to read my last kickstarter page and all the updates I made or the bay12 topic
Bay12 topic  : http://www.bay12forums.com/smf/index.php?topic=176315.0
Former kickstarter : https://www.kickstarter.com/projects/geopi/war-industry-a-sandbox-city-builder-with-physics/description



This game has some « Worms » features as the whole environment is destructible and there is ballistic. It is also familiar with « forts » ,  « factorio » (on economy) and « Kerbal Space Program » (rocket design and physics), Noita (Liquid system has some similarities but I included a pressure system allowing for more behaviours )

The game is a slow paced city builder where you build your colony on a distant planet, extract natural ressources and manufacture ressources. Physics is simulated and you can also send rockets to asteroides (and planets) to colonise them, and you will be able to build space stations.
There are many native civilisations to interact with, there is a diplomacy system and a dialogue/quest system allowing complexe interaction and specific story arcs.
The only active opponent is an adversary faction that has made a colony as well and will pursue the same goal as you.
The game is focused on mass destruction weapons so I took most of my insipiration with earth situation during the cold war.

Don't hesitate to ask anything about the project and give me your feedback, I silently read this forum since its creation, must be my third account I create since I always forget my login hehe, I think this project might interest some of you.

Picture is worth a thousand words so here some screens :

An undergroung area of the world


An asteroid


A colonised asteroid


A native city


These idiots worship the "last root of a dying tree" making sacrifice to feed the tree. They are not aware it is this worm that ate the roots of the tree (killing it in the process)


Some diplomacy


Giant worms come from the desert


A native hive


Another Hive


A volcano during an eruption, my liquid simulator simulate every pixels, with pressure, a temperature (with radiation and conduction effect given the environmen), viscosity. Avery pixel reacts to its neigbhor. Lava put grass and wood in flame, turn water into mist, losing heat in the process. Once the lava is cold enough, it ll turn into stone.


Diplomacy with the natives and the adversary


Ressources list


Rocket Design


A rocket


Modular construction of space station


Game Technology tree


Politics is much easier when you ar a dictator


An underground temple with a stargate leading to another planet


Player city evolution

















































































Also I just uploaded a video :

 My 4X game project
 
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Offline Warer

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Re: Antimatter - Presentation of the game
« Reply #1 on: August 26, 2020, 06:25:37 AM »
You absolute madlad, things like this give me hope.
 

Offline idefelipe

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Re: Antimatter - Presentation of the game
« Reply #2 on: August 26, 2020, 06:37:15 AM »
Honestly, it looks amazing and funny. Now I need to read ALL the thread you posted to be updated with this game.

I would, definitively, support it.

I have not still read anything, but it is supposed to find other civilizations (in the space or in your planet) and this kind of things, am I right? And, after seen the video, it shows that the "screen" can move laterally.. is there any limit? (maybe the perimeter of the planet or something?)

Thanks for sharing and developing.
 

Offline Kaiser

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Re: Antimatter - Presentation of the game
« Reply #3 on: August 26, 2020, 07:10:52 AM »
Gorgeous graphics there, It remembers me Worms Armageddon which I played for over 15yrs.

Hope the substance will be equally good with diplomacy, tech and so on.

Wish you the best with your project.
 

Offline Geoffroypi (OP)

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Re: Antimatter - Presentation of the game
« Reply #4 on: August 26, 2020, 07:22:01 PM »
You absolute madlad, things like this give me hope.

Thanks, that's strong words.  :)

Honestly, it looks amazing and funny. Now I need to read ALL the thread you posted to be updated with this game.

I would, definitively, support it.

I have not still read anything, but it is supposed to find other civilizations (in the space or in your planet) and this kind of things, am I right? And, after seen the video, it shows that the "screen" can move laterally.. is there any limit? (maybe the perimeter of the planet or something?)

Thanks for sharing and developing.
And thank you for your kind words.
Yes there is a limit but worlds can be quite large, it is optimised to support extremely large worlds. The largest is a handdrawn world of 15 000 X 1500 tiles. And you can naviguate seamlessly in any direction and zoom. I don't think I will make an infinite world due to a specific gamedesign decision and how it ll affect the rest of the gameplay but I seriously consider making an infinite underground.
Also your question give me precious hint on how to better present my game. Civilisations are spreaded among the planets in the galaxy, and you can visit them. It ll be possible to interact with them. Cities are generated with specific parameters like wealth, size, tech level culture, sub culture etc...

Gorgeous graphics there, It remembers me Worms Armageddon which I played for over 15yrs.

Hope the substance will be equally good with diplomacy, tech and so on.

Wish you the best with your project.
Thank you Kaiser, my game started as a wormlike actually ^^ and the folder of my developement project in my hard drive is still called "Wormlike game" hahaha

Yes, the goal is to go as deep into the simulation, while allowing very permissive modding.
 My 4X game project
 

Offline idefelipe

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Re: Antimatter - Presentation of the game
« Reply #5 on: August 27, 2020, 03:30:31 AM »
Great, thanks for replying so quick!

In my stupid opinion, I think that in many of the current indie most profitable/important games the graphic design is not in the first place (Rimworld, Kenshi, Aurora 4x, for example), but the deep and complexity of the options, background, possibilities for the player, history generators and those kind of things are the features that make those games amazing and extremelly beloved (in the first two I mentioned also the mod possibilities helped a lot).

If I want a graphical game, I will have a lot of different options in AAA games... but in my case I want more deep, more backgrounds, more freedom to make my own things and seems that Antimatter has all the ingredients to make it one of my most played games. Even the graphic are so nice with that retro-touch, I liked a lot and as Kaiser said it reminds me to worms (a game that was extremelly funny for me!!).

I will follow each update you post and will wait eager for them!
 

Offline Geoffroypi (OP)

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Re: Antimatter - Presentation of the game
« Reply #6 on: August 27, 2020, 02:00:45 PM »
Sure , I agree, to elaborate I would guess the guys behind Rimworld, Kenshi and Aurora 4x were focusing first on doing something they wanted themself but couldn't find.

I usually hear that game developpement is hard, it's a merciless market etc... But I mostly heard that from peoples that have a business-only mindset and see their game as another business plan, usuallly not very creative minds that brainstorm on making another candycrush, or survival / generic plateformer etc... They naturally chose the path of the least resistance having a biased idea on what really is an added value in a product like a game. Least resistance is great in many business models but clearly not in a game without marketing budget IMO.
Even if I do 0 sales, it would  never come to think it was hard, how can I complain doing something hard if I have chosen and enjoyed it. Dish washing all day and ruining your skin could be called hardship, not creating games out of free time.

I am pretty sure the genius of Steve and the Adams brothers from DF doesn't lies on their capabilities to foresee a novel market, nor they had particular luck, they probably starved for a game concept and fortuitously had the hability and the motivation to make it themself. It is most probable that I looked further than page 10 google results with esoteric keywords before finding this Aurora4X gem .  ;D
« Last Edit: August 27, 2020, 02:03:01 PM by Geoffroypi »
 My 4X game project
 
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