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    Imperialism

    Yes. I actually plan on doing this with RPGM 3. Imperialism is not an RPG but yet a strategy game. There is no story at all, besides the one you write by your actions. That said I'll get straight to the gameplay. Provided I explain a bit first.

    Very short back story: You are an explorer. Commanded by the king to claim the new found land in his name. You are to set up colonies, and provide a living situation for the settlers.

    Gameplay: I'll start with the basics. At the very start of the game, you arrive to the new land. You must find a place to set up camp, and soon build a town. You must harvest resources such as lumber, water, iron, crystal/silver/gold mines. Every month you must send a requested amount of these resources to your king. If you don't meet to your villagers needs and wants your requested quota may not be ready in time. However filling there needs and wants is not easy. While balancing one town, you may not be able to get everything you need, while balancing the town perfect. It may be time to set up a new fort to meet the kings demands. Be careful where you venture for caves and forests may contain tribes of "savage" natives. They will attack if you build to close. If you are unhappy with how much the king demands you are optioned to rebel, but you better be prepared. A rebellion wont go unnoticed. If your people are unhappy they will rebel.

    Gameplay Break Down:
    Small Villages take 10 days to build.
    Villages take 15 days to build
    Forts take 20 days to build
    Towns take a month to build
    Cities take 2 months to build
    Castles take 3 months to build.
    Camps take 1 day to build.
    Mines take 10 days to build
    Lumber/Mining camps take 5 days to build.


    There will be more soon. I got to go for supper though.
    Last edited by Big Country; 03-03-2008, 08:30 PM.

    #2
    Re: Imperialism

    This sounds really interesting! It kind of reminds me of the 'civilizations' games. Keep us updated!
    Without darkness, how would you know there is light?

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      #3
      Re: Imperialism

      This is for RPGM3?

      Have fun, you cant track how many of a specific item you have and you can only have 1 treasure item each at one time.

      So how do you plan on accomplishing this? or are you using variables for the items?

      Plus how are you going to harvest items and start/build towns?
      Last edited by JPS; 03-03-2008, 08:39 PM.

      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

      Comment


        #4
        Re: Imperialism

        What a coincidence. We're learning about Imperialism right now in World Studies.



        Don't copy that floppy!

        Comment


          #5
          Re: Imperialism

          Originally posted by JPS View Post
          This is for RPGM3?

          Have fun, you cant track how many of a specific item you have and you can only have 1 treasure item each at one time.

          So how do you plan on accomplishing this? or are you using variables for the items?

          Plus how are you going to harvest items and start/build towns?


          Well, I think it sounds pretty cool. I'd love to know how it turns out.

          Comment


            #6
            Re: Imperialism

            It does sound cool, I love games like that, but I dont think its possible with RM3.

            But dont let me rain on your parade, if anything you should prove me wrong.

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

            Comment


              #7
              Re: Imperialism

              Originally posted by JPS View Post
              This is for RPGM3?

              Have fun, you cant track how many of a specific item you have and you can only have 1 treasure item each at one time.

              So how do you plan on accomplishing this? or are you using variables for the items?

              Plus how are you going to harvest items and start/build towns?
              Thank you for this post JPS. My first post was not finished because I had to go eat supper. But now with this I might be able to explain it a tad better. You can do a lot in one day. At the start of every day You get an event that will run by your towns stats which is lumber, gold, iron. Building progress and all of taht important stuff. Then you will have to confront a problem. Ex:

              Poor Villager:
              Sir, I have a request of you. If you could lend my family some (object).

              If you lend him whatever he wants his work will be better and his thoughts positive. However you will get more questions. But you lsoe those objects.

              Rich Villager:
              Sir. I request you give me more land. It would be very good if I could have the lot so and so live in.

              Each side is win and lose. However, you can actually learn about the villagers and figure out about them to help base you decisions.

              Then you get forecast , rain, sunny, cloudy.

              Then you'll get news. Ex: King creates new law. Ex2: Some natives have been found lurking near by. Ex3: Lumber camp has been unproductive. Something must be wrong.

              Then you go out explore. Find some items. Talk to people. And live your life. You do what you want. Then you go to sleep and the next day starts.


              Now here is what you were asking. Ore, gold, lumber, etc. Are not items. They are figured out through variables, and presented to you in your towns status report. With RPGM 3 there will eb some struggles. But with creativity I can pass them.
              Last edited by Big Country; 03-03-2008, 09:18 PM.

              Comment


                #8
                Re: Imperialism

                Originally posted by JPS View Post
                This is for RPGM3?

                Have fun, you cant track how many of a specific item you have and you can only have 1 treasure item each at one time.

                So how do you plan on accomplishing this? or are you using variables for the items?

                Plus how are you going to harvest items and start/build towns?
                Treasures can easily be tracked with variables, and they are stackable that way. All you have to do is set up an invisible event in the area where you get the treasure item which requires that treasure item to auto-run. When it activates it adds one to the variable which tracks the number of treasures you have, and then removes the treasure, which resets it for next time.

                Also, you can use a 'town' model on a world map event, can't you? Maybe I'm wrong, but it seems like you can. If so, then you can just turn the town 'on' whenever you want.

                I don't know how one might do the other harvestable items, but the lumber could be done like this:

                Maybe you need to find 4 different permits from the town to cut 4 different types of wood. Each time you want to enter the gate to the protected woodlands, it checks to see if you have a permit before it will let you enter. If you have a permit, a storyteller plays with a forest background saying 'You have harvested 100 units of lumber' or something, and the field properties will reduce the level of trees in the forest by 1 level, making the woods slightly less dense each time. You could only do this 4 times before the woods became dangerously thin though. but you'd have 400 units of lumber to use.

                Comment


                  #9
                  Re: Imperialism

                  Originally posted by Ωbright View Post
                  Maybe you need to find 4 different permits from the town to cut 4 different types of wood. Each time you want to enter the gate to the protected woodlands, it checks to see if you have a permit before it will let you enter. If you have a permit, a storyteller plays with a forest background saying 'You have harvested 100 units of lumber' or something, and the field properties will reduce the level of trees in the forest by 1 level, making the woods slightly less dense each time. You could only do this 4 times before the woods became dangerously thin though. but you'd have 400 units of lumber to use.
                  Cool idea Ωbright!

                  I think if you're persistent Apples, and don't mind working within the limits, you'll be able to make a very unique RPG Maker 3 game here.

                  It's nice to read some new ideas. It's inspiring!
                  " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                  Comment


                    #10
                    Re: Imperialism

                    That's a decent idea Obright ( Don't know how to make that special O thing ). But I thought I would set up so for every lumber camp you own you get [5x](y)=L. 5= units of wood each ( Upgrades for this also) X= number of workers. Y= Average hapiness. And L = lumber of course. So if I had 5 workers with a hapiness level (1-10) of 3 They would make.

                    5x5x3=75. They would make 75 units of lumber. And the max amount or wokers would be from 5-10
                    Last edited by Big Country; 03-03-2008, 10:01 PM.

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                      #11
                      Re: Imperialism

                      This idea reminds me a lot of the game 1602 A.D.

                      I look forward to seeing how you work around the difficulties of RM3.
                      stodi no na ka cenba

                      Comment


                        #12
                        Re: Imperialism

                        Originally posted by theStormWeaver View Post
                        This idea reminds me a lot of the game 1602 A.D.

                        I look forward to seeing how you work around the difficulties of RM3.
                        I did some research on 1602 A.D. By the sounds of it there main focus is pretty much the same.

                        I really think I can get around everything fine. Provided my coding works how I think it will. I might poke a few questions about variables here and there , but I think it should work. I've got a code for building towns. A code for building mines and getting money. And changing villagers happiness. But there are a few codes I'm working on.

                        Also There'll probally be another small update tonight or tommorrow morning.

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                          #13
                          Re: Imperialism

                          Ya,ya Double post! Noes! Ok to the point, this small update actually may be a large update.

                          Well, first off I got to give Obright his credit. Because on his RPG he is working on " Tree Of Life? ". The artist career, it shows him go up to a rock. Then it asks if he would liek to carve it. He clicks "yes" and then it's that stone face rock. That type of style will be found in my game. You find a pile of lumber, then you go and build stuff with it. You can make signs and statues out of trees and rocks. Every day the items on the map change. Meaning there's soemthign new to do or find each day.

                          Your villages pay a tax to you every two weeks. You get to set the tax to whatever rate you want. This is something were you can't get to greedy or passive. If somebody breaks the law, you pick there punishment. Jail, fine, Public Mockery, Or nothing.

                          On thing I also defitinally can't leave out is the fact other countries are exploring the area. However I don't plan on them appearing and poppign up all the time. It would seem to ruin the vibe of the game. I was going to make the countries real ones, But then it wouldn't feel right if I didn't make every thing accurate.

                          Yeah, that's all for now. You'll get a tad more this morning.

                          Comment


                            #14
                            Re: Imperialism

                            How can you set the tax rate to whatever you want? if you have more then 4 you need to start embedding 4-way decisions, which can get complicated even with 36 diferent values to choose from, but, you may be the first to be able to use this

                            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                            Comment


                              #15
                              Re: Imperialism

                              Originally posted by JPS View Post
                              How can you set the tax rate to whatever you want? if you have more then 4 you need to start embedding 4-way decisions, which can get complicated even with 36 diferent values to choose from, but, you may be the first to be able to use this
                              Yeah, I guess I shouldn't of said what ever you want, But you can raise 4 times and lower it 4 times. So when the village is struggling you lower it, and vice versa.

                              Typing on Wii, sorry for that being brief.

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