Outpost is the W.I.P. name of a project I'm speccing out for the FBGD Gameplay Combo Competition. The parameters of the competition are simple: combine two or more styles of gameplay into a game, with higher scores awarded to games that integrate the styles instead of just providing a sequence of mini-games. I'm currently speccing out a combination platformer / city-building strategy game, inspired a bit by BoF 2's city-building side quest and by the world of Midkemia created by Raymond Feist.
Status: Planning stages, engine development (see below)
Screenies: Obviously none yet
Programming info: FreeBasic, likely using
HGEOverview:My working name of the game is simply "Outpost", and you will play a squire in the court of some duke. You have previously distinguished yourself as an able administrator and adventurous spirit, so the duke sends you off to establish an outpost on his frontier. With some luck and good leadership you should be able to grow it into a bustling city of commerce / culture / whatever-fits-your-fancy in the hopes that you will be promoted to a court baron and awarded the land around your outpost as a hereditary estate.
I'm on the fence between a Metroid style world where you can explore anywhere you are able to complete missions in the platformer levels and a more linear Mario style world. I want the missions to have some bearing on the general story of the game (i.e. go save this guy so he can help you build your outpost), but given the timeline I'm not sure I'll be able to do enough level design to make it interesting. Definitely interested in feedback on this... one thought I had was to keep definite stages representing areas along the frontier but revisit them in later missions with differences in the level itself and in your character's physical abilities.
For the city building strategy part of the game, you'd use resources and personnel gained in the platformer levels to build up some aspect of your city. I haven't figured out how time will progress yet, but I think it will have to do with how long it takes you to complete the platformer stages. The personality of your various workers will affect how much work they get done while you're away, how good they are at staying on task, how much initiative they take when they've gotten to the end of your explicit instructions, etc. I'd like to see NPCs have unique names / sprites / personalities, with attributes like Initiative, Endurance, Creativity, etc. and specialists like Soldiers, Engineers, Architects, Artists, etc. Common laborers can perform well under different specialists, so it behooves you to assign personnel wisely to build the kind of city you want to create. I'd like to have multiple winning scenarios for the different types of towns this can create.
Feedback on the concept, ideas for the back story, and types of specialists / influences they have on your city building would all be most welcome. I'll keep the thread updated as I work.
Outlook: I doubt I'll accomplish a complete game by the time the competition ends on January 17th, but I should at least get a platform game engine out of this with a proof-of-concept split gameplay. If what I get accomplished is looking half way decent, I'll keep working at it once the competition is over.
Engine status: I have a barebones platformer engine here needing some testing on various systems. It uses HGE, so it's Windows dependent, but I'd love to see if anyone on Linux can run this in Wine and I'ma give it a shot in a VM on my MacBook later.
Download: Outpost (dev-2)