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TIGSource ForumsCommunityDevLogsYmir : an online strategy game mixed with a 4X game and a building constructor.
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Author Topic: Ymir : an online strategy game mixed with a 4X game and a building constructor.  (Read 5611 times)
Ronchon
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« on: August 27, 2013, 02:52:48 PM »

Gentelmen.  
Gentleman

I'm here to present you my quite ambitious game called Ymir.
Considering the little credibility one gets when announcing he's gonna make an online multiplayer game all alone with no coding experience, i quietly worked on my project for 2 years before planning to communicate more extensively about it, until i got some serious things to show.
Ymir has just reached the alpha stage and though its unbalanced, crippled with bugs and exploits, it's now actually playable and - i hope - entertaining ( and addictive according to the few people who got to test it ).
Along with this alpha milestone, the first game of Ymir that went on for a few weeks with a small group of friends/testers just ended yersterday with a huge final battle between a coalition of players VS an evil traitor who pillaged and attacked a few of us.

Ymir is the mix of a 4X game ( like Civlization ) , a building constructor ( Anno, Caesar.. ) and an online STR game ( Stronghold kingdoms, Travian... ).

It's a day by day online game of strategy with a stand-alone client (not a browser game!).
In this game, each player controls a faction of Pigmen living in a fully persistent online world.
The current objective is a max 100 players per server on persistant mode( so not really a 'massivly' multiplayer game).
Also, with a variety of tweakable speed settings, the game will have a more "real-time" mode for players who just want to play with friends in a more traditionnal way.







The world is composed of tiles, and each tile matches a unique region you can colonize and build a city on.
Each region is procedurally generated to match the worldmap.
Rivers, deserts, hills, swamps, northern forests, grassland... In each one of those, you'll find some random ressources like ore deposits, wild animals or cultivable plants.









Starting usually with a tribe in late neolithic, you develop your cilivilization discovering new knowledges, building cities, gathering resources and interacting with the other players.

Like an online browser game in Ymir your people is persistent. Your citizens produce, consume, breed even when you're offline.
Ymir is a complex city builder and management game where you will have to handle a lot of different variables.

Population and economy are key aspects of the game. Population is divided in social classes, and each social class gets an income depending on how well they sold the ressources they produced ( farmers selling their food at the market to the rest of the population, or miners selling stone to the player for a new building ). The price of each ressource is dynamic, and based on offer/supply and wealth balance in your society. There is no predetermined "expensive" ressource : if you have a small elite of rich pigmens in your city and only produce a small amount of pottery, that product will likely adjust its price to maximize benefits and become expensive, only available to those rich. Start producing a lot of it, and as it will become more beneficial to sell more at a smaller price : the price will drop. With technologies, you'll gain tools to influence and control your economy, like providing social help to some poor class or adjusting income tax and VAT tax.



Population cannot be directly controled. Like Tropico, they breed naturally and will create slums if you do not provide enough housing. Population has many caracteristics, like "Life quality", "Health", "Intelligence", "Hapyness"... all those logically influencing each other and defined by your actions. For exemple, diversified foods and proper housing are keys to a good health, which will buff your population Growth and give your more actives to work in your buildings. "Life quality" ,influencing their will to breed and their intelligence, will depend on how well their needs are satisfied : food, housing, clothing... SOmetimes your actions will have unexpected consequences and will make you wonder " why the hell this happened ? ".
In Ymir building more is not always the better : sometimes you'll be in a situation where distributing more of this specific ressource will unbalance your society, and understanding how things work is a part of the game and will differenciate the good manager from the bad.

There is many ressources to produce and gather on those Casear-like warehouses, giving you a visual satisfaction of your wealth and many buildings to build and upgrade. Each building evolve on 4 levels, improving efficiency and ressource production. Some buildings can create "annexes": a sub building belonging to the main one and giving an additional production. The most common, for exemple, beeing the "Field" annex belonging to a Farm building. But it can be mining shafts for a foundry, or a quarry for a stone mason etc...






Players will get advanced diplomatic tools, beeing able to establish permanent trade routes, tributes, vassality, military access...
Players can create "formations". Those are the game units. They can hold ressources and any combination of troops: you can create trade caravans with a small armed escort, setters carrying ressources to colonize a new tile, or just a regular army composed of archers, footpigs and cavalry. When to ennemy armies meet on a same tile, they trigger a battle that can be witnessed in real time in the region view. Unlike many other online games, those battles are not instantaneous and allies can reinforce the armies during the battle.
Armies will be really expensive to maintain and create, requiring adult males, equipement, salary and constant replenishment, lowering your growth.











My next objectives are to gather enough people around this project, keep stabilizing this first playable alpha version for a wider test and eventually preparing a kickstarter if enough people find this project worthy.

-> Facebook page https://www.facebook.com/pages/Ymir/111377258970753?fref=ts
-> Website http://ymir-online.eu/

Thanks for reading Smiley I hope you find this project interesting, and if so, a facebook like is greatly apreciated as its my current best way to measure interest!
I will now start to work on a trailer, and also a customizable avatar system and post my progress here when i have something new to show.
 Giggle

( sorry for the english, not my native language! )

« Last Edit: November 17, 2013, 06:58:17 AM by Ronchon » Logged
AD1337
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« Reply #1 on: August 27, 2013, 03:46:15 PM »

Are those houses straight out of Caesar III?
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Ronchon
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« Reply #2 on: August 27, 2013, 04:08:55 PM »

Errr... not sure of what you're implying, but nope.  Durr...?

Everything you see is mostly modelled in 3D and rendered as sprites.
I have designed a few things as a direct reference to Pharaoh - my fav game of the Ceasar series - like the barley and beer, but obviously i'm not going to use sprites that aren't mine ( the ones from this game had a way smaller resolution btw).
Its more of an 'easter-egg' for those who knew this game and will be happy to recognize some ressources designs.
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« Reply #3 on: August 29, 2013, 04:26:24 PM »

Do you have anyone lined up to do music for it?
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doihaveto
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« Reply #4 on: August 29, 2013, 06:35:46 PM »

This sounds very interesting! Will be looking forward to seeing how it develops. Smiley
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Belimoth
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« Reply #5 on: August 29, 2013, 06:43:28 PM »

Woah WTF quite the scope you've got there. Good luck to you!
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Ronchon
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« Reply #6 on: September 08, 2013, 12:54:35 PM »

 Cool
Thanks Smiley

These last days i’ve been working on Ymir’s avatar customization system.
Each player will be able to compose it’s avatar by combining 4 layers  (face, eyes, snout and mouth ) to create a unique porco easily recognizable by others.



To celebrate the completion of the basic set of avatar pieces, i’ve created a small stand alone program called Porkator allowing you to play around with those before you can actually make one ingame!
Porkator is available in the new “Dowloads” section here : http://ymir-online.eu/download



« Last Edit: March 17, 2014, 05:24:15 PM by Ronchon » Logged
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« Reply #7 on: September 08, 2013, 01:03:42 PM »

Pumba!! Smiley

The level of detail is great. Any particular reason you went with pigs?
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« Reply #8 on: September 08, 2013, 08:33:03 PM »

Won't Disney beat you up for this?
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Ronchon
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« Reply #9 on: September 09, 2013, 05:17:26 AM »



 Evil

But technically there is no "Pumba" in my game. I just provide avatar elements like eyes and mouths and all, and if someone happens to combine those to make something that looks like Pumba, i don't see how it's my concern.
I don't think nintendo can sue "Spore" because some users used it to recreate something that looks like a pokemon, or whatever.
In the worst case, i'll just modify some pieces so it doesnt look too much like something known , just to make sure Mickey doesnt pay me a visit.  Smiley
« Last Edit: October 13, 2013, 11:54:46 AM by Ronchon » Logged
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« Reply #10 on: October 13, 2013, 11:59:40 AM »

On October 26 a new game is organised to test Ymir’s Alpha, and i'm looking for about 20 volunteers to test it.
Considering the majority of people following this project are french, this game might be mainly played by french speaking testers. However, the game itself is in english.
If you still want to participate, feel free to join the forums and take part in this closed alpha!
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ANtY
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« Reply #11 on: October 13, 2013, 01:51:10 PM »

Love those portraits, is the fifth one inspired by game SWINE?



btw TO RESIZE AN IMAGE USE THIS CODE:

Code:
[img width=710]url[/img]
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Ronchon
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« Reply #12 on: March 16, 2014, 11:55:03 AM »

 Gentleman

Thanks for the "resize an image" code!  Beer!
No, the fifth one was more after Peyj from Beyond good and evil  ^^

I know i havnt posted anything in months... communication is really not my thing  Crazy
But, in the past weeks , for once, i took the time to make a video to try presenting the game to a wider audience. If you're interested in this game please help me share it!  Beg



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« Reply #13 on: March 16, 2014, 12:19:20 PM »

This looks pretty impressive and awesome!
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« Reply #14 on: March 17, 2014, 09:56:37 PM »

I've always dreamed of playing a city game with pig characters from Miyazaki, Disney and TMNT .
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« Reply #15 on: March 18, 2014, 12:15:50 PM »

The pigs are awesome. Are there private servers for friends?
« Last Edit: March 19, 2014, 02:36:37 AM by dehimos » Logged
Ronchon
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« Reply #16 on: March 20, 2014, 03:47:26 PM »

Thanks  Coffee
Yes , as said in the video it will be possible in the end to setup a server for 24/7 games with many players , or more local games with just a few friends that you can stop and start whenever you want and with fast speed settings to play in 'real time' instead of day by day.
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Ronchon
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« Reply #17 on: January 27, 2015, 02:52:24 AM »



Hi everyone!

In last December i decided to resign from my Job in a video games studio in UK, and i've now been working full-time on Ymir since this January.
A friend of mine, Aplyro, also joined the project on full-time and is working on the graphics allowing me to now focus mainly on the design and code.
The development will now progress at a much higher speed, compared to the snail rate of the last years.





I'm updating the project to a newer version of the engine for steam support, and pushing the quality to a more professional standard.

I've been doing a pass on all the UIs to support all the regular features of windowed modes and different screen resolutions. Here's a preview of the new main menu.





I'm adding a proper editor into the game, merged into the client itself.
For now the editor will only be used to create custom worldmaps and edit its regions.
Eventually its functionnalities will grow over time to allow more modding ( like editing units and buildings ect... )





Alpyro is working on all the vegetations of the game, upgrading old ones, making variants more unique, adding new trees for each climate type...





Region and worldmap display have been optimized a lot, allowing for bigger maps.
The region size had been doubled.





Soft shadows were added to the terrain, making the heights easier to read.





We're adding a new category of procedurally placed cosmetic vegetations (animated shrubs and tall grass) to make the regions look more lively.
Here's a photoshop preview of the new nordic set by Alpyro, also with additional nordic trees.




WIP of the oceanic set of procedural vegetations, with plenty of flowers.



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« Reply #18 on: January 27, 2015, 06:01:44 AM »

Out of curiosity -- since you've alluded to the game being similar in gameplay to browser games -- is there a reason that you decided to go with a persistent client as opposed to just making it a browser game?
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Ronchon
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« Reply #19 on: January 27, 2015, 10:09:40 AM »

 Gentleman
Well the point is precisely to do something different from the traditionnal browser game.
A proper game allows much more complexity, and also means its not a "casual" game you're supposed to play in the bus.

In browser games, the only point of the game is its multiplayer aspect. The rest is really basic ( produce ressources to make units and increase level to make more ressources ), meaning your development is linear with time and eventually affected only by the interactions with others ( in the best case. Usually its just linear with pay-to-win options beeing the only way to affect the curve ).

In Ymir, the city management alone is designed as a game of its own that would be complex enough to be played in single player.
You have a live population and economy with variable incomes, ressources, taxes, growth etc...
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