 |
|  |
 |
|
dminoz
|
|
At the new Imperialism fora --
http://metropolisink.com/impbbs/index.php
...there is a group in the process of forming around the concept of creating a game which will follow in the footsteps of Imps 1 and 2, and which will seek to fill the gap created by the unlikeliness of there ever being an officially released version of Imp3. You might suggest that we're planning on making Imp3...
but I couldn't possibly comment. We are, however, planning on making a game that will appeal to Imperialism players.
We seem to have no shortage of skilled and eager programmers, nor general game balancers and tweakers. There are, however, two areas where we could use more input: a) AI, and b) graphics - especially the areas of sprite-making and the mechanics of interface construction.
If anyone here is interested in learning more, feel free to visit the forum, and make yourself known. Alternatively, you can read more about Imperialism at http://www.strategyplanet.com/dailyimperialist/
Note to the mods: if this post breaches some guideline pertaining to game projects, my apologies, and please feel free to delete...
thanks, /dm
|
|
|  |
 |
|
dminoz
|
|
Do you mean that there are always new projects popping up or do you mean that they never produce a game?
|
|
|  |
 |
|  |
 |
|
dminoz
|
|
What distinguishes Imp from other 4X games is the dominant role that the production/economic models plays. It underpins everything, as opposed to a game like EU2, where everything is abstracted out to the point of sliders that affect things like "narrow-mindedness" and concepts like "0.7 mercents per year". (I'm not bagging EU2, it's a fine game, but some people -- not DrSpike I guess -- prefer the way Imp is built on the base of the production model.)
I disagree about there being nothing more to be done with Imp. There's quite a lot of discussion at the forum (linked in my first post) about what can go into the next game. There are lots of new ideas about trade, diplomacy, transport, treaties, research, maps, scenarios and tech. As a framework for a game, the Imp way of doing things is far from dead. (I don't think anyone's mentioned teleporting armies yet, though.)
One thing we're going to make sure of is that the new game is very open to modding and scenarios.
So anyway, I repeat my request -- we have programmers, but could still use a couple of graphics/GUI folks. If anyone feels like helping to build a game, come and have a look around.
Last edited by dminoz on 23-08-2005 at 03:16
|
|
|  |
 |
|  |
 |
|
lord of the mark
|
 |
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:37
|
|
quote: Originally posted by dminoz
What distinguishes Imp from other 4X games is the dominant role that the production/economic models plays. It underpins everything, as opposed to a game like EU2, where everything is abstracted out to the point of sliders that affect things like "narrow-mindedness" and concepts like "0.7 mercents per year". (I'm not bagging EU2, it's a fine game, but some people -- not DrSpike I guess -- prefer the way Imp is built on the base of the production model.)
|
Both games abstract things. For ex, Narrowminded vs Innovative addresses a social-political dimension that simply doesnt exist in the Imps. The imps model FEW things at fair degree of granularity - the production model, tactical combat, etc and then ignore several other areas - notably internal politics, religion, culture, population growth, etc. And the areas that ARE granularly modeled are done so in ways that peculiarly combine intense granularity - the need to carefully layout transport routes - vs dramatic abstraction - all industry takes place in the capital.
and I would suggest that EU2 is in fact less abstract than it looks, even in the economic sphere - the interaction of domestic policy sliders, religion, province stats, population, tech and production efficieny, means that there is a LOT that goes into your economic output.
None of which is to say Imp2 (i havent played Imp 1 beyond the demo) isnt a great game. I still consider it one of my faves, and what it has, that EU lacks, is that civish feeling of developing land with improvements. But its weakness, as far as I took it, was that as you got to higher levels it seemed there were limited ways to win - it funneled you toward particular strategies. And of course it funnels you toward "victory" as world conquest, which is both limiting from a gameplay perspective, and historically limiting as well.
But good luck with the project, hope you find some help.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|