Fury of Stars Development Logs
So I decided to make a game
I have been thinking about making my own 4X game since buying Torque Game Engine in 2010. Back then, I had a plan to recreate Master of Orion II, but learning Torque while working 70 hour weeks as a web-developer/programmer but beyond me. After that, I occasionally would get interested enough to buy a book and download a game engine, but the realities of game development always became overwhelming.
I lost my parents around the COVID lockdowns, and realized a few things about myself and the games I have been playing. My biggest takeaway was that I do not really enjoy the 40 hour 4X games very much anymore. I am sure I used to, but after thousands of hours into games like Stellaris, I noticed that I keep starting new games, and lose interest 50 years in.
What do I love about 4X?
- Exploration
- Empire building
- Ship design and fleet assembly
- Pitting my fleets against intractable foes
What gets in the way of my enjoyment of 4X?
- Huge time investments
- Game systems designed to make the things I enjoy, more difficult to accomplish
- Game systems that distract from the core gameplay or stretch out the time investment
- Obvious "meta" plays that create cycles of nerfing and rebalancing by developers
I am still in the initial game planning stages, but my goal is to create a streamlined 4X space empire game that plays quickly but still feels deep. I still have to come up with a name, since "Hardspace" was used by another game in recent years. It will have to be unique, but evocative of the "galactic empire" theme as well.
Checklist for the next week
- Install Blender, Unity and Unreal Engine
- Find some courses or tutorials for the above software (I have to start somewhere, and I have zero experience with them)
- Start compiling lists of things like potential titles for the game, mechanisms, empire features, ship components, etc.
- Start thinking about the business side... taxes, how to fund development, time-frames, etc.