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If You Made A Freeware Game...
#61
Posted 22 May 2005 - 12:42 PM
#62
Posted 27 May 2005 - 01:56 AM
#63
Posted 29 May 2005 - 02:30 AM
#64
Posted 29 May 2005 - 09:36 AM
Im weird.. I know.
#65
Posted 29 May 2005 - 08:22 PM
#66
Posted 30 May 2005 - 12:33 AM
#67
Posted 30 May 2005 - 09:24 PM
![:)](http://www.reloaded.org/forum/public/style_emoticons/default/smiling.gif)
My game (which, coincidentally, I'm working on) is an imperial military space simulation/strategy game, called Imperium Ascendancy. It's not turn-based or real-time; the entire game can be played in turn-based or real-time modes. Both are nearly identical.
It's a simplified, streamlined game, based on Dio Games' Pax Galaxia. Wars will rage across both the galactic and local supercluster maps. Starships move from star to star by a network of Ancient-built gatelinks, the only method of FTL (Faster Than Light) travel. Galaxies, in the local supercluster map, will be linked with nothing, until you can afford to construct a giant gatelink between them.
Starships range from heavy, powerful dreadnoughts to instantaneously built, darting interplanetary fighters. Combat isn't tactical; ships simply engage in a calculated battle, with modifiers based on doctrine scales*, ship types, ship numbers and facilities, to avoid micromanagement.
*Scales that represent what your nation's military doctrines and styles are. Design speed vs. design firepower, strategic adaptability vs. strategic structure, design quality vs. design cost-efficiency and personnel training vs. personnel quantity could all be examples of doctrine scales.
#68
Posted 31 May 2005 - 07:36 AM
#69
Posted 01 July 2005 - 09:36 PM
I just like strange (story wise) and creepy games.
Games that I really like the settings in are:
I have no mouth and I must scream
Sanitarium
Still Life
Torment
Bad Mojo
#70
Posted 01 July 2005 - 10:16 PM
Mdag, on Jul 1 2005, 10:36 PM, said:
#71
Posted 01 July 2005 - 11:56 PM
![;)](http://www.reloaded.org/forum/public/style_emoticons/default/wink.png)
if i were to make a freeware game it would be one of these... both if it would work out:
both are set in the same world(the world comes closest to the new he-man series... but that is really an awfull description)
1. a roguelike
2. a game alot like chaos overlords except it would be more complex and larger.
i cant code so if anybody feels like being my coding slave....just PM me
![:)](http://www.reloaded.org/forum/public/style_emoticons/default/smiling.gif)
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#72
Posted 02 July 2005 - 04:11 AM
Then you break out (in a couple of mission's time) and then WHAM! You're in a post apocalyptic world, with nobody around for miles and nought but some stolen weaponry and a crapped-out moped that you just found for comfort.
Needless to say, it would be a *kvetch* to make, but that's not the point.
#73
Posted 04 July 2005 - 07:04 PM
Stroggy, on Jul 1 2005, 10:16 PM, said:
Mdag, on Jul 1 2005, 10:36 PM, said:
Still Life
#74
Posted 04 July 2005 - 07:18 PM
EternalSpearman, on May 30 2005, 09:24 PM, said:
![:)](http://www.reloaded.org/forum/public/style_emoticons/default/smiling.gif)
My game (which, coincidentally, I'm working on) is an imperial military space simulation/strategy game, called Imperium Ascendancy. It's not turn-based or real-time; the entire game can be played in turn-based or real-time modes. Both are nearly identical.
It's a simplified, streamlined game, based on Dio Games' Pax Galaxia. Wars will rage across both the galactic and local supercluster maps. Starships move from star to star by a network of Ancient-built gatelinks, the only method of FTL (Faster Than Light) travel. Galaxies, in the local supercluster map, will be linked with nothing, until you can afford to construct a giant gatelink between them.
Starships range from heavy, powerful dreadnoughts to instantaneously built, darting interplanetary fighters. Combat isn't tactical; ships simply engage in a calculated battle, with modifiers based on doctrine scales*, ship types, ship numbers and facilities, to avoid micromanagement.
*Scales that represent what your nation's military doctrines and styles are. Design speed vs. design firepower, strategic adaptability vs. strategic structure, design quality vs. design cost-efficiency and personnel training vs. personnel quantity could all be examples of doctrine scales.
![;)](http://www.reloaded.org/forum/public/style_emoticons/default/wink.png)
so im really waiting for this one
![;)](http://www.reloaded.org/forum/public/style_emoticons/default/wink.png)
(except if it is going to be really simple. when it comes to 4X in space i need a complex bastard...heh...just my taste though)
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#75
Posted 08 July 2005 - 04:48 PM
![:)](http://www.reloaded.org/forum/public/style_emoticons/default/smiling.gif)