Online space 4x game in development, needs play testers

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mahks

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Online space 4x game in development, needs play testers - Sunday, October 13, 2013 8:36 PM ( #1 )
I need a few play testers for a game I am developing.

Game overview :
  • Space based 4X on-line game, only runs in firefox
  • Closed Beta status
  • Basic 2d graphics
  • No action, not a RTS
  • Strong focus on strategy & diplomacy

The game is designed for those with little time but enjoy 4X.

Please pm me if you wish to help test.
<message edited by mahks on Sunday, October 13, 2013 11:04 PM>
GapaloSholo

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Re:Online space 4x game in development, needs play testers - Thursday, November 07, 2013 4:15 AM ( #2 )
Pardon me for being a bit intrusive and ignorant. What exactly is a tester's job? I am new to forums and want to learn about how stuff works in the gaming world. I myself have played online games like bingo and more from online portals, but need enlightenment on your topic.
<message edited by GapaloSholo on Thursday, November 07, 2013 5:53 AM>
Bladesfist

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Re:Online space 4x game in development, needs play testers - Thursday, November 07, 2013 4:45 AM ( #3 )
GapaloSholo


Pardon me for being a bit intrusive and ignorant. What exactly is a tester's job? I am new to forums and want to learn about how stuff works in the gaming world. I myself have played online games like bingo and more from online portals, but need enlightenment on your topic.



Judging by the latest big launches, I have absolutely no idea. I too am thinking about starting a thread like this for a game I am working on. I hope you find some people and good luck with your project.
GapaloSholo

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Re:Online space 4x game in development, needs play testers - Thursday, November 07, 2013 5:51 AM ( #4 )
Bladesfist


GapaloSholo


Pardon me for being a bit intrusive and ignorant. What exactly is a tester's job? I am new to forums and want to learn about how stuff works in the gaming world. I myself have played online games like bingo and more from online portals, but need enlightenment on your topic.



Judging by the latest big launches, I have absolutely no idea. I too am thinking about starting a thread like this for a game I am working on. I hope you find some people and good luck with your project.



Thanks a lot for your reply, I am trying to brush up on newer things!
mahks

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Re:Online space 4x game in development, needs play testers - Sunday, November 17, 2013 5:15 AM ( #5 )
 "What exactly is a tester's job?"

A testers "job" is to play the game, report bugs & suggest improvements.
<message edited by mahks on Sunday, November 17, 2013 5:17 AM>
Ingram

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Re:Online space 4x game in development, needs play testers - Sunday, November 17, 2013 2:07 PM ( #6 )
is it HTML5? flash? 

Sounds good, I would like to give it a try.
mahks

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Re:Online space 4x game in development, needs play testers - Sunday, November 24, 2013 11:25 PM ( #7 )
 It is HTML, Firefox required. Forum won't let me post link, PM me & I will give you more info
Nawshad007

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Re:Online space 4x game in development, needs play testers - Sunday, December 15, 2013 12:19 AM ( #8 )

I am interested to play. Is it similar like Star Quest 2? I saw this game in Kickstarter.
mahks

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Re:Online space 4x game in development, needs play testers - Monday, December 16, 2013 6:33 PM ( #9 )
I think that was a different game. My game in an indie project, not pay to play.
mahks

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Re:Online space 4x game in development, needs play testers - Monday, December 16, 2013 7:14 PM ( #10 )
Here are some screen shots & reasons why this 4X may be different :



There is an emphasis on diplomacy. Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.



Trade is encouraged by a mechanism whereby the number of types of minerals governs the efficiency of your refineries and thus your limits to production of assets. Since only a few mineral types are found locally you must trade with other areas to gain more mineral types.

The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.



Fleet movement may be automated. - Patrol routes may be created to look for enemies. - Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon. - Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.

The game is not played in "binges" (hours in a session) but in short play sessions. Think of a normal 4X that has its play session sliced into bits. This is by design, so that those with real lives may fit it into a busy schedule (or a fanatic gamer can play a session between all those other games) allowing them to play a deep, involving game even though "they have no time".

Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.



A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.



There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.



There is a whole game within the game in regards to spies. Covert agents may conduct espionage, sabotage, incite labour or student unrest and incite rebellions. They can embezzle, slander and assassinate as well.

In the beginning you manage all aspects of your realm, but as your empire grows you may opt to do less micro-management and automate repetitive tasks.

The game progresses though stages; exploration, build-up, contact and then the core game play begins with diplomacy, trade & conflict.

There is a play through of a typical 1st session on the website. The game begins slowly as you are mostly exploring and colonising, so the video may be a bit boring. Any suggestions on how to present a "cerebral" game and not make the presentation boring?

This slow start is intentional as the game is complex and is designed so that a new player is not overwhelmed and has time to get his bearings.

http://www.starlords3k.com

We need a few more play testers, pm me if interested. All feedback is welcome.
<message edited by mahks on Monday, December 16, 2013 7:22 PM>

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