Space Pirate

Bombini

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  • Posts: 945
Hi guys,

 a thought i had for a long time. How will i call this game?
The game changed form its original concept (Sid Meier's Pirates! in Space) to a story driven space adventure/light rpg.

The background:
By the year 5072, humanity depleted Earth’s natural resources. Hardscrabble soil led to famine, and elevated regions became uninhabitable as oxygen levels continued to drop. When aquifers withered away, wealthy countries learned to melt the ice caps for drinkable water, but their overzealous efforts led to flooding that devastated island nations.
 
It wasn’t the apocalypse, but it was close. Scientists predicted a societal collapse within two centuries and the end of humanity within the millennium.
 
In a flurry of activity, world leaders instituted a program aimed at discovering a new habitable planet. Space shuttles launched into space, each equipped with a team of twenty. Each team was promised unimaginable wealth should they find a new planet on which humans could live.
 
The world leaders called this plan GoldSpace.
 
Although each GoldSpace ship contains twenty members, only five are awake at any one time. These five, known as the Actives, are placed into pods in the ship’s control room. These pods are filled with a kind of nutritional sludge that greatly reduces the process of aging. As a result, Actives could live for almost a century and a half, though they rarely do thanks to the dangerous natures of their jobs.
 
The remaining fifteen team members rest in similar pods in the back of the ship. In their pods, however, the sludge is thicker, more viscous, and in it resides a drug that brings the human body to a near standstill. In the Preservation Pods, humans can live for up to five hundred years before needing to be awoken.
 
The five roles in a GoldSpace pod belong to the  Astronomer, Pilot, Technician, Biologist, and Rogue. The Astronomer serves as the ship’s captain, charting the course and managing the team’s morale. The Pilot navigates based on the Astronomer’s orders, and the Technician fixes the shuttle’s technology whenever it breaks. The Biologist examines bacteria, creatures, and soil samples so as to determine the viability of the planet to a human’s genome. Finally, the Rogue: this recruit possesses a military background along with a basic understanding of biology. He visits the planets to acquire samples for the biologist, doing his best to survive what the environment dares to throw at him.
 
Each team of twenty follows the same plan for its backup. A prominent statistician calculated this plan according to the life expectancy of each job. All GoldSpace shuttles, therefore, hold two Captains, two Pilots, three Technicians, three Biologists, and ten Rogues.

Gamestart:
"In the year 5072, humanity depleted Earth's natural resources. Scientists predicted societal collapse within a century, and Earth's demise within three."

"Desperate, governments around the world formed a coalition, ultimately creating a program named Goldspace."

"In exchange for their place on Earth, recruits were assembled into teams, given spaceships, and launched into the sky."

"Should anyone discover a habitable planet, their crew would be given unbelievable wealth."

All lines fade out. An image appears on screen:  the awakening of JAVORNIK HENDERSON.
Suspended in a tube filled with cold, blue slime, Javornik twitches as the wires embedded in his skin send a ripple of electricity throughout his body.

"In 5213, I awoke from stasis."

Game name:
I would like to rename it to GoldSpace (fits better context and concept, is not as used and a bit unique).
What are your thoughts?


1MrPaul1

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DOnt think it is a good idea....
Your second gamename and story is not very original and interesting, sorry
I like that you tried to touch some common human emotions in your game, like story with father etc... Actually it is what all good stories got to have.
War of the space clans, or corporation will never be more interesting than simple human love, hate to something etc..
And the name Space Pirate is very intriguing, and catchy, and it is in no time writing in memory, while your second name, not intriguing, and I didnt remember it right after reading, and this is not because my bad memory, not just because my bad memory, but because the name is not very good, really. Dont do it.
Better to remake a story for the curr name than remake the name because of story

Bombini

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Thanks a lot for the input!
I see your points. One problem i have a bit with Space Pirate though is that there are already some games with a similar name:

But of course it describes well what the game does. Space Pirate would even work with the story because you are tunring into one. I dont want to change the background stroy now because its more about the dialogue and gameplay which is a lot fun in my sense. I will think about the name.

Maybe there are some opinions?

domagojbulat

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  • Posts: 166
I like the old name much better, but I suspect maybe both names sound too common and might be hard to pop up in search results. Ok,  GoldSpace maybe can work alright ...  I have to say I love the plot so much!! I tried thinking of a good name but currently no real inspiration. Some questionable suggestions that you might build on: GoldSpace Hope, GoldSpace Fever, GoldSpace Embezzled, Centurion Javornik, FarAwake... can’t say I am happy with any of these. Creating a good name sure is hard!!!

NickamonPoppytail

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If you intend to make this a series of games, maybe combine them as Space Pirate: GoldSpace?
Currently developing Poppytail 5, Pixeltail and The Poppytales.

Email: nick.rosemarygames.poppytail@gmail.com

;)

1MrPaul1

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Space Pirate Story
Space Pirate Saga
....
For native speaker would be easier to take right name
But yes, you can use old name at the start and something then.
So, for people will be just "space pirate", words that will go after "space pirate" will be for search robots and may be resolving of  legal issues

merrak

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I like the story idea. I really prefer "Space Pirate" over "Goldspace", though. The original name does a better job telling me what to expect. I think that's why it's more intriguing. The primary function of the title is to get me interested enough in the game to want to check it out.

Bombini

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Thanks a lot for this very helpful feedback guys!
I am reconsidering my thoughts on the title. I like the series idea because is would like to use the "engine" again.
Maybe i just stick with Space Pirate :)

Bombini

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I added an oxygen system for all levels. Fans "produce" oxygen.
Fans will stop "producing" oxygen if you destroy all energy sources in a level.
You need oxygen ;)



I have to test a bit to check the fun (and make the fans prettier).

« Last Edit: February 23, 2018, 01:17:00 pm by Bombini »

NickamonPoppytail

  • Posts: 911
I added an oxygen system for all levels. Fans "produce" oxygen.
Fans will stop "producing" oxygen if you destroy all energy sources in a level.
You need oxygen ;)

I have to test a bit to check the fun (and make the fans prettier).

Interesting idea. Can’t wait to see where this game goes!
Currently developing Poppytail 5, Pixeltail and The Poppytales.

Email: nick.rosemarygames.poppytail@gmail.com

;)

Bombini

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  • Posts: 945
hi guys,
adding a new type of level themed "ice" with its characteristics and enemis:


Have a nice weekend!

domagojbulat

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  • Posts: 166
Cool!! Literally  ;) You too have a nice weekend!

Bombini

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  • Posts: 945
Cool!! Literally  ;) You too have a nice weekend!
Thanks :)
Updates will be a bit slower in the next weeks because i will be travelling a lot.......VACATION :)

Bombini

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  • Posts: 945
Hi,
one last recommendation before my trip.
A quick read and very good insights on indie game development:


Nothing new but check it out in case you missed it.
Its from the cretor of Spelunky. His challenges and learnings.
In a nutshell:

1. Choose an idea for a game that satisfies three requirements: it's a game that you want to make, a game that you are good at making, and a game you will wish you had made.

2. Actually start the damn game. Writing design documents and planning doesn't count.

3. Don't roll your own tech if you don't have to.

4. Prototype.

5. Make sure the core mechanics are fun.

6. Choose good partners (or work alone as long as you can).

7. Grind is normal, so factor it into your plan.

8. Use awards, competitions, and other events as real deadlines.

9. Push forward. Don't get hung up on one part of the game for too long.

10. Take care of your mental and physical health.

11. Stop making excuses for starting over. Halfway through any project you'll always feel like you can do a better job if you started over. lhis cycle will never end until you put a stop to it.

12. Save it for the next game. Do you have a brilliant new idea that requires extensive changes or pushes back your deadline? Save it for another game.

13. Being behind schedule is a great excuse to cut unnecessary content.

14. If you do quit, scale down, not up.

15. Remember that the last 10% is the last 90%. You're never as close to being finished as you think you are.


NickamonPoppytail

  • Posts: 911
15. Remember that the last 10% is the last 90%. You're never as close to being finished as you think you are.

A day after I made this post:

Here's a progress thingo for Poppytail 5 and Pixeltail. I'll edit the post with more info later.

« Last Edit: March 15, 2018, 02:21:40 am by NickamonPoppytail »
Currently developing Poppytail 5, Pixeltail and The Poppytales.

Email: nick.rosemarygames.poppytail@gmail.com

;)