There are a few points I would want to advice:
* Start small
* Find your core-game mechanic
* Iterate over the design by implementing stuff rather than over-think-them
* Be prepared to ditch stuff if it isn't working
Even for an extremely advanced Stencyler this project is a huge one. No problem, of course,
but you said that you are not having too much time. It will be hard to keep motivated.
Excellent advice; I usually spend too much time implementing random things that don't actually add to the core gameplay itself. And while I now have some experience with Stencyl, I wouldn't call myself an advanced Stencyler. I've only been using it for a around a year and a half. This is indeed a huge project, and while I definitely want to make it, I don't know if I can. That's why I'm just going to pour ideas into this thread and speculate on how I can implement them until I have enough to start making this game, as opposed to jumping into it blindly like with my other game.
Don't lock yourself to a view like side-view, maybe it will not workout.
Start with small blocks rather than detailed graphics
Again, something I'm doing wrong with my other game- I'm spending too much time trying to make it look good instead of adding new mechanics and actual gameplay. Right now you can chop trees, mine rocks, and then craft some items and place them, and that's it. I think for this game I'll just start with basic sprites, even if they don't look good, and then make them better later after the game has some functionality. Well, at least I hope I'll be able to stop myself from trying too hard to make it look good, haha. But I do feel confident in keeping it side-view. No pesky perspective/depth ordering to worry about.
* Computer has an AI
This one is indeed very hard.
This comes down to the question: is this part of the core-mechanic of your game?
If it is, then you need to focus all your attention to it and nail it before you do anything else.
Speaking of AI, questions like "Stencyl can support * AI" are the wrong kind to ask. AI is a broad concept, so the answer is almost always going to be 'yes'. A better question would be "does Stencyl provide the tools I need to implement the theory out of the box?", and the answer largely depends on what kind of AI you're looking at implementing. I found the answer to be "no" for graph-based AI, which is why I wrote the AI Tools extension. I'm playing around with an event-driven system in my side project, and so far I've found Stencyl provides a great environment for it (custom events).
For LUNA ("...some sort of AI that can detect which question is closest to what the player has inputted..."), I can imagine a tree-based solution. Organize keywords in a tree and search the tree based on the player input.
The best place to start would be to make sure your math background is up to date. If you've never studied graph theory or statistics, find a good primer on both. If you have, then I'd also read about decision trees and Utility AI. Utility AI may be another workable approach for your ideas. Hectate has made some good posts on procedural generation in the forums--those are good reading, too.
The AI would definitely be a huge challenge, and it isn't actually important as a game mechanic- just something that would be a cool feature. So, this should probably be put on the backburner until I have a playable game.
As for the tree-based solution, I had thought a bit about that, like deleting words that don't add to the question, then determining what type of question it is by searching for key phrases (or variations of them) like "how do you..." or "what does...do?" and then select the closest answer that refers to the other part of the question. But then, I would have to write answers to as many questions I could think of, and suddenly this becomes an even more ambitious project than before. So for now, it will be much wiser to wait.
* Wire controls to actions
This one seems to be also very complicated, but I must say it 'sounds' better as a core-game-mechanic.
But you. ofcourse, need to find that yourself.
I'm not sure how much fun it is to put all the efforts in making your own ship and then to go
find other ships to take over. What happens with 'your' ship?!
People kind of feel attached to their own creations so be carefull if that is part of your core-game-mechanic
Definitely a core mechanic. I feel like the wiring/programming should be a fundamental aspect of the game. Think programming a spaceship with Redstone-like logic, but without the size restrictions/timing restrictions.
As for what the point of the game is... You're right. I haven't actually thought of what the game should be about, aside from upgrading/automating your ship. I'll have to think on that more. And as for losing your ship... that
does seem pretty harsh. I'll also have to think of some way to deal with that. Maybe players can save ship designs, and then when they respawn with a basic ship, they'll have to find enough resources and then it'll automatically be built? Not sure.
* Be carefull about statements like 'of course the game wouldn't be fun if it was just ... '
Each little part of a game-idea can be fun. You have to find if that is the unique thing or very well implemented idea.
Some people like building things (look at minecraft) and enjoy the building more than the playing inside part.
'Need to be enemies' also a very bold statement. Maybe you don't need them if the game is about building.
[...]
Be very,very careful to say : it is only fun when all of the ideas are in the game.
Some people like building things, others like to fight. While others like to find stuff.
If you want to find stuff and you need to fight off enemies every minute : you will quit
If you want to fight and you spend every half our to build things that takes you half an hour : you quit
* Multiplayer
A very, very advanced area. It is doable, but you have to know a lot of network knowledge to understand how to
work with lag. Because every online multiplayer game will have lag.
Again, if you believe that this is part of your game-core-mechanic and the game would only be fun if it was:
then spend the time implementing this.
You're right, I shouldn't be the one to judge whether something is fun or not. It's up to whoever plays the game to make what they will of whatever I add. And I'll have to balance the game to make it so that both builders and fighters are satisfied. I just have to make something that has potential to be fun/challenging.
I've never dabbled in multiplayer at all, so that, too, would be something to figure out
after I have a playable game. Personally, I feel like it could be fun especially because you don't have to necessarily kill others, you can also team up with them. Maybe combine your ships into some sort of megabase with twice the controls. That's an interesting thought. But again, I have no idea how multiplayer games work, especially in Stencyl. I would like to learn, though.
* Shield mechanic
This, again, comes down to : is it part of the core-game-mechanic.
It could be, and it could be fun. Like how the Enterprise can 'defer power from the ... to the ... '
I think shields could be a good mechanic. Not like, a
core mechanic, but still something that can be fun and help you protect your more vulnerable parts, like solar panels and guns and docking stations, while using metal armor plates elsewhere.
All boils down to : is it part of the game mechanic and is it fun?
I think this is something pretty important that I completely tend to ignore with my other game; I just add whatever comes to mind/seems feasible. I'll definitely keep this in mind for this game, so I don't end up with a game packed with random features that don't add to gameplay, haha.
Most of your ideas would take months to implement.
Yeah. I don't know where this game idea came from, but it sure isn't an easy one to make, haha. Maybe that's why I'm writing out a bunch of ideas first. I want to be organized this time. My other game is like, super messy on the inside, and I have a bad habit of not commenting. But if I do make this game, it will indeed be very time consuming. I hope I'll be able to stay motivated.
mdotedot makes some really good points. Ludum Dare is coming up. That would give you a good excuse to take just one of these ideas and build a game around it. See how it works out.
I don't know anything about Ludum Dare, I'll have to look into that. But it does seem like a good excuse to test out some stuff!
I made a space station building game for one of the LDs (Aether Mine): http://www.stencyl.com/game/play/36669 The source code is still downloadable. I think it requires AI tools extension, though.
The building mechanics seem similar to what I want in my game, except placeable on any part of the ship as opposed to branching from the centre. But the outlining and only being able to place certain things on other things (like crossbraces on braces, etc.). I can't go for a tile approach, I'll have to make each item an actor and somehow make them act as one actor when connected, including with physics.
Thank you both for the responses! I always appreciate feedback; it's good to have a few other opinions out there. I'll leave the AI stuff and multiplayer stuff until later, and for now, just focus on core game mechanics.