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Colonisation: Moonbase, Android Game

ScottJ
polycounter lvl 13
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ScottJ polycounter lvl 13
Hi everyone, I have been working on a game called Colonisation: Moonbase
It is a sim and resource management game, similar to that of theme park.
It has been developed mostly by myself with input from a couple of other people and is made using the unity engine.
I have just started a kickstarter project to help the final stretch of the game.

I am posting here not just to inform you guys about the kickstarter but also to get feedback and give advice on any questions people may have.

so without further ado, I give you: Colonisation: Moonbase
kickstarter_pic2.jpg
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latestmoonbase.jpg
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720SS1.jpg

the kickstarter page can be found here
http://www.kickstarter.com/projects/993702462/colonisation-moonbase

the games website can be found here
http://www.colonisationgames.co.uk/index.html

and the facebook page can be found here
https://www.facebook.com/ColonisationGames

Replies

  • Armangelo
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    Armangelo polycounter lvl 6
    Space! Yaaayy!!
    I like sims, and I like space, so this looks interesting.
    As for the art, it looks a bit blocky and generic. Are you going for a realistic aesthetic, or something like Kerbal Space Program?
    I'd research on actual plans or developments for modular space colonies. "The Case for Mars" by Robert Zubrin has some design pointers on colonization layouts. This looks like late-stage, native material construction.
    And the resolution density is also off between the terrain and building. You could try using a smaller tile texture for the surface, and add either vertex painting or large decals to brake the pattern.

    Keep going, dude! We don't see many games like these.
  • ScottJ
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    ScottJ polycounter lvl 13
    thanks for the feedback

    as for the the style, it started from a realistic point of view, but changed over time to suite game play, a modular approach is more realistic however the game play would be fairly limited, and would be going back to the grid placement of old school games. So the idea was to create individual buildings for a specific purpose.

    To the point of the natural construction, the idea here was I wanted to stay away from the bright coloured casual games that have swamped android games of late. Also due to the natural colour of the moon, having bright colours would make the buildings look out of place, however, just grey buildings would be boring so added some mid saturated colours so it complemented the lunar surface.

    It also fits better with the gameplay and theme of the game, gathering resources from around you and using them to build your colony.

    In regards to the texture res for the ground, it is using a 4096 map (most likely going to release with a 2048 ) with a detail map that is tiled when you get closer up.
    It is taken from nasa's RLO spacecraft, and is the highest accuracy you can get for that texture size, if I was not on an android mobile device, I would split the texture up, have multiple 2048's or even 1024's but every split costs a draw call, this is really the bottleneck of most phones nowadays.
    What I will try and do however (is something I played around just the other day) is the tiled map close up, try to make it more predominant so it looks higher res close up, matching that of the buildings better.
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