I thought it would be good to put up an overview and current status of the
Project Code-Named Galacticus. Yes, I have chosen the actual name of the game when it's finally released, for now it will publically remain the
Project Code-Named Galacticus (or just "
Galacticus"). :)
For readers that don't know,
Galacticus is a Grand Strategy Massively Multiplayer Strategy game (designed by me!). It is a game set in the future and has design roots in the 4X space strategy genre where the primary goal is building a vast galactic empire and interacting with other empires. Unlike the great single player 4X games like
Galactic Civilizations or
Master of Orion, Galacticus is multiplayer only, there is no "play against a computer opponent" option.
How do you find opponents when you want to play? Well, that's easy, Galacticus is a hosted game universe that supports open-ended game play concurrent with specific victory conditions on localized struggles/events/achievements.
Some players are instantly wondering about advanced players coming in and killing of starting positions, without going into the design details - you can pay my consulting fee or steal the encrypted design docs to get those - new player positions are sufficiently protected from advanced positions through time/distance in the game that it won't be a problem. In fact players can have multiple empires in the galaxy depending on their subscription level and if one empire is a real 6-months ahead of another position they would never "know" about each other or remotely share any territory. For a possible clue how this happens, read the Dread Empire series by
Walter Jon Williams (most excellent space opera series). The Kris Longknife series by Mike Shepard might also provide a clue or three. ;)
Technical Features
- ASP/.NET 2.0 core game application. The WarpedCore handles all the game logic, rules, decisions, production, and event system.
- ASP/.NET 1.1 Web Interface. This is the current test interface. It is a web-based interface that utilizes Atlas/Ajax for a slightly less boring UI interface. Ultimately the web interface will remain but most players would use a downloadable game application to connect to the Galacticus game universe.
- MS SQL Server 2000 DB. MS SQL totally rocks. Best bang for the buck of any relational DB engine.
- Secure Web Services. Currently used by the production application and the administrative tools for the game. The Web Services interface is created for future use with a Windows Desktop game client.
- Utilization of Atlas/AJAX technologies for a better web interface.
- Custom encryption libraries to secure all game related data
- Localization Ready. The game engine is built on a robust localization framework that is based on the concepts in the Microsoft Enterprise Localization Toolkit (available from MSDN as Shared Source, sorry, don't have the link handy).
Major Features
- Gigantic, ever growing game universe. How big? Well, theoretically it's limited only by the SQL server space and the limits object ID's. Of course the design supports distributed databases, so each database server could host a galaxy of billions of stars with tens of thousands of concurrent players.
- Massively multiplayer! Compete against an untold number of opponents in the eternal struggles of a vast galactic empire. Make alliances, build powerful starfleets, plot the economic or military destruction of your foes!
- Large tech-tree and research possibilities. A huge number of combinations of research and item builds (racially modified later, not in the current game though ;) ).
- Potentially unlimited racial profiles (Currently we are testing with 4 races, there is no reason, aside from time to create content, that this could not be 400 racial profiles).
- Build lists and macros. There is built in support to automate many of the usually tedious aspects of a space empire game such as creation of new colonies - build lists can be preconfigured and used for each new colony settled.
- Templated event and reporting system - yes, we can keep adding events and messages as new content is dreamt up. :) Best of all, with the templated report system say you are a player in the US and you have an ally who speaks only Korean...with the report system you can share the report and they will be able to read all the details/data in their own language! This, of course, does not include player entered data like empire name, or their position based star/planet/fleet names, those will not be translated from the players native language.
- Completely localized interface.
- Language neutral diplomacy. Similar to the templated reports and events. Users speaking different Terran native languages can interact in the diplomacy, faction, and trade aspects of the game with others by using templated messages which present dynamic items to each user in their native language.
Current StatusThe Project Code-Named Galacticus is currently in development. There has been some closed Alpha testing on the web interface to the game and extensive testing of the core game application - including the galaxy generation, production code, tech & research, and other core components. The game should be moving into a semi-open Alpha test in the next couple of months, I don't want to put a date out there at this time as Galacticus is a hobby effort, and as such real life events tend to impact development timelines! :( But...HEY...I am working on the game at least a little bit each day, err, a few days each week that is. :)
Next StepsThe very next items I am planning to work on for the project codenamed Galacticus are:
- Attend the independant game developers conference in October. :)
- Better graphics instead of fpo graphics based on community 3d models from some recent sci-fi epic. Obviously before the game is public the graphics need to be home grown with no question regarding ownership. See the August 8, 2006 post for some sketches of 3D ship models I'm currently developing.
- Finish some of the AJAX portions of the web interface. Includes improving the JS framework used on the client side.
- Fix all the bugs that are currently on the master buglist for the web interface, production code and game logic.
- Complete the user game registration so that players may select multiple games!
- Semi-open public Alpha test (maybe sometime in 2006)!
- Work on new features/bugs/next list of items in preparation for BETA! :)
- Bunches more stuff...