Worlds Collide is a 4X turn based space strategy game. I've been casually developing it over the last 2 years as the game I've always wanted to play. It's designed to be a standard 4X galactic strategy game where you colonize planets, expand your empire, research, contact and trade\negotiate\fight other empires.

I have a few alternative features and mechanics that aren't usually seen in this type of game that will make it different to most similar games out there. This includes avoiding as many hard limits as I can (i.e. Planet population, fleet sizes, etc) instead working on game mechanics that encourage you to balance these things yourself.

Features Include:
Hex Grid Based Maps
Modular Ship Design
AI Corporations that are the base of your empires industry\research
Jump Based Movement
Detailed Empire Diplomacy
Dynamic Sensor FOW

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1 comment by fishy418 on Nov 19th, 2014

I've also the module status GUI details, still unlikely to be final but better than just plain text:

Most of my recent focus has been to get shipyards implemented. To do this I've had to restructure some the custom objects I was and adjust the way the were linking to each other too. This really highlighted to me why programmers often do data design first and will layout all the data they want and how it will link with other data. I think it would save quite a bit of work if you get it close to right first time... oh well I'm still learning :)

Now I might get a little technical in data structure terms but read-on if you're interested!

This first involved the 'Ship' type, originally just had the single 'ship' object and that was working well but as I planned how stations were going to work I realised it's going to work a lot better if a create a parent object type called 'unit' then 'ship' and 'station' will be a subtype of this. the unit object would manage selection, scaling, combat, etc as these actions are shared with ships and stations. Ships have unique functions for movement, internal damage (may change later), designs, etc. Where as stations can have sectors for research and shipyards (can add production stations later too if I decided to), constructions and has a different base type for design\stats. I've completed most of this work now and have the base station type working correctly ready for expanding the functions for stations!

The other structure change was the 'Market' object. Previously this was linked to the planet object as each colonized planet would have a market. however I now wanted markets for shipyards so construction materials can be delivered with my current trade logic and orders can be placed etc. Again this involved changing a lot of the way markets were linked and created. Now Markets are just linked to the grid directly as anything on grid can can share a market if it exists (don't want to have inter-grid trading as that is been to fiddly). I'll even create a market on grid for consturcion of ordered stations, probably a limited market so corps don't start placing random orders for items in open space, but it will use freighters to deliver station parts to the construction site without having to change much of the trade logic.

Next I'll be working on the GUI, orders and building functions for shipyards. this might be a time to revisit my ordering GUI as I want the planet and shipyard order menus to be the same and current planet one I don't think is very user-friendly. This probably goes same for the market menu, I'll have them shared and current version really needs some work to be more useful.

I've continued to make adjustments to galaxy generation keeping planets a bit closer to their parent star and changed the lighting\brightness to reflect this. There has also been plenty of little additions or balances I've done as I've noticed them :)

Now on to ships and texturing... one of my least skilled jobs but still learn some tricks as a I go. though I'd say if I get anywhere with this project a texture artist\modeller is probably the first outside help I'd jump at. Here is first pass at the freighter I was doing and WIP for the station. So neither textures are finished but at least it now looks better than no textures at all.

These were taken in editor so don't show specular maps or proper lighting.

As alway happy to hear any comments, queries or feedback anyone may have?

-Paul

Downloads RSS Feed Latest Downloads
EXE Patch 0.081

EXE Patch 0.081

Apr 3, 2014 Patch 0 comments

A quick fix to allow corps to actually build the ships you request, also added WASD + arrow key camera control as well. Just copy over the old .exe file

Dev version 0.080

Dev version 0.080

Mar 23, 2014 Demo 0 comments

An in development version for testing and having a look at what i'm up to so far. This hasn't been tested, balanced or polished at all so look at your...

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dirtbag007
dirtbag007 Jul 24 2014, 12:31pm says:

"This includes avoiding as many hard limits as I can (i.e. Planet population, fleet sizes, etc) instead working on game mechanics that encourage you to balance these things yourself."

That's what I've been looking for a loooong time ago.

+1 vote     reply to comment
fishy418 Creator
fishy418 Jul 26 2014, 9:10am replied:

Yeah that was exactly my thought, maybe it is hard to do but I'm certainly giving it a go and so far I think it will work ;)

+1 vote   reply to comment
Wookienator
Wookienator Jul 21 2014, 3:08pm says:

Looks interesting
Tracking

+1 vote     reply to comment
Rrtaya_Tsamsiyu
Rrtaya_Tsamsiyu Dec 15 2013, 9:47am says:

hmm, Axis and Allies meets Sins of a Solar Empire, cool. tracking

+1 vote     reply to comment
fishy418 Creator
fishy418 Dec 16 2013, 3:30pm replied:

Thanks for the interest, I haven't actually played axis and allies though definitely have heard of it might be my next research game ;) I like Sins and have played that one quite a bit!

+1 vote   reply to comment
fishy418 Creator
fishy418 Dec 4 2013, 5:43pm says:

I'm currently working toward another early test build to get more feedback . This will include basic ship designing, Hull Damage\penetration, module damage, weapon accuracy and I'll try to put in another ship class or 2 (not just frigates)

I'm thinking before the end of December maybe sooner but just depends on how much free time I get to spend on it. Happy to answer any questions in the meantime if anyone wants more information?

-Paul

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Worlds Collide
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