Settle the World - A new Colonization-style multiplayer game

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Templar

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This brand new game in the works, although it looks and feels like Colonization, it's a multiplayer-only game (up to 3 other players), and the aim is to explore, colonize and expand your territories while maintain your power as long as you can. Of course other human players will try to do the same as well.

More info can be found here: https://amiga-news.de/en/news/AN-2022-08-00037-EN.html

Cityscreen.png


Mapscreen.png

Here's a video of current gameplay as well (music and sound effects are missing though):



I'm waiting for this game to be released, as we don't get many multiplayer games for our Amigas, and it promises to be much fun playing with other human players than the computer.
 
Sounds and looks quite good. Hopefully they might add some sp down the line. Otherwise nice for Amiga gatherings, but not much else.
 
Well, I was hoping for online multiplayer actually, that would be something unique for Amigas.
 
I think it would be awesome to play in multi and the final push I need to get one of my Amigas connected online ?
 
Hello,
thank you for showing my game here :)

Yesterday i made a video about the first two hours of gameplay of Settle the World.
It shows how tedious the game start is, and also all the bugs.
While recording the video, I made a note of about 30 bugs ?

Still a lot of work until the game will be playable.

The video is in SinglePlayer, which is boring, because there are no real dangers for the player (there are some bandits in the game...but they are no real danger).
Also the construction of weapons and defenses makes no sense....unfortunately I lack the skills and time to program computer opponents.
So it makes more fun playing together (or against each other) on one Amiga Computer.

Link to the video:



Online Mulitiplayer ist not possible.
This is because i am creating this game using BlitzBasic/AmiBlitz3.
To have more speed in the game i turn off all the multitasking abilities from the operating system (BLITZ Mode).
But without multitasking you won´t receive any network information from other (Amiga) Computer.

It is the same reason why you have to turn off your network adapter when you want to play games using WHD-Load.
The Network card will generate interrupts and the game will crash.

So only HotSeat is possible with "Settle the World" to play locally on the same computer with a buddy (or up to three others).
But with four players....you will need a lot of time for playing the game ?
 
Online Mulitiplayer ist not possible.
This is because i am creating this game using BlitzBasic/AmiBlitz3.
Hi Theo, I think that there is the possibility to utilise the bsdsocket library somehow through AmiBlitz3, in order to have network support.
 
Hi Theo, I think that there is the possibility to utilise the bsdsocket library somehow through AmiBlitz3, in order to have network support.
Sure, it is.
But not when i am using the BlitzMode, because it turns off the multitasking.
And without multitasking there is no communication to the network card.

Multiplayer would be possible when using the GUI (Game running as as workbench application).
But that means i would had to completly rewrite my game. No chance!
Sorry for that, but game programming and network is not easy on Amiga.
I do not have the skills for that. My target is a playable game running in BlitzMode to get the full speed of the Amiga chipset ;)


Edit:
I found this in the online help from AmiBlitz3:

"How do i make an Internet Application?
Yes, writing an internet application such as a Web Browser, Email client or Webcrawler is possible with AB3.

TCP/IP
First, all communications goes through the TCP/IP protocol. The tcp.include is doing this for you.
You create a "socket", which represents your "end point" of an internet (or LAN) connection.
If your "socket request" is accepted on the other side, you can transmit any data you like, i. e. text or binary data.

WHAT YOU CAN NOT DO:
You can currently not WAIT for an incomming socket request, so can only write client-type applications, not servers.
This means you can not write an internet game :-(
To do this, someone has to implement this using the bsdsocket.library API, which is generally possible, but nobody did this so far."
 
Last edited:
To do this, someone has to implement this using the bsdsocket.library API, which is generally possible, but nobody did this so far.
Strange that no-one tried to do this yet; guess there's not so much demand for it.
 
I have now spent the last few weeks giving the game a "user environment".
A menu, map generation, and some overview screens.
This was a huge job and is still not completely bug-free.
But it was necessary.

Here are the links to the YouTube videos I made. Some of them contain subtitles with short explanations.

Please give me feedback, how you like the menu, etc. Visual appearance/structure. I am grateful for any feedback :)


Part 1 - is about a first look on the new main menu.
- Credits
- Help
- Game Options


Part 2 - is about how to create a new game (in basic mode)


Part 3 - is about how to load a saved game


Part 4 - is about the reworked world map and saving the game


Part 5 - is about the first overview screens
- Stock of goods in the cities
- Production and progress of production in the cities
- Locations and cargo loads of all trading units
- Cities with unassigned colonists
- more to come...


Part 6 - is about creating a new game in expert mode
- Playing around with the map generation tool
- For this video i used the WinUAE JIT for full processor power to have some fun during the map generation without having to wait.
https://youtu.be/9RxjcGkXfwA
 
Hi Christian, thanks for your updates, will surely watch them.
 
Yesterday my son and i were struggeling with the unit movement into and out of cities.
Sometimes two units had been on a city tile at the same time.
This caused one of the units to disappear. Very annoying.
So today i had to fix this.....

 
Had to optimize the pathfinding last night.
Much better now, but still have some problems if the way is blocked by other units.

 
The code is getting more and more complicated.

Took me two evenings to implement a "simple" Game-Over screen 1f623.png

Because there is no time to create all "big" images in pixel art, i am using the Midjourney AI engine to create such background images.

The number of colours in the images was reduced to 24 and the images were then manually edited in PPaint.
The remaining eight colours are used for the background border and buttons etc.

Not as pretty as real pixelart, but that really wouldn't be feasible in terms of time.

009_GameOver01.png
 
Working on the combat system....it's still a long way to go.

Now attacking units can have a "flanking" bonus and the defending unit can have a "supporting" bonus.
In addition, the defender can get a terrain bonus.
For example, hills are easier to defend than grassland.

And the amount of muskets is used as some kind of "hitpoints".

combat01.png
 
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