This post will read more like an 'owning up to little accomplishment' rather than a triumphant achievement. I have spent close to two weeks back in Ontario visiting with family and celebrating Christmas. Initially I pictured quiet afternoons where I could dig through my texts, instead it was a series of rushing from one family members house to another and visiting. I do not wish to make this sound like a complaint. I thoroughly enjoyed the past two weeks, however I was unable to get more than a few hours deeper into Java in a nutshell.
I have had some time to think on the end goal of the project though. The more I think of the game exploration, the more I see it's short comings. The game begins with 5 or less cities on the map (depending on the number of human and computer players), the rest of the map is undeveloped with the exception of a series of indian and incan villages dotted around randomly. This leads a player to found a colony in the heart of India, China, or even the Middle East and fill the surrounding areas with plantations and mines. There are no other civilizations or cities to trade with or otherwise occupy these places. I think this may be why other games such as Colonization limited the play map to just be North America.
The more I though about this the more I want the game I write to be a hybrid of the exploration, trade, and strategy games I played growing up.
- I greatly admired Colonization for its replayability, ease of learning, and having an ultimate end goal.
- The Merchant Prince had a supply and demand model for trade married to a historic exploration model.
- Railroad Tycoon 3 had resources moving across the map automatically between raw material mills, production facilities, and consumers.
- Sid Meier's Pirates put the player in a first person role as a captain giving the world a more dynamic feel since world events would play out without your influence or knowing (until you sailed back to your favorite Dutch Port only to find it occupied by England).
- Europa Universallis had a complete political world map with all Far East, Middle East, and New World civilizations present (even playable) as well as an unparalleled historical accuracy and detail.
- The Patrician had a rags to riches story of the player starting with one ship and building a flourishing trade empire while competing with other ships and merchants profiting off of supply and demand of goods.
- Finally, Exploration gave the feeling that you were really achieving something once you had enough ports and ships that you could set up trade routes, and I always found the graphics and sound track to be endearing.
Each game had its own strengths but no single one seems to combine all of what I was ever looking for. I am excited by the thought of taking some of the first person individualism of 'The Patrician' and 'Pirates' and integrating it into 'Colonization' while still trying to capture the
feel of 'Exploration'. That is what I ultimately want to port to the iPhone. I'll still plan on recreating Exploration as a stepping stone and learning tool, so that is what will occupy me in the meantime.
Happy New Year!