Thursday, February 24, 2011

Competitive Analysis

I recently purchased Commander: Conquest of the Americas, through Steam, as it looked like it fit into the genre I'm hoping to enter.  My intentions were to evaluate this game and hopefully incorporate the best aspects of it.


Let me begin by saying that this game was not well reviewed.  It wasn't poorly reviewed, just deemed mediocre.  After my first couple hours in it I can see why.  It lacks the intuitive simplicity that Sid Meier's games are famous for.  Though that is a hard standard to compare against.  The team at Firaxis always amaze me with their balance of simplicity and strategy. 

Commander seems to be a trading simulation at its heart and in that respect I compare it to the Patrician III.  In fact, I would say that it is a step closer to my intended game than Patrician is.  You found colonies, bring colonists over from the Old World, and compete with fellow European Nations.  The focus though is on developing the colonies production trees, and setting up automatic trade routes that maximize profits.

I haven't played through a whole game yet so my summary may be premature, but my first impression take aways from this game are as follows:

GOOD
  • Resources distributed around map, semi-realistically
  • Not based on a grid, ships can move around in any direction similar to Pirates!
  • Resource development, you can improve colonies to turn local sugar cane, into sugar, and then rum
  • Ships can easily form squadrons and fleets to make protection and resource pooling simpler
  • Four advisers that give suggestions and missions to complete
  • Very pretty to look at
  • Steam achievement system
BAD
  • No exploration, the whole map is known from the start
  • No randomization, you always play the map of the Caribbean
  • Too many resources and colony improvements
  • You must keep the advisers happy or the game will end
  • UI is bad
  • No homeport screen, colony screen hard to access and provides little information
  • No good statistics or summary screens, information is hard to find
  • Tutorials are just videos with someone speaking about what they are doing
  • No end game, the goal is to amass a fortune
 I'd say the game has been worth the $15.  It provides another reference point for me, and there are some aspects I did enjoy and will try to build in.  I don't know if I'll go straight for the 3D rendered ships and oceans, but the original Exploration could do with a more advanced economic model.

Sunday, February 13, 2011

Was Java the right choice?

As I started to expand from a single ship navigating a 7x7 map to any number of ships navigating a nxm map I started to add more and more Java classes.  While this in and of itself isn't so scary, the thought occurred to me that in order to eventually do the port to the iPhone, all of these java commands and classes will disappear, leaving me with gaping holes all over my program. 

The past couple months of working in Java has given me a better feel for the strengths and weaknesses of this language.  It is strong because of the documentation and huge community.  It also has implemented a lot of functionality that is simple to import and use but therein lies my discomfort.  Java is meant to be a big black box.  You write code to make one black box work with another and I don't like that. 

The decision I have to make now is do I continue to use these boxes, or do I transition to C++ and leave java behind.  That is the way I'm leaning.  I might start a parallel project to see how long it takes me to recreate the functionality I have now but without all the black boxes as my foundation.

Tuesday, February 8, 2011

Approaching 0.1

Since my last post I've made good progress.  I found a better ship image, drew an ocean tile that looks better than straight dark blue, and I can move the ship around discretely by squares.  Currently the ship can move around a 7x7 grid.  When he hits one of the poles he can't go any further, and when he goes off the end of the screen, he appears on the other side.

To get to where I hoped to be at 0.1 I need to implement the following:
  • Expand the map to a size greater than what I can display in a 7x7 window
  • Keep the screen centred on the ship unless he approaches a pole
  • Add greyed out unexplored squares that are revealed when the ship is next to them
So that should keep me busy for the next week or two, hopefully I'll also layout the project development milestones so I can break up the project into manageable chunks.  Currently I find myself wanting to work on every feature at once and as a result spend a lot of time finishing very little.