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MicroHRTSim (Micro Hybride Real Time Simulator) [Open world, Simulator, Sandbox, RTS, Strategy]

A topic by Microsvard created 32 days ago Views: 260 Replies: 2
Viewing posts 1 to 3
(6 edits)

Test build version MicroHRTSim (restricted page password: test) You can play in the browser on PC.

Hi, I've been developing a game world in a hybrid genre for some time now, which seems to be commonly referred to as an indie game with an open world, a sandbox, and so on. Now, I hope, I've reached a stage where I can show something without all the fluff, and the concept can be refined with the help of the community and the expectations of potential future players. The current working title is MicroHRTSim, and I'm simply creating a post to share the game's development on this forum. I see it's customary to update posts with changelogs and updates, so let's give it a try and see what comes out. Feel free to comment, I welcome constructive suggestions or questions, and I'll do my best to answer them.

Also, please tell me what you like and why, or what you don't like and why.

MicroHRTSim - is a procedurally generated world and game, a hybrid mix of genres where you control characters in an open-world sandbox.

It incorporates elements of the following genres: simulated open world and life, craft, RTS, strategy, and RPG. It's being developed using pure JavaScript, HTML5, and canvas. The graphic style has currently been simplified to colored rectangles, allowing me to add and test new features much faster than before. And it really works! I have a lot of ideas for the game world, but I am alone and my resources are limited.

The concept of MicroHRTSim was inspired by various old games in the RTS, strategy, simulator, RPG, open world, and sandbox genres, and the desire to add what they lack (although I may be behind the times, as I rarely play, and perhaps everything has already been implemented, and I might be wasting my time :)).

The setting is potentially variable and can change depending on the world settings, object lists, vegetation, resources, and the available technological knowledge of where the player is dropped. Currently, it's a technologically undeveloped world, somewhere in the universe, pre-Neolithic.

The world space potentially supports multi-level nesting in the game code (e.g., galaxy-star-planet-region-settlement-location). However, it is currently limited to island-locations.

few screenshots:

link my blog for more screenhots: MicroHRTSim (Micro Hybride Real Time Simulator)

Test build version MicroHRTSim (restricted page password: test) You can play in the browser on PC.

(1 edit)

Fixed several bugs and prepared a test build of version 0.1.0.542 MicroHRTSim test version (password: test) You can play in the browser.

Help me understand where to go:

  1. Which aspect seems most interesting?

- Exploration and mystery

- Tech development and crafting

- Social interactions between characters

- Something else?

2. What immediately catches your eye as a "weak point"?

3. Would any of you follow the development of such a project? Why yes/no?

Any post is valuable – even "I'm bored watching this." Thank you!

I've adjusted the concept and overall roadmap for the project's further development. What do you think is the best order to implement these systems?

General Concept:

A peaceful world simulator with the "my home is my fortress" philosophy, where it's fun, safe, and worth living. Alternating settlement management and mission-driven travel. Events, good and bad, change the settlers' lives, but don't destroy everything, as the settlers stabilize the situation after a while. Winning is either building/researching a superstructure or running away to try again next time.

Direct control of your group of characters, and indirect control of everyone else. You can issue long-term orders to your characters (mining, processing, crafting, studying, healing, training, etc.) while others are engaged in more active activities.

General Development Roadmap:

* Advanced Needs (entertainment, communication, sleep, etc.)

* Actions to satisfy advanced needs

* Basic RPG stats: strength, agility, endurance, etc. Combining different foods improves various basic stats.

* Skill and Ability System

* Trait System

* Crafting based on recipes and item volume and quality, taking into account tools and skills

* Building Construction

* Automatic and manual crafting equipment

* Simple robots that can be used for mining, crafting, security, combat, etc.

* Item Wear (recycling broken trash)

* Object and Tile Pollution (cleaning, washing, scrubbing)

* Aging, rotting organic matter

* More Advanced AI for Characters

* Reputation and Relationship System between Characters, Communication, and Persuasion

* Soul Resurrection System: Characters don't die, but temporarily become spirits. Reborn child characters gain spirit talents.

* Factions/clans and their relationships

* Recruitment, luring people between factions

* Traveling the global map with events along the way