Not sure if you have talked to ChatGPT or have access to paid version 4, I decided to interogate it some more about your questions and game idea.
Here is the result:
1. Pretend you are expert game designer and expert game developer with years of experience, break down this so it is implementable, what would you do:
Sure, as a seasoned game designer and developer, I would approach the “Planet Management System” development as follows:
- Gameplay Design Document: First, I would create a detailed design document for this system. This document would include the gameplay mechanics, like what resources are being managed, what the bases do, how players interact with these elements, what the UI looks like, etc. This document is a vital step and would act as the “blueprint” for the system’s development.
- Modelling the System: Based on the design document, I would create a simplified model of the system. This could be a flowchart or a series of diagrams that show how different components interact. It’s useful to create this before starting development, as it helps to visualize the system and make sure everything is planned out correctly.
- Database and Data Structure: Depending on the complexity of your resource and base management, you might need a robust data structure. This could be as simple as a few arrays in Unreal Engine Blueprints, or it could be as complex as an SQL database. Either way, your data structure will store all the necessary data for your bases and resources.
- Implementation of Basic Mechanics: Start with the core mechanics such as the creation of resources, the basic building functionality for bases, and the consumption of resources. It’s important to build and test these core mechanics first before adding more complex features.
- Implementing UI: A big part of a planet management system is the UI that players will interact with. This includes elements like resource bars, build menus, etc. Unreal Engine’s UMG system can be used to create this UI.
- Advanced Features: Once the basic mechanics and UI are implemented, I would then start adding more advanced features, such as automated resource gathering, base upgrades, or special abilities.
- Testing and Balancing: With everything implemented, the last step is to test everything and balance the gameplay. This could involve tweaking the rate at which resources are gathered, the cost of building bases, or the effects of different upgrades. Testing and balancing can take as long as the initial development, as it involves a lot of playtesting and tweaking to get right.
During each of these steps, I would likely be looking up specific Unreal Engine 5 tutorials or guides to help with specific elements of the implementation. This is a complex system, and there’s no shame in needing to look up how to do certain things.
While these are the general steps I would take, the specifics could vary greatly depending on the details of the planet management system you’re trying to create. The important thing is to approach it systematically, start with the basics, and gradually add more complexity as you go.
2. do same breakdown for Amphibious Landing and Personal Mission Leading:
Sure, here’s a rough breakdown for the “Amphibious Landing and Personal Mission Leading” aspect of the game:
- Gameplay Design Document: As before, begin with a detailed design document. This should outline how the amphibious landing sequences work, how the player leads missions, how AI companions behave, what kind of enemies the player encounters, and so on.
- Modelling the System: Create a simplified model or flowchart of the system. For instance, a sequence might start with a cinematic or gameplay section of the amphibious landing, then transition into the mission leading section, with potential variations depending on player choices or performance.
- Creating Assets: Before the coding starts, you’ll need the assets for the landing and missions. This includes the 3D models, animations, environment art, sound effects, and so on. Unreal Engine has powerful tools for creating and importing these assets.
- Landing Sequence: Program the landing sequence. Depending on your design, this could be a non-interactive cinematic, a rail shooter segment, or a full gameplay section with player-controlled navigation and combat. If you choose the latter two, consider incorporating vehicle mechanics for the landing craft, AI programming for enemy resistance, and environment programming for destructible elements and level hazards.
- Mission Leading Gameplay: Develop the core gameplay loop for the mission leading sections. This will likely involve character controls for the player avatar, AI programming for friendly and enemy units, combat mechanics, and objective systems (e.g., capturing a point, defending an area, etc.).
- Player Command System: In order to lead missions, the player will need some way to issue commands to their AI companions. This could be a radial menu, a hotkey system, or something else entirely. The commands could include basic orders like “follow,” “attack,” and “defend,” as well as more complex orders based on your game’s mechanics.
- Testing and Balancing: As always, the last step is thorough testing and balancing. This is particularly important for AI companions, as they need to be helpful without making the game too easy, and autonomous without ignoring the player’s commands. The balancing of the landing sequence is also crucial, as it can set the pace and difficulty for the following mission.
While this list should provide a broad overview of the development process, remember that game development often involves looping back to earlier steps. For example, you might create a basic version of the landing sequence, then move on to the mission leading gameplay, then come back to the landing sequence later to add more polish and complexity. It’s a highly iterative process, and each iteration should ideally bring you closer to your final vision for the game.
3. Thank you, please break down the “Capturing Military Bases and Territories” into steps and how you expert game designer and expert game developer would go about it
Of course, let’s break down the process for “Capturing Military Bases and Territories”:
- Gameplay Design Document: Start by outlining the mechanics of base and territory capturing in detail. What does capturing a base entail - defeating all enemies, holding a position for a certain amount of time, or some other requirement? How does the player capture territory? What benefits does the player receive from capturing bases and territories?
- Modelling the System: Create a flowchart or a similar model to help visualize the system. This can help you identify any potential issues or areas of complexity before you start coding. For example, you’ll need to decide how the game recognizes that a base or territory has been captured, and what happens when a base or territory changes hands.
- Building the Environment: For a base or territory capturing mechanic to work, you will need to design and build your game’s levels or open world map with this mechanic in mind. This will include identifying key strategic locations for bases and outlining the territories that can be captured.
- Implementing Core Mechanics: Begin by creating the basic mechanics of capturing bases and territories. This could involve creating a specific area within a base that the player must control, setting a timer for how long the player must maintain control, and programming what happens when the player successfully captures the base or territory.
- AI Programming: You’ll need AI programming for both friendly and enemy units. Friendly units need to be able to help the player capture bases and territories, while enemy units need to defend their bases and attempt to recapture lost territories.
- UI and Feedback: Implement UI elements and feedback systems to inform the player about the status of bases and territories - for instance, color-coded maps, progress bars, or alerts when a base is being attacked.
- Rewards and Consequences System: Create a system for rewards and consequences. What does the player gain from capturing a base or territory? This might be access to new resources, strategic advantages, or new missions. Similarly, what are the consequences for losing a base or territory to the enemy?
- Testing and Balancing: Finally, thoroughly test the system to ensure it’s fun, balanced, and works as intended. This might involve adjusting how long it takes to capture a base, how many troops are required, how strong the defending forces are, and so on.
Remember, the specifics could vary greatly depending on the details of the base and territory capturing mechanics you’re trying to create. Breaking it down into manageable steps and tackling them one by one can help simplify the process and make it seem less daunting.