Project Eagle

Project Eagle

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Jtn7 Mar 15 @ 10:29am
What this could become. Some random ideas.
(Expanding on the Game’s Potential)

This concept has the foundation for something deeper—there are key areas where expansion could add meaningful layers of strategy, exploration, and world-building. Below are ideas that could refine and extend the vision.

(Atmosphere & Visuals)
The game world would benefit from a grittier, more industrial aesthetic. More metal, rust, and environmental effects—such as storms, rain, or other hazards—could add immersion and reinforce the setting’s lived-in feel. The radio chatter already helps build atmosphere, but the info scan map could use refinement. A more subdued brightness, along with properly aligned, flat info cards instead of stretched or slanted overlays, would improve readability.

(Colonization & Expansion)
Players could establish colonies on planets, shaping settlements based on available resources and terrain. Colonization could tie into exploration, where newly discovered locations present both opportunities and risks. Ships carrying cargo, military assets, or industrial equipment would need to touch down, disembarking materials to support colonization efforts, facilitate trade, or prepare for military engagements.

Automation would play a key role in resource gathering and logistical operations, preventing tedious micromanagement. The focus should remain on the experience, atmosphere, and player-driven interactions rather than overwhelming mechanics.

(RTS & Military Mechanics)
A real-time strategy component could add depth, allowing players to construct and deploy four-legged walker-style robots for industrial use and planetary defense. These units could play a role in expansion, enabling players to:
- Develop a colony, then launch operations to nearby planets where other players have established bases.
- Choose between trade and conflict, with the ability to transport these walker bots, deploy them via descent thrusters, and engage in planetary combat.
- Balance automation and player control, ensuring military and industrial elements enhance rather than overwhelm the core experience.

(Exploration, Lost Technologies & Narrative Depth)
A solar system map could provide a larger scope for discovery. Players could send ships or teams to investigate derelict stations, abandoned ships, or lost planetary facilities. Upon arrival, the game could present interactive choices through radio transmissions—players might decide whether to open a sealed door, use explosives, repair damaged infrastructure, or uncover hidden data.

A key element of exploration could be the recovery of lost technologies from past expeditions or defunct corporations. Investigators could uncover forgotten advancements, salvaged blueprints, or experimental technology that adds new gameplay possibilities. AI-generated story cards could narrate these encounters dynamically, similar to how *IXION* handled its mini-story events. Ground-based and space-based scanning satellites could further expand reconnaissance and resource management.

(Additional Considerations)
While exploring the demo, I noticed a floating Hardspace: Shipbreaker asset inside the main building that can be clipped into. Thought that was cool since I'm a fan of that game..

These are just a few ways the concept could evolve into a deeper experience. There’s a solid framework in place—expanding on these ideas could help shape a more dynamic and immersive game.

**Walker Design & Aesthetic**
The four-legged walker units could draw inspiration from refined Japanese robotics, similar to designs seen in *Ghost in the Shell* ( not as rounded ), but adapted to fit the game’s industrial and military aesthetic. These machines could feature a balance between utilitarian function and sleek engineering—mechanically practical yet visually striking. Their movements should feel weighty and deliberate, with smooth articulation that conveys advanced but grounded technology.

Different variants could serve distinct roles, from heavy-duty industrial models designed for construction and cargo transport to agile combat units equipped with modular weaponry. Some could have adaptive terrain navigation, adjusting their stance and movement to different planetary surfaces. The design philosophy should emphasize both realism and a sense of futuristic utility, making them feel like an organic part of the game world rather than purely sci-fi set pieces.
Last edited by Jtn7; Mar 15 @ 10:34am