Star Nomad 2

Star Nomad 2

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Halfgeek  [developer] Mar 9, 2016 @ 8:06pm
Next game project: Nuclear Nomad
Update: December 2017

It's been a long journey to where this project is at currently, but finally, it's in a good zone that I can be happy with.

I've just made a blog entry about the game and the journey:

https://halfgeek.blog/2017/12/31/surviving-mid-development-hell/

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Update: September 2016

It’s now Nuclear Nomad.

A post-apocalyptic open world game that is inspired by Mad Max and Mount & Blade. The focus of the game is to take the dynamism and economic simulation of Star Nomad 2 to the next (deeper) level.

Gameplay will occur on a persistent world map where five major Factions trade, raid, protect and expand their territories in real-time. Each action has consequences because everything, squads, vehicles, modules, even the varied ammunition used to fire weapons, are accounted for.

An entire supply chain, on the move as Caravans take goods produced by a village or town to a factory be transformed into an intermediate and finally transported to be assembled into the final product for trade or use.

That military squad of powerful vehicles too intimidating to take head on? They wouldn’t be very intimidating when their weapons can’t fire due to lack of ammunition. Nor would their vehicles be capable in a fight without Fuel. Their crew? Wouldn’t be around for long when their Rations are depleted…

That Faction is growing too powerful? They would certainly feel the effects of a few major Caravan raids, depriving their factories from producing reinforcement vehicles.

All traded commodities are important.

An example, meet Joe. Joe is a slave miner, but despite being a slave, he refuses to work without an adequate supply of Beer. Depriving miners of their precious booze and suddenly production of even more precious ores come to a halt.

Without the ores, factories within that Faction producing tools, ammunition, vehicle components (armor, engines, etc) come to a halt. As each of these supplies dwindle, they lead to a cascading effect; massively increased prices on offer, missions from the merchant guilds, shortages elsewhere in the supply chain…

Soon, the entire ability of a Faction to wage war is halted, just because you decided to plunder that Caravan hauling Beers.

Think back to the scene in the recent Mad Max, where Immortan Joe says:

“Once again, we send off my War Rig to bring back gasoline from Gas Town, and bullets from the Bullet Farm.”

That’s where the inspiration comes from. Because even at the end of the world, we will still fight over the little resources that remains.


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My vision for it: a very dynamic post apocalyptic & cyberpunk dystopian world. Inspired by Mad Max, Fallout 2 (my favourite cRPG) and Mount & Blade.

Features include: vehicular (multi-crew) & personnel squad combat, a more deeper & dynamic economy and faction simulation, player settlement construction, hiring NPCs to assist in farming, harvesting, crafting, defending territory. It's a survival, action adventure, RPG mix with large scale conquest. Basically a bigger & deeper Earth-bound SN2-like game!

When the time comes, I'd like to open up for community suggestions and feature ideas for Nuclear Nomad. :)

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I've got a big list of game design ideas and also started on art design. I'll be prototyping code for the village management aspect first and leave the dynamic world and combat for later.

I'll be taking things I've learnt from SN2 from player feedback and ideas and incorporating them in the foundation of the game from the start to avoid some pitfalls later on.

If you have any feedback or suggestions or even ideas you like to see, feel free to post in this thread. I will read all the posts. :)
Last edited by Halfgeek; Dec 30, 2017 @ 11:26pm
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Showing 1-15 of 164 comments
Avarice Jan 10, 2016 @ 8:46pm 
Nuclear Nomad
Originally posted by Halfgeek:
Further down the road (2016+ resolution), my plans will be to attempt porting SN2 to iOS, then get started on the next big open world epic: Nuclear Nomad.

My vision for it: a very dynamic post apocalyptic & cyberpunk dystopian world. Inspired by Fallout 2 (my favourite cRPG) and Mount & Blade.

Features include: vehicular (multi-crew) & personnel squad combat, a more deeper & dynamic economy and faction simulation, player settlement construction, hiring NPCs to assist in farming, harvesting, crafting, defending territory. It's a survival, action adventure, RPG mix with large scale conquest. Basically a bigger & deeper Earth-bound SN2-like game!

When the time comes, I'd like to open up for community suggestions and feature ideas for Nuclear Nomad. :)


The description of your next project sounds like a dream game.

I'm excited and it doesn't even exist yet. :)

I hope you can achieve creating it...maybe you should do a kickstarter and hire others to help with that one.

Anyway, good luck on getting Nomad made!



Anyone else excited for the next game?
Last edited by Avarice; Jan 15, 2016 @ 12:57am
Halfgeek  [developer] Jan 10, 2016 @ 9:16pm 
I've been excited to work on it for awhile now but I'm still working on SN2 in the meantime and I have an Apple port to do... but ideas are coming hard and fast for Nuclear Nomad.

At it's core, it's a survival game, but with grand themes of conquest, dynamic economies, farming and resource control (territory is important), cool large-scale tactical combat. It'll be like a Mount & Blade crossed with Fallout 1/2, mixed with Rune Factory and survival genres.

I guess since you started this thread with optimism, I should invite gamers to chip in ideas, general or specific, that they would want to see in a post apocalyptic and dystopian cyberpunk game that is Nuclear Nomad.

I suck with Kickstarter & marketing, so let's not go there. haha
jimbob08 Jan 11, 2016 @ 2:30am 
So will it be a post apocalyptic earth servival? Or a made up Planet?
Halfgeek  [developer] Jan 11, 2016 @ 3:35am 
Originally posted by jimbob08:
So will it be a post apocalyptic earth servival? Or a made up Planet?

Future Earth.
Avarice Jan 11, 2016 @ 3:37am 
Do you plan on letting the player build up their own village/town, recruiting npcs, and then attacking other towns for resources?

If the game started very small and detailed like a survival game and as you build and progress turned into mount & blade...something much larger than where you start, that would be very cool.
Last edited by Avarice; Jan 11, 2016 @ 3:39am
Halfgeek  [developer] Jan 11, 2016 @ 3:40am 
Originally posted by Avarice:
Do you play on letting the player build up their own village/town, recruiting, and then attacking other towns for resources?

That is the central core of it. Player village, farming, fishing, harvesting, start out weak with a few band of brothers or survivor recruits.. you build up. Hire more talent, crafters, farmers, researchers, GUARDs, patrols/scavengers.

You have to survive the hostile world and other factions wanting to take all your hard work, when you get powerful enough you could take over or ally up with factions.

I wanted to do a Harvest Moon/Rune Factory inspired game but i realized there's no way I can out-do Japanese studios when it comes to that genre, jRPG.. so I transfer the inspiration into my world & genre that I love.

More than everything, i want an economy that's even more meaningful and deep than SN2, everything produced by NPCs and you have a supply chain. Raw resources come from somewhere, it's refined somewhere else, produced into goods etc... caravan runs between them which you can disrupt. All the fine details simulated so each NPC worker tending the field, is contributing to yours or an NPC's faction's war machine.

Is that hostile faction well armed, lots of modded bikes or cars? How about we cripple their fuel supply caravans or refinery... well now they are just rusty junk, their squads and armies will be more foot-soldier based and less vehicles. Things like this, how the entire game revolves around a dynamic economy.
Last edited by Halfgeek; Jan 11, 2016 @ 3:44am
Avarice Jan 11, 2016 @ 3:56am 
I love the Harvest Moon and RF games, and I've always wanted someone to transplant that gameplay into something larger/deeper.

I've been looking for a game like you are describing forever, but nobody has made it yet.

If you don't do a kickstarter, put up a donate page somewhere when you start developing this game and I'll throw money at it. :)



Voodoolover Jan 11, 2016 @ 10:10am 
No more ships? Guess ill be sticking to SN2 then. Theres way to many of the "survivle" games out there. To me they are pointless after about 2-3 hrs IMO. All of them are the same just differently skinned. "go here and collect this." or "go there and build that" To me it just not that fun. Ill not be going to the next one it seems. :( Best of luck tho!!!
alex.root Jan 11, 2016 @ 10:33am 
Will it be a MMO?
Halfgeek  [developer] Jan 11, 2016 @ 2:46pm 
Originally posted by Voodoolover:
No more ships? Guess ill be sticking to SN2 then. Theres way to many of the "survivle" games out there. To me they are pointless after about 2-3 hrs IMO. All of them are the same just differently skinned. "go here and collect this." or "go there and build that" To me it just not that fun. Ill not be going to the next one it seems. :( Best of luck tho!!!

There's no way Nuclear Nomad will be summed down or as simplistic as that.

Imagine Star Nomad 2, but MUCH more grander, epic, personal, in a post apocalyptic earth setting.

Instead of spaceships, you have modded bikes, cars, tanks.. instead of drones, you have wasteland warriors you can spec..

A more dynamic and deeper economy, all linked.

Even some tycoon aspects, as you manage your caravan routes, giving them guards/escorts.. and all the gear? Crafted by you or by NPCs using resources that are tracked from production to refinement.

Ambitious for a one-dude team, but I've gained confidence working on SN2. :)
Halfgeek  [developer] Jan 11, 2016 @ 2:47pm 
Originally posted by alex.root:
Will it be a MMO?

I won't do MP or MMO until I have a lot of money banked to support that kind of development process. ATM I am living day to day.
jimbob08 Jan 11, 2016 @ 4:03pm 
Sounds good mate, cant wait! I know your pain or living day by day, put your loto tickets in 😉
Avarice Jan 11, 2016 @ 10:24pm 
Nobody has played a survival game that turns into something deeper than build a pretty castle, that's why a lot of people won't get it until they see it in action.

It's not been done before, and that's why I'm excited.

Hybrid games are hard to pull off, but become their own genre of gaming when they get made.

Like the original x-com, or more recently terraria. After they get made everyone with low imagination just clones them, forgetting their success had a lot to do with being new and original.



IAteYourSoul Jan 12, 2016 @ 12:18am 
So, Nuclear Nomad will be like merge between Fallout, Survivalist and Kenshi (with bigger scale and vehicles ofc.)?
Last edited by IAteYourSoul; Jan 12, 2016 @ 12:24am
Halfgeek  [developer] Jan 12, 2016 @ 2:03am 
Originally posted by gabrleth:
So, Nuclear Nomad will be like merge between Fallout, Survivalist and Kenshi (with bigger scale and vehicles ofc.)?

And Rune Factory/Harvest Moon + Mount & Blade. :)
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