Captain Forever Trilogy

Captain Forever Trilogy

gustavochico May 10, 2022 @ 10:31am
CF: Universe; thoughts
I ran to the alpha branch as soon as I saw it existed on Twitter the other day as I had never played Jameson. Such a sick concept, already feels like a huge game. This is definitely what I expected from a true extension of the core concept.

I'm aware this project is like 11 years old, but I see so much potential and content that is already here that I feel super excited and want to share some thoughts:

  • Charmingly unusable GUI (maybe adding WASD/arrows for the map and going to the next/prev screen or scrolling on system options would deter those who might hate it?).
  • Pretty sure your corpse doesn't stay after you die as far as I've tried, which is fine, but maybe it'd be neater if it had a big chance of still being there but with n missing pieces/damaged scattered around and with a bigger chance if it was a oxygen death (it's less likely someone would steal your parts)?
  • Also, a module for stealing individual parts (unlike CF:impostor's Clone Drive) would be super neat. A predetermined enemy with only a big booster and a stealing arm would be hilarious, like Minecraft's Endermen in a sense. For balancing it would break after being used, though, or maybe the logic could be that the stolen module gets stored into the stealing module itself, and can be reused after retrieving the catched module.
  • To go along with storage modules/warehouses, why not add fusing stations for identical parts? A+A=B, and so on. They could be limited to a certain level. There might be some overlapping, as 2 identical small wings could equal 1 same-level big wing, or 1 next-level small wing, but that could just be a UI option which would fit with the "cumbersome" feel of GUI in the game. It could even allow crossing different modules (like 2 straight boosters = 1 same-level bidirectional booster).
  • A "changing" station, in the cosmetic sense, would be pretty cool. As in, instead of storing individual parts like a Warehouse, you can strip all your parts at once and save them as a "preset" of sorts. I found myself changing a lot between specific parts and general structure when mining/exploring/travelling/scavenging etc, and this would be super useful.
  • I'm guessing stations are tied to the seed and their positions are not stored in save data so this might not be feasible, but moving these kind of big elements+big asteroids with a special huge "terraforming" module would be awesome. It gets tiring to have such long distances between recurrently useful tools after spending so much time in a save.
  • If my assumption of procedural generation not being saved and instead being gathered from the seed directly is correct, it'd be interesting to have big unbreakable "dungeons" you can get into, like hollow ships that could be either onion-shaped with a reward on the core, or have a ship-like structure. The game's world currently lacks that kind of larger interaction/challenge imo.

These are just a tiny selection of weirder ideas I thought you might not have yet considered, but if it's all useless please don't waste your time responding to this. Your work is always fantastic, and this is the first CF experience I feel is as pure as the original core concept.

I can provide further thoughts about the game or these points, and also visual/animated mockups if they would help to visualize. I'll probably join the discord bc I dev games too and I've had a dogfighting space game á lá Vlambeer in the backlog for a while that would benefit from some feedback :)
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Liam121abc May 10, 2022 @ 11:32am 
thank's four the post i already no enough about the internet.
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