Sibyllae Vox

A Sibylla is and independant and nomadic oracle which would tell prophecies in a mysterious and ambiguous way. The Voice of Sibylla tell you something that you must interpret well and can lead to doubts.

Sibyllae Vox is a gameplay mod for 0 A.D.. It relies upon the design documents, older versions of 0 A.D. (mainly alpha 16) and their evolution, discussions from game forums and design meetings and tries to take in account the missing features to get something consistent for a realistic release.

Getting started

The concept

Sibyllae Vox was born during alpha 19, when dramatic changes occured in the gameplay (which originated from alpha 18). The break from alpha 17 was large and at the same time the leading team changed a bit. Some changes felt good, and some other made me feel the game boring. Because it's an open source project, everybody is free and often encouraged to give their thoughts and efforts. So I started digging the original design documents and looked for the evolution from alpha 14 to 18 to try to understand where the game was going before the changes, and add some of my own preferences.

A few other people where involved in the conception phase, at least for me to have various feedback and debate over the interpretation of the original design documents. These are archived there: design meeting archives.

General gameplay

0 A.D. is a history-driven game that focuses on planning battles and settlements for a good economy. A game should last around 20 to 45 minutes. You start off with a small garrison and expand. While the game progresses you start creating an metropolis. That means more population, more resource spots and of course more soldiers, and more different types of upgrades.

Design Meeting #1

Resources

Historic background

0 A.D. tries to be as historically accurate as possible and therefore its gameplay and civilisations are supported by an historical background. But it's still an RTS game (and not a simulator or an arcade game) and therefore some exceptions and compromises need to be made to keep the game playable and enjoyable.

Design Meeting #2

To reflect this, I'll try to give an historic reference to justify implementations. Or tell why being accurate will affect gameplay negatively. Unless stated otherwise, I'll consider the Design Documents to be an accurate source in respect for the historic department of 0 A.D. that write part of them.

Battle mechanics

Compared to Age of Kings battle tactics should take a more prominent place in 0 A.D. Players should plan their battles instead of massing their units. Scouting is an integral part if this.

Design Meeting #2

Nota: this part was discussed while in alpha 19, where building (and attacking with) towers until massing champions was the usual game scheme.

Battle pace | Unit roles | Counter scheme

Base building, map control

Just like planning battles needs thought, base building needs it too. A key feature in how you're going to shape your base is to possess strategic spots that you need in the longer run to outlast your opponents.

Design Meeting #2

Base building embeds of course adding buildings, but also where, when, and even how. Claiming territory, strategic spots that can give an advantage to win on the long term, even if the game is not in favor battle wise.

Growing a city

Evolution of a game

The game starts small with most of strategies available that could start action at around 3 minutes. Through time there will be more expansion to bring more army facilities and supplies. There will be also specializing opportunities and choices to make to enhance some strategies over others.

Design Meeting #3

How the game evolves, from the start to the victory (or defeat). It will mostly tells about phasing, unlocking new things and how to include time in the strategy.

Technologies

0adsv/start.txt · Last modified: 2017/07/11 11:49 (external edit)
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