Introduce yourself

Anything related or not related to the project.
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Trilarion
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Location: Central germany

Introduce yourself

Post by Trilarion » Wed Jan 18, 2012 10:34 pm

Just curious who you are. :o

I myself am a programmer from central germany and big strategy games fan. I am old enough to have played the original Imperialism game after it first came out and not on my first computer. ;)

I wish us all a warm and helpful community around the project!

Haxaco
Posts: 48
Joined: Sat Mar 17, 2012 1:07 pm

Re: (Official) Introduce yourself

Post by Haxaco » Fri Mar 23, 2012 11:34 pm

I've played Imperialism to death since it first came out. My last game was 1 hour ago, the first game in perhaps 4 years :D I'm an avid fan of strategy games. i love almost all Paradox games, but Imperialism remains special. Mainly because of the map improvements (just love to improve my empire lol) and its simpleness. Compare it with Paradox Victoria which has a gazillion resources, dozens of factories, 10 million cultures, religions, politics. I understand it all, but sometimes its more fun to play a simpler game such as Imperialism. That's why I'm so gald this exists, I've been waiting for a remake for quite a while now. Unfortunately I've got exactly zero programming skills, but I perhaps I can help with ideas, discussion and perhaps some historic research here andthere :)

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Trilarion
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Re: (Official) Introduce yourself

Post by Trilarion » Mon Mar 26, 2012 11:07 pm

Welcome! It doesn't matter if somebody coming here is a programmer or not. Ideas and discussion is just as valuable. I can do the programming all by myself if necessary - it just takes longer. But good ideas are crucial for success. That's where the power of a community lies. :)

Veneteaou

Re: Introduce yourself

Post by Veneteaou » Sat Aug 25, 2012 4:22 am

Hello,

I'm Ven, one of the current admins of a couple of different so-called "Imperialism remake" projects (all of which are either defunct, taking a break, or in the process of reorganizing). I've been a part of the Imperialist remake teams since about 2006, and over the last six years I have cursed myself repeatedly for not knowing how to code myself. I have played Imperialism since 1997, and would die happy with nothing more than a stable multiplayer experience. At the risk of upsetting people I really really hated Imperialism 2, which

I minored in history in college and was a part of the historical team on the Imperialist project. I don't know what your plans are for historical accuracy and tech trees in this game, but if there is any way I can help with it I'm game.

I am an aspiring composer with my time these days, and hold the rights to the only music written for any of the Imperialism remakes (get it here: https://sites.google.com/site/vennewimp ... le-cabinet). I love composing, and would love above all else to be able to have my music in a finished tribute to Imperialism.

I'm also working with an artist to provide/obtain/DIY computer emulated watercolor artwork (Imp1 used watercolor scans) using an open-source program called MyPaint (http://mypaint.intilinux.com/), and have been learning Javascript in a long-term plan to code an Imp clone myself if nobody else has by the time I get comfortable coding. Long story short, I've been trying to progress the community in any way I can, and will continue to do so. I know based on some of the teams I've been on in the past that these kinds of projects have a great deal of personal opinion that goes into the design process, so I'm willing to go ahead and work with whatever design philosophy is accepted here.

As jaded as many failed projects have made me, I'm glad to see another one with developers passionate about one of the greatest games ever made.

Ven

Veneteaou
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Re: Introduce yourself

Post by Veneteaou » Fri Aug 31, 2012 9:56 pm

Hello!

My name is Veneteaou, and I'm a long time fan of Imperialism. I wrote a longer introduction, but I guess I hadn't setup my account so it wants admin approval. Anyway, hi!


Ven

Haxaco
Posts: 48
Joined: Sat Mar 17, 2012 1:07 pm

Re: Introduce yourself

Post by Haxaco » Thu Sep 06, 2012 9:43 am

Hi Veneteaou! Welcome to our small community :D

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Trilarion
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Re: Introduce yourself

Post by Trilarion » Fri Sep 14, 2012 11:04 pm

Veneteaou wrote:Hello!

My name is Veneteaou, and I'm a long time fan of Imperialism. I wrote a longer introduction, but I guess I hadn't setup my account so it wants admin approval. Anyway, hi!


Ven
Dear Ven,

thank you for registering in this forum and a warm welcome. As you can see I took a break for myself lately, which is probably the main reason, this project has not yet gained speed. I personally think that you will be a very valuable member of every imperialism remake project that can get you, since artists (music, graphics) that contribute to open source are even more rare than programmers. You can probably train your programming skills here but we will be in need of art skills even more.

On the design principles or what I think of them I would write later more if it is okay with you. Your first introductory post was as a guest, not a registered member, that's why it had to be approved before, otherwise we would have 1-100 spam posts every day (I'm not kidding, the spam bots found this forum even before google found it... or so). And since I wasn't here it wasn't visible until recently.

I hope we can have intensive discussions in the next weeks.

So far the latest version of the Design specification directly from the repository is here.

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Trilarion
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Re: Introduce yourself

Post by Trilarion » Wed Sep 19, 2012 9:40 pm

I remembered that I had left some parts unanswered:
Veneteaou wrote:...I minored in history in college and was a part of the historical team on the Imperialist project. I don't know what your plans are for historical accuracy and tech trees in this game, but if there is any way I can help with it I'm game.
The plans for historical accuracy are that it's primarily a grand strategy game and not an educational project. This means that we want to give the player the feeling of leading a grand nation during the imperialistic era. The immersion into this special time will make the game different from other grand strategy games. Indirectly it influences game play. I like accuracy in terms that I don't want to have names of provinces or technologies that didn't exist at all, but this will also be limited in some way since the areas of the provinces need to be somewhat equal... Nothing should be in the game for historical reasons alone, there always must be a strategy reason too.
...I am an aspiring composer with my time these days, and hold the rights to the only music written for any of the Imperialism remakes (get it here: https://sites.google.com/site/vennewimp ... le-cabinet). I love composing, and would love above all else to be able to have my music in a finished tribute to Imperialism. ...
I like your style very much and I love to have you contributing music to this project. I am serious. It's a very solemn piece but also with some marching drums - exactly the thing I imagined. 8-)
I'm also working with an artist to provide/obtain/DIY computer emulated watercolor artwork (Imp1 used watercolor scans) using an open-source program called MyPaint (http://mypaint.intilinux.com/)
I looked at the page and it seems a very powerful programm that can certainly help in creating the artwork. I would definitely like watercolor art. From the style I would prefer realistic style and not comic or surrealistic. But that should be discussed in the Graphics section.
I know based on some of the teams I've been on in the past that these kinds of projects have a great deal of personal opinion that goes into the design process, so I'm willing to go ahead and work with whatever design philosophy is accepted here.
It's natural. After all people spent their free time, so they want to have influence. This is also not my first project, so I am open to team work, at least I hope so. I know that it is easy to loose good contributors but difficult to win them. However needs some kind of decision making process. So what I really want to say is: Everybody just say if something should be done differently. :)

The_Engineer
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Joined: Mon Oct 22, 2012 8:37 pm

Re: Introduce yourself

Post by The_Engineer » Mon Oct 22, 2012 9:46 pm

Hi guys,

like you I am an old Imperialism 1 fan. But I haven't played it for a long time because of some compatibility issues with the latest Windows versions. The scrolling speed is too high by far, which makes it impossible to have funny by playing it. So this project is a good chance to revive this outstanding gameplay. Thus, I wish you good luck and endurance to complet this project! At the moment I am busy with a lot of work but neverless I am willing to assist you and lighten your work by treating some minor tasks. So this project may be a good opportunity to improve my skills. I am sure Java is a good choice because of it is platform independed and widly spread and Java programs have the big advantage to be easily distributed.

Concerning my person I am from central europe and am a Imp1 fan as I mentioned above. Thats the reason why I was looking for a remake of Imp and I found this forum. I chose engineer as my Nick name because - you may guess why ;) - this is my favorite unit in the game.

cheers

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Trilarion
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Re: Introduce yourself

Post by Trilarion » Mon Oct 22, 2012 10:12 pm

Hi Engineer, :)

welcome to this project. Do you know that you do not need to have programming or art skills to help the project. Giving comments on everything you see or hear, testing releases and reporting bugs or advertising the project is also a great help. But if you can programm or create art that would be even greater of course.

So just have a look around and if you see something that interests you, make a post about it. If you have some concrete ideas what you would like to do, just say them somewhere and we will start thinking about how they can be realized.

Cheers
Tril

Btw: The current plan tries to simplify some aspects of the original game while making others harder. For example I planned to only have engineers and no other types of specialists because the micro-management of specialist is not so interesting and has little tactical or strategical value for achieving world domination. What do you think about this?

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