Quilty
Magister
- Joined
- Apr 11, 2008
- Messages
- 2,377
For the past month I've been working on a clone of one of my all-time favourite games, Gangsters: Organized Crime. Not sure how many of you are familiar with it, but it was a simulation of a crime organization set in an open, procedurally generated city with randomized gangsters you could hire and send on missions. Essentially, your goal was to control enough territory through extortion or violence and amass enough money and power to defeat the other families, or you could just play as you wished, with whatever goal in mind.
The game was divided into two phases: the planning phase, when time was paused, and the real-time phase in which you watched your gangsters carry out your orders. Personally, I always found that second phase too passive for the player, with very limited options for gameplay during the working week. I much preferred planning out the actions and then browsing through my crew's reports, which is why I am planning to only keep the planning phase and just simulate the actions being carried out, after which the player receives a report on their success or failure. This would, of course, also decrease development time.
If there's anyone here who played the original, I'd love to hear your opinions: what would be your preference, keep the working week phase or ditch it? Also, which other parts of the game would you like to see fleshed out, modified or removed altogether? What did you like and dislike about the game? And would you be at all interested in playing a game inspired by the original?
Currently I have the following parts finished:
- implemented the procedural generation for the city; still need to add some of the possible types of businesses and municipal buildings that can be generated
- implemented the basics of the UI for the crew (orders, reports, lieutenant pages in the "notepad", which functions as your UI)
- implemented procedural generation of gangsters, with skills and attributes
- implemented two types of orders, extortion and collection of protection
Latest version:
Orthographic camera view:
Current version (perspective camera view):
Early version screenshots:
The game was divided into two phases: the planning phase, when time was paused, and the real-time phase in which you watched your gangsters carry out your orders. Personally, I always found that second phase too passive for the player, with very limited options for gameplay during the working week. I much preferred planning out the actions and then browsing through my crew's reports, which is why I am planning to only keep the planning phase and just simulate the actions being carried out, after which the player receives a report on their success or failure. This would, of course, also decrease development time.
If there's anyone here who played the original, I'd love to hear your opinions: what would be your preference, keep the working week phase or ditch it? Also, which other parts of the game would you like to see fleshed out, modified or removed altogether? What did you like and dislike about the game? And would you be at all interested in playing a game inspired by the original?
Currently I have the following parts finished:
- implemented the procedural generation for the city; still need to add some of the possible types of businesses and municipal buildings that can be generated
- implemented the basics of the UI for the crew (orders, reports, lieutenant pages in the "notepad", which functions as your UI)
- implemented procedural generation of gangsters, with skills and attributes
- implemented two types of orders, extortion and collection of protection
Latest version:
Orthographic camera view:
Current version (perspective camera view):
Early version screenshots:
Last edited: