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The XL Engine is and will remain free, donations are purely optional but greatly appreciated.

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Explanations

Alien Awakening is an original game that I plan on developing on the XL Engine. It is something I’ve thought about for years and I’ve already worked about some of the concepts and details, though no real development work has been done. I will continue to focus on the main XL Engine and finishing the support for the current games before even starting development on Alien Awakening. Even once started, this will be a long term project and the XL Engine will still be focused on supporting classic games.

That said I have a back log of material, concepts, thoughts, story, gameplay and so forth. I will be making posts about it, probably once a week or two. These posts won’t replace the regular XL Engine release news or affect the planned releases in any way. However it’ll supplement the normal content.

As a warning, this game may sound crazy and undoable – but I will chart my progress here as I develop it, so you can see for yourselves.  It will also require the XL Engine to be extended far beyond what it would normally need to be… but that’s ok – the new features will be useful for the other supported XL Engine games as extended features.

Alien Awakening

Alien Awakening is a game/simulation that I plan on building in the future and will be my most ambitious project ever, so I need to plan before I begin, as well as researching many systems before I begin to code the project itself. So while I work on my other projects, I will post my thoughts on Alien Awakening here – any research, test programs and other thoughts.

What is Alien Awakening?

Alien Awakening is a game/simulation of an alien world. You play as a human stranded on this world, somehow inhabiting the body of an alien. When you speak, the sounds are alien to your ears and completely foreign. You can spend your time in this world trying to figure out how you got there, what happened to your real body and how to get home. As you attempt to unravel those mysteries you discover at least one sentient alien race, primitive but unique. You’ll discover, though, that there is more to this world – to these people – then you’d ever expect. But this isn’t a linear game or adventure, at it’s heart it is a simulation. The aliens speak and understand their own language, you can learn to converse with them – even to live with them. You can lead or follow, help or hinder, learn or destroy. The goal is to make you feel like you are on a real world – everything is simulated or procedural. Everything changes, the seasons, animals migrate, alliances form and shatter, creatures grow old and die, new life is born and raised. The game never ends, even if you find out how to go home you may decide that you’d rather stay and continue to live with these people.

11 Responses to “Alien Awakening”

  • Dagganticipation:

    This sounds epic!

  • Simon Buchan:

    An interesting concept: though . Procedural content seems to be getting some more steam lately (or at least, Steam is getting more procedural content :P) I know Shamus Young will be pleased to see another large scale procedural 3D world: see his previous projects at http://www.shamusyoung.com/twentysidedtale/?cat=66

    When you talk about a world simulation, are you thinking something along the lines of the Elder Scrolls? At least in how it looks to the player – you certainly seem to be putting more detail into it – perhaps even more detailed a simulation than Dwarf Fortress! How is a player going to know that animals have migrated, for example?

    There are certainly lots of Q’s about this, though you can (and probably should!) save the A’s for your posts: Presumably you’re not also making the alien physiology and language procedural? How are you going to attack the language design to avoid it sounding too human, while still making it learnable? Have you thought about things to the detail of how many layers of simulation detail you might need (to avoid having to simulate, eg: AI for millions+ of people), and how you could maintain consistency between them? Do you have previous experience with procedural content, or large-scale simulations? And how do you plan to keep mystery after posting about this once a week for the next 20 years? :D

    As I said before, I’m not necessarily looking for answers right now, but you certainly have a compelling idea, if you can pull it off.

    • luciusDXL:

      As you said, I’ll say most of the answers for future posts. However I will say that I do have extensive experience with large scale procedural systems and simulations. In addition to things like Natural Language processing, computer vision, advanced AI, machine learning and so forth. :)

    • anonymous:

      luciusDXL wrote:
      >everything is simulated or procedural. Everything changes, the seasons, animals migrate, alliances form and shatter, creatures grow old and die, new life is born and raised.

      Simon Buchan wrote:
      >When you talk about a world simulation, are you thinking something along the lines of the Elder Scrolls? At least in how it looks to the player – you certainly seem to be putting more detail into it – perhaps even more detailed a simulation than Dwarf Fortress! How is a player going to know that animals have migrated, for example?

      Reminds me of the original ALife system of S.T.A.L.K.E.R. (not the severally trimmed one that made in the final game).

  • Robinson’s Requiem meets Dwarf Fortress plus even more craziness? Sign me up!

    • anonymous:

      And communication system a la Captain Blood.
      That’s quite an undertaking!

      • Yes, I thought about mentioning the Arch of Captain Blood but I wasn’t sure it was well-known outside of France. Seems like it is :D

        • anonymous:

          > Yes, I thought about mentioning the Arch of Captain Blood but I wasn’t sure it was well-known outside of France. Seems like it is :D
          Je ne sais pas I’m from France too. :)

          Back on topic: and all is set in a Outcastish world.

  • Martin:

    A Mind Forever Voyaging comes to mind. It’s just about the best game ever. Have you played it and has it been an inspiration for your project?

    • luciusDXL:

      I forgot to reply to this before. Anyway I haven’t played A Mind Forever Voyaging, though I did look up information about it after your post.

  • TheUnbeholden:

    Pretty interesting, I’ll like to see what comes of this.

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The XL Engine is and will remain free, donations are purely optional but greatly appreciated.