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Messages - Morgul

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1081
Precursors / Experience system
« on: June 15, 2005, 11:37:19 am »
I do like this idea, and it's been kicking around in my head for a while... Including the simulators. However, how much do we weant skill to be in the hands of the character, and how much do we want it to be in the hands of the player? I mean, sure, the character needs to develop a skill with a weapon... (I'm thinking going to a simulator, and taking a basic weapons proficiency course with that weapon)... and even training accuracy... however, some of that is the player's acuracy (which iironically will get trained while his character's is)

So, how/where do we make the distinction?

1082
Precursors / Gameplay... and Death
« on: June 14, 2005, 11:51:17 pm »
Quote from: "Reaka"
How can the smart ones weed out the stupid ones if most of the smart ones get killed by someone else's mistake?


Who says most of them will? The smart ones will recognise someone's an idiot, and leave the star system before the idiots blow it up :-P

1083
Precursors / Working Together
« on: June 14, 2005, 11:49:43 pm »
Quote from: "whitelynx"
[...]It will need some careful consideration, but I definitely think it's worth the work.


That it will. We need them all to know what the others are doing. Ever see Star Trek Bridge Commander? It's a good game.. and while it's one person per ship.. the interface isn't half bad.... and would work for a multiperson environment I think.... I dunno... Dave, we should get Cory to join the forums, and then to do some sketching... hehe. (He's the guy doing the textures for our ships.)

1084
Precursors / Gameplay... and Death
« on: June 14, 2005, 11:46:41 pm »
While that's true, and a good idea (think the 'feats' for weapons you need in D&D) I don't know about the preventing fatal mistakes on other players. No, it's not fair, and that person would get a lot of flack from thier stupidity... but that's life, and that's realistic. I dunno.. part of me likes having the community automagically weed out the stupid ones.... kinda like cyber-natural-selection... :-D

1085
Suggestions / What should go into the next version?
« on: June 14, 2005, 11:40:56 pm »
True. Thinking about weapon recoil.... I don't know how much recoil there really would be shooting a giant ball of gass.... I know that if the thing has a significant mass it will do some recoiling.. but plasma = super hot gas..... I dunno. I think most space games have it be recoil-less (including missles, which is *not* realistic, and I don't want to do.)

1086
Precursors / Experience system
« on: June 14, 2005, 11:38:38 pm »
G.U.R.P.S.

Atleast that's what we're thinking of adapting. (It was suggested by our friend Cory.... I don't know much about it right now.)

I'll post more when I've had some sleep, and can think more.

1087
Precursors / Working Together
« on: June 14, 2005, 11:34:46 pm »
I'm letting you know what I think. You suck. (...and yes, I'm sleeping on the couch, I know. Do I atleast get a pillow this time?)

Seriously, I love the idea of having people able to play parts of the crew. From a game designer's perspective though.... what happens when you're captain's computer laggs? What about the Doctor's? What about how the game handles having 60+ people on one ship? I don't know how we'd do it... but if we can, I want too! I've always loved the thought of being able to jump into a game with my friends and command a ship, and go test our will against the universe... or something out of Star Trek.

1088
Precursors / Gameplay... and Death
« on: June 14, 2005, 11:30:07 pm »
Quote from: "whitelynx"
[...] t I don't want the players to need any of the "level" stuff. (what level computer programmer am i?)


You're a level 6 Programer, and a level 2 modeler. (I peeked at your character sheet.)

Seriously, I prefer to have it be more of a 'I don't know how to use this/I am a bad shot with this' type thing than a "Warning, you need to be level 3.141592 to use this item, and can only do so while doing the Chicken Dance to a Backstreet Boys song." (Which itself is an ultimate weapon.)

1089
Precursors / Law Enforcement in the Galaxy
« on: June 14, 2005, 11:20:02 pm »
Quote from: "whitelynx"
[...]e thing about women liking men in uniform might be more important than you would think. ;-)


Definitely. I think that *should* be an aspect of the game... even thought we want to keep it non X-rated. Hrm... wanna start a new thread on sexual (or other) relations, and possibly the Role-Playing aspect of the game?

1090
Precursors / Gameplay... and Death
« on: June 14, 2005, 09:31:39 pm »
Too true. I mean, the real question is, how playable will permanant death really be? I've never played an MMORPG that has it... :-/

...Can we really have it be permenant? (I'd like to... but I don't want to discourage users from playing either.. and if death is too easy, then they won't play.)

1091
Precursors / Gameplay... and Death
« on: June 14, 2005, 09:05:14 pm »
True... but what's on the website isn't the Holy Grail.. it's what we were thinking at the time... Now that we have 'users'... or at least forumites... I'd like to know thier thoughts... Feel like elaborating on those quotes, Dave?

:-p

--Chris

1092
Suggestions / What should go into the next version?
« on: June 14, 2005, 09:02:24 pm »
Quote from: "whitelynx"
To make collisions absorb energy, we'll have to tweak settings for elasticity and softness. Then everything should take care of itself.

Dave


The only problem is how are we gunna play with those? ODE's parameters really aren't documented that well, so I have no idea what I big number does, and what a small number does.. and I *HATE* arbitrarily trying things until it works.. I wanna know WHY it works, and I want the ability to generally predict how it's gunna effect things.

1093
Precursors / Gameplay... and Death
« on: June 14, 2005, 08:53:50 pm »
So, how should we handle death, (as well as basic gameplay)?

Personally, I think that death should be permanant.... Then again.. if this is an RPG.. we need something like levels... (are they going to be visable to the user, or not?)... and at death, you should get like half your previous level that you can put into as many new characters as you choose. (aka, if my 100 lvl guy dies, and I decide I want to make two new characters, I can make them both lvl 25, or make one 10 and the other 40.)


What do you guys think?

Oh, and forgive the rambling nature of that post... I'm in a rambling mood.

1094
Precursors / Law Enforcement in the Galaxy
« on: June 14, 2005, 08:43:35 pm »
Back to the actual discussion... yeah, I like that idea.... We also need to define who's the law enforcement.. keep in mind Terran police will likely arrest any League citizen they get thier hands on.


Oh, and while we're talking about it.. how should we handle death?

1095
Precursors / Law Enforcement in the Galaxy
« on: June 14, 2005, 08:40:10 pm »
Quote from: "whitelynx"
[...] Of course, once the war hits, law enforcement will be heavily disrupted.


Sssh! I don't know if they know about the war yet ;) (And when it hits is debatable... and even if it happens might be. Keep in mind the war isn't a part of the game.. it's part of the gaming experiance... aka it's something we'll do on the servers... not cod into the game itself...

1096
Suggestions / What should go into the next version?
« on: June 11, 2005, 11:29:29 pm »
The asteroids aren't anchored. They just have masses of about 300 suns, or so, and screwed up moments of inertia.

(all that *should* be repaired in the next release... which will be in about a week, if everything goes well)

1097
Precursors / Space Flight Controls, and Realism
« on: June 11, 2005, 11:27:51 pm »
FP mode will also be combat as well as what was listed. You can have basic interactions, walk to and from your ships (inside bases, on planets, etc) and ofcourse, fight if need be.

1098
Precursors / What is important to the users?
« on: June 07, 2005, 12:51:22 am »
Right now, as head of the project, I'm feeling a bit out to see as far as what to get done during the summer. There are quite a few things we could implement... and most of them are about equal on my list of importance, so I figured I'd ask you all what you think we should get done this summer. Here's the list:

1) Systems - This is ship systems. This would mean that the performance of your ship is based on these systems, which can take damage, and also have reliabilities to them. Basically, it needs to go in for combat, and it also makes it possible to start developing the ways the user interacts with things like systems (as in how to repair them, etc.)

2) Damage - The ability for systems to take damge. Pretty simple... but requires Systems.

3) Combat - Just like the name implies. This would be ship to ship combat.

4) Planets - The ability to land on planets. This requires a good deal of work... like writing the fluid thrusters for the mechanics system.. aka writing more API for the mechanics plugin for CEL, and doing more work to get out app to talk to the physics engine. Then, we'd have to get LOD working, and make the planet itself...

5) Artificial Intelligence - Basically opponents for players to fight. Could be simple, could be complex. Depends on what's wanted for now.

6) GUI - Implement an entire GUI system for the game (aside form the HUD). We'd do it with SVG graphics, but that requires us to write an SVG loader/render for CS. Possibly even an SVG windowing system. Tricky stuff.

7) Stability - Another thing would be simply focusing on cleaning everything up so that most of the bugs are gone, and that what's currently there works flawlessly... although not much fun, it would make it more stable.

8) Polish - Clean up the graphics. Make everything look amazingly cool, with awesome textures, and insane looking shaders (hell, any shaders would be a start). Also optimize it as much as possible to get the most FPS we can out of it.

9) First-Person work - Right now we've ditched FP mode in our game in favor of Flightsim. We really should go back and implement some of the things we wanted to do in Flightsim in FP as well. Hell, it doesn't even use the mechanics plugin yet.

10) Real-Time Strategy / Captital Ship - We could also start the next mode... which is like RTS. Basically, it would alow you to control more than one capital ships at a time.... like a fleet. I think we should start calling it 'Fleet mode' instead of RTS.. Oh, and about captial ships... they fly differently from fighters (which is the flying style we currently have) so they require a different way of controlling them. (If anyone's ever played StarFleet Command... we're thinking of doing something like this.) We could also impliment that at the same time as RTS (or before.)

11) Networking - This could be p2p, server/client, or a mix. We're thinking of using RakkNet. (can't find the link right now...)

So, any other ideas? Any other suggestions? We can work on more than one at a time.. and I can draw up a To-Do list from the suggestions, and update it for what's currently finished when it get completed. (maybe make a sticky thread, and update it as out ToDo list changes.. so you always know what we're doing. Anyone like this idea?)

Also, I personally vote: 1,2,3,11 and then:5,7,6 as time allows.

--Chris

1099
Precursors / Looking for a developer?
« on: June 06, 2005, 05:23:20 pm »
As far as the 'fulltime' thing... fulltime is relative.... Both whitelynx and myself are college students (CS majors)... and both of us are pretty busy this summer (I'm looking for a job so I can pay rent, and whitelynx I think has a job.. or is going to.) So, basically everything we've done sofar has been part time/free time.

Well, here's one of our biggest issues: our code is in an SVN repository on a server in whitelynx's house.... He seems pretty sure he can't get you direct access to the box... (although, we may be able to think of something...) Any suggestions on how we might get around this would be appreicated... Talk to whitelynx about it though.

As far as where to start... well, right now out movement code depends on the mechanics plugin... which is in a sort of API flux right now.... And implimenting the systems (including the PDN/DDN stuff) is pretty heavy on the CEL end of things....

Ok, I guess I'll talk to whitelynx and figure out what we want you to start on. (Personally, I'd like to see you start working on systems... and then some basic AI...) Work for you?

1100
Precursors / Looking for a developer?
« on: June 06, 2005, 02:50:49 pm »
After talking it over with Dave (whitelynx) You are officially a dev (assuming you accept ;))

Welcome onboard!

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