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Space / Ground Combat System / Ideas

Started by June 09, 2004 06:43 PM
24 comments, last by Wavinator 20 years, 7 months ago
Quote: Original post by serratemplar
So, if this isn't too nosy, how is this project coming along? =)


Hey, thanks for asking. Right now I'm working on the heuristics for how empires, factions and characters create missions, conflict with each other and generally cause stuff to happen in the game universe. I consider this the backbone of the game, because without it the universe is pretty static, like every other RPG out there. I've just made some major progress in figuring out how to do this in a way that's relatively light on the processor, so I'm very optimistic that you'll play in a turbulent game universe.

I'm also working on a website and some free desktop art, and getting better at texturing. The design has progressed far enough that it's about time to start at least putting the core concept in one place where people can look at it. I'll let you guys know soon. =)
--------------------Just waiting for the mothership...
Quote: Original post by zike22
wavinator even if you dont have a title yet is there some kind of codename for the game ...because it wasn't until you mention sigers that i realized this was the same game you were talking about before.


Thanks for letting me know this, since I'm constantly working on the same thing I tend to think everybody knows what I know. (Heh, duh. ;>)

I've got both a code name and a project name, but I've avoided putting them out there because I don't have a website yet. There is a particular site that I want that may be available in the next two months, but either way I'm going to have something up that I can reference in the next 3 months.

Quote:
Also last time i check this game wass suppose to play more like a rpg, so tell me what type of game play are you going for
-somthing like R type
-somthing like Homeworld
-somthing like crimson skies
-or somthing like final fantasy (turn base combat)

it might just be me but i was a little confused at first, this would really clear things up for me...


No, this is my fault because the design crosses a couple of genres. I call it a RPEG, or Role-Playing Empire Game, because it blends the personal interaction, leveling, item use and story elements crucial to a RPG, but contains empires, factions and a dynamically changing and changable map, like your typical 4X empire game.

Some things, btw, I've been brainstorming here, so not everything I've posted about is going in. But the core elements are ground and space combat, trade, stealth and management of a starship or base. There are other elements like different racial gameplay, psionics / tech magick, ship building, and a dash of RTS that may have to wait for v2.0, depending on who I can pull together for a team.
--------------------Just waiting for the mothership...
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Just a thought: I had this idea that you could use a targeting system like Madden or NFL 2K3 each have for receivers. But this might be the wrong place to be suggesting an alternative to traditional shooter ethos (which insists on manual targeting for each successive target)...
I notice you don't discuss stealth tactics at all. Is this on purpose? I would think that there might be a good deal of benefit to allowing a force stationed on the ground to elude detection by orbital aggressors. The issue has come up several times in the past for the groups I've worked with, and we've generally had to walk down that road eventually.

ld
No Excuses
Quote: Original post by deClavier
Just a thought: I had this idea that you could use a targeting system like Madden or NFL 2K3 each have for receivers. But this might be the wrong place to be suggesting an alternative to traditional shooter ethos (which insists on manual targeting for each successive target)...


Actually, I'd be really interested in your ideas. I haven't played Madden or NFL 2K3, so I don't know if they're doing something great that I need to copy.

What I have in mind is a mix of the traditional manual aim, with hits or misses determined by the player but damage determined by the player's stats. This is if the player is controlling the guns. If an NPC is assigned to the guns then accuracy and damage link directly to the NPC's skills.

For interface, your camera is fixed 3rd person above & behind your character, but mouselook can move it around. (Orion Pirates and Freedom Force do this, and it's kind of a nice mix of almost having FPS control, but with the situational awareness you get with 3rd person). This also allows you to shoot one way and move another.
--------------------Just waiting for the mothership...
Quote: Original post by liquiddark
I notice you don't discuss stealth tactics at all. Is this on purpose?


I actually did avoid it on purpose, mostly because the design is pretty much done and it's long. But since you're the second or third person to ask, I've posted it here.
--------------------Just waiting for the mothership...

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