I'm creating a top-down 2D space sim much like Elite (in the same way that Freelancer is an Elite clone). Distances in my world are not realistic though, in any given system you could fly from the farthest planet to the sun in a matter of minutes, however, I would like to employ a time system so that missions can be time-based and events and messaging (i.e. in-game email system) can all depend on the game time. My problem is how to time my game. Hyperspace is fine, for example it takes 3 weeks in a certain ship to get from System A to System B (uses a formula that incorporates ship speed, mass and distance etc). Real time would be good but it would seem a little unrealistic to fly hundreds of thousands of miles in 10 seconds and then take weeks to hyperspace. I just don't like the idea of accelerated time when you're in a system and I don't really want to have an Elite-style accelerated time option (where you select how fast the game runs to speed up travel). How would you implement time in a game like this? Would traversing the system in a few minutes spoil the atmosphere for you? (note: due to being 2D the game will have a fairly arcade feel I think). Can you think of any other ideas? Would the game seem better with no time constraints? (I don't want to lose time ideally, I think it creates more gameplay options than problems). Any ideas guys? Thanks
I would implement Worm Holes. (black holes). Fly your ship into a hole and come out the other way, set your clock to the local time there.
You could also implement User-Made Worm holes (a beam projected into space creates a small hole so that the player can travel distances). Remember - distance = light = time.
Cheers!
You could also implement User-Made Worm holes (a beam projected into space creates a small hole so that the player can travel distances). Remember - distance = light = time.
Cheers!
A vid of my Pengo adv. remake in beta stage_____________
Play a game called Escape Velocity Nova. It has a system sort of like what you're describing.
You could simply have a Cruise Mode like in Freelancer, with limitations like not being able to use any weapons during that time, and whenever you're in Cruise Mode, time is automatically accelerated to an appropriate setting.
Maybe you could also have different Cruise Mode speeds, with higher ones spending more energy but working in two ways -- they not only make you travel faster, but the game is also accelerated, making the trip even faster.
This way a huge trip would consume a fair number of game-days (keeping it realistic), and use more resources, while taking a reasonable amount of time for the player.
Maybe you could also have different Cruise Mode speeds, with higher ones spending more energy but working in two ways -- they not only make you travel faster, but the game is also accelerated, making the trip even faster.
This way a huge trip would consume a fair number of game-days (keeping it realistic), and use more resources, while taking a reasonable amount of time for the player.
If I were doing a 2D game I'd completely ditch realism and make the size of the system scale with the number of interactions per minute I wanted the player to have. Then I'd place the enemies, docking stations, asteroid mines or whatever at distances that scaled with my "IPM" metric. That way, I would be able to balance giving the player a touch of the vastness of space (somewhat already lost due to perspective) while still keeping things sane.
Of course, if I were doing a 2D space game, I'd ditch any thoughts of Elite or Freelancer and embrace Escape Velocity and Star Control (maybe even throwing in psuedogravity & gravity whips for the planets). I think it's vital to play to your medium's strengths-- that is, include all the stuff that makes 2D shine over 3D.
Of course, if I were doing a 2D space game, I'd ditch any thoughts of Elite or Freelancer and embrace Escape Velocity and Star Control (maybe even throwing in psuedogravity & gravity whips for the planets). I think it's vital to play to your medium's strengths-- that is, include all the stuff that makes 2D shine over 3D.
--------------------Just waiting for the mothership...
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Original post by furiousuk
How would you implement time in a game like this?
Would traversing the system in a few minutes spoil the atmosphere for you? (note: due to being 2D the game will have a fairly arcade feel I think).
No, but my suspension of disbelief isn't as fragile as many posters', and I think even their suspension of disbelief would be buttressed by the arcade feel.
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Can you think of any other ideas?
BS some sci-fi explanation where your soul/spark/consciousness experiences time faster in hyperspace (Hey, why not? Arthur C. Clarke seems to have given up on FTL travel (but wasn't he the one who said something like "If an old scientist says something is possible he's almost certainly right; if an old scientist says something is impossible he's almost certainly wrong."?). All bets are off once you include FTL travel.).
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Would the game seem better with no time constraints? (I don't want to lose time ideally, I think it creates more gameplay options than problems).
Depends on how well your time constraints mesh with the rest of your gameplay. Sounds like you intend to get them to integrate well, so I think you should include them.
Thanks for your input guys, really helped me out!
I'll keep you updated on how I get on!
I'll keep you updated on how I get on!
If scaling and time and such are a real concern for you, take a look at "Missions of the Reliant". It's ancient, and a pretty clear Star Trek ripoff, but it uses a real-time travel system. You have a boost mode, which is fast and uncontrollable, and you can use local, short-range or long-range scans for combat, navigation and course plotting. When you're travelling from place to place, you can be checking your scanners, managing your crew, etc. It was never terribly boring, and it was neat to watch the little dots move around on the long-range screen as you tried to intercept enemy fleets.
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