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Need Ideas [for space ship game]

Started by February 08, 2006 07:37 AM
22 comments, last by Veovis 19 years ago
One of those gravity games? it would be nice to play Thrust in 2.5D.

http://members.home.nl/wdw/thrust.html

It's begging for a re-write!
Yo, i didnt read all the replys (Couldnt be bothered) So i dont no if this has been said or not, but id be happy to help design some of the ships, Not in Computer graphics, but by hand Drawn? What dya say, if yes please PM me some details on what kind of ships u want, i.e Fighters Freighters blah blah

Cheers
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What about something along the lines of "Elite" or the "Star Wars" arcade game?
Not In 2D, in 3D..

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Original post by doorstep
How about actually building your own ship, Im not talking your standard fill hardwear points with powerups. Actual piecing together of different units, positioning of thrusters determining rotational velocity etc etc

and
Quote:
Original post by Talroth
I had thought of a style of "pod"/"cube" based spaceship that would allow very easy design and construction of player made spaceships. Basically all ships would be made of the same basic bits that are mass produced and sold cheaply by a few companies. Players can buy the bits, and then assemble them like Legos. You would have things like power plants, armour plates, walk ways, crew cabins, command/control rooms, escape pods, cargo holds, weapons pods, and most importantly connectors.

Ships would sort of look like a half finished highrise, unless the player places armour plates all over it, which would then really increase the weight and decrease accelerations.

Buying parts from better companies costs more, but they are lighter and/or stronger. I'm dreaming of a system that lets you quickly buy elcheapo parts, and put together a massive ship with lots of guns and storage, but it would use lots of fuel to move it at a good pace. Then someone puts the same ammount of money into buying a few highpriced pieces, and they can beat the ass off the large ship with skill and better weapons/armour, and moving faster.

I swear I was thinking along the same lines earlier.
It is good to see some thinking the same.

I would really leave it until later on to implement such an intricate system; especially taking into account the fact that you'll have to solve the control issue. I mean by "glueing" parts together, how is the controls going to be mapped onto the parts.
Any body has some clean solution to such a prob?

Quote:
Original post by anthemaudio
Wow, I should stop. I'm just thinking out loud. Let's see, what did I just write...? Hmm...sounds like a cool idea.

Yes. It is a cool idea. If it'll be incorporated into the game, I'll make sure to place another post specific to gadgets that'll be on the ship. Nice neural network you have there in your skull [grin]

[Edited by - arithma on February 10, 2006 6:55:43 AM]
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I think a 3d spaceflight game with physics could be pretty cool. Too many games have a zero-inertia always-moving straight-forward "Descent" quality to them.

If you just use a "choose heading and auto-correct" control scheme like Halo's vehicles did, you could make for a very amusing gameplay experience. Tweak it to not be too erratic, and maybe use some of the custom ship construction modules to effect its performance, and it would be a lot of fun.

Any kind of shooting, racing or exploring could be done with the right balance of speed and precision, and it would diversify the game experience considerably.

ANd if you're making a first-person ship game, make absolutely certain that players can look all around out of the cockpit's canopy. Nothing worse than tunnel vision in space.
2 words: TIE Fighter.
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Why not do a game similar to the way combat in Battlestar Galactica works. You have a group of fighters that have to fly and intercept another group of fighters from reaching your 'mothership'. The simple gameplay concept involves shooting down all the enemy fighters however you can make this quite deep by having other types of ships and having debris and asteroids to fly around and use for cover.

Doolwind
I suppose I should elaborate: TIE Fighter is, in my mind, the space combat sim par excellence. Check it out if you can find it, or just read a FAQ to see what you can do. That game really gave my 486 a workout. I'd like to see what a modern sim could do.

Whereas Star Trek gives you that old English Admiral Nelson warship feeling, the sexy thing about Star Wars is that it combines that with dogfighting. Yum.

I'd definitely recommend some kind of "build-your-own-ship" system as well. If one was flying for a major military force it wouldn't make sense, but if one were a mercenary or pirate it would.

The possibilities are pretty much endless, but if you want to get inspired, try to track down a copy of TIE Fighter or X-Wing.
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However, it seems that I can't find a SIMPLE enjoyable gameplay concept to associate with a system that employs First Person Shooting into space ships.
A 3D spaceship FPS and no one has mentioned Descent and its sequels? Simple mechanics, but it worked, and it was fun. If you're looking to implement trading and upgrading etc, I think the gameplay specification (quoted) needs some updating.


Quote:

ANd if you're making a first-person ship game, make absolutely certain that players can look all around out of the cockpit's canopy. Nothing worse than tunnel vision in space.


I don't like the way flight games allow orienting the view within the cockpit. It is very cumbersome.

I was thinking of a wide view frustrum placed above the narrower view. Thinking about it I might need two wide view, forward and back or left and right. I prefer the forward and back, what do you think?
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