Unnamed Spacegame. With Pirates!
Unnamed Spacegame. With Pirates!
some pics here
http://www.gamedev.net/community/forums ... _id=512898
Download 0.1 here.
http://www.fileden.com/files/2007/9/26/ ... /space.rar
Making a pirate/adventure game set in our solar system. Now you can actually loot your victims and sell their goods (and missiles hoom once you get a lock on). However, this is at a VERY early stage.
Plz give general comments, bugs, what framerate you get, you know the usual stuff. As you can see, im looking for a modeller (no pay)
Thanks for your feedback,
Erik[/img]
http://www.gamedev.net/community/forums ... _id=512898
Download 0.1 here.
http://www.fileden.com/files/2007/9/26/ ... /space.rar
Making a pirate/adventure game set in our solar system. Now you can actually loot your victims and sell their goods (and missiles hoom once you get a lock on). However, this is at a VERY early stage.
Plz give general comments, bugs, what framerate you get, you know the usual stuff. As you can see, im looking for a modeller (no pay)
Thanks for your feedback,
Erik[/img]
Pirates in space?!
Sounds fascinating, downloading now, will leave feedback soon
EDIT:
not quite what i was expecting (dreaming of "traditional" pirates sailing their galleons through outer space...was never gonna happen )
its quite cool so far though, vast space, intuitive handling, crisp graphics and a relatively well thought-out menu interface
the minimap in the top-right-hand corner could be slightly bigger though, its easy to get lost in space, and having to look at the tiny specs in the corner can become slightly annoying
keep going though, I'm looking forward to seeing how this turns out!
Sounds fascinating, downloading now, will leave feedback soon
EDIT:
not quite what i was expecting (dreaming of "traditional" pirates sailing their galleons through outer space...was never gonna happen )
its quite cool so far though, vast space, intuitive handling, crisp graphics and a relatively well thought-out menu interface
the minimap in the top-right-hand corner could be slightly bigger though, its easy to get lost in space, and having to look at the tiny specs in the corner can become slightly annoying
keep going though, I'm looking forward to seeing how this turns out!
oo space pirates.... battleships of cosmic steel.. epic xD
Though i'm thinking it's probably gonna be more along the lines of Elite after reading fmx's response!
the gamedev post doesn't seem to have anything in it.... just a blank post by someone without a name or avatar
EDIT: Yep looks pretty nice! I like the menu (pressed S i think, nice graphics) and the GUI is pretty cool, with the lock bit, missile lock presumably? Didn't seem to work though... And I wasn't sure what i was suppose to be doing, not sure what the controls were, could only seem to move the mouse to aim and fire lasers and missiles.
Though i'm thinking it's probably gonna be more along the lines of Elite after reading fmx's response!
the gamedev post doesn't seem to have anything in it.... just a blank post by someone without a name or avatar
EDIT: Yep looks pretty nice! I like the menu (pressed S i think, nice graphics) and the GUI is pretty cool, with the lock bit, missile lock presumably? Didn't seem to work though... And I wasn't sure what i was suppose to be doing, not sure what the controls were, could only seem to move the mouse to aim and fire lasers and missiles.
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Amazing! This is a really well featured Elite... er... homage. Where's my mining laser?
Please upload candidate patches to the tracker.
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yes, look realy good !!!
reminds me on "Frontier - Elite 2", great game !!!
reminds me on "Frontier - Elite 2", great game !!!
while(!asleep) sheep++;
IrrExtensions:
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try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
there will be mining lasers of course
The gamedev post is maybe not approved yet for others then me...
At the top of the screen it says "Press H for help". If you do you see all controls and get a tip on what you can do such as docking on stations, sacking people and turning on cruise drive.
If you lock on someone (keep aim over them until the lock fills up) your missiles will track and hit their targets even if it moves (which they do).
Its very influensed by pirates! freelancer and somewhat eve online (especially ship fitting).
Any comments on strange controls, stuff thats hard to understand etc (AFTER you read the help when you press "H" I get pretty bad fps when i look at all the stuff at the same time but my rig is old (around 50FPS)
Thanks for your feedback
The gamedev post is maybe not approved yet for others then me...
At the top of the screen it says "Press H for help". If you do you see all controls and get a tip on what you can do such as docking on stations, sacking people and turning on cruise drive.
If you lock on someone (keep aim over them until the lock fills up) your missiles will track and hit their targets even if it moves (which they do).
Its very influensed by pirates! freelancer and somewhat eve online (especially ship fitting).
Any comments on strange controls, stuff thats hard to understand etc (AFTER you read the help when you press "H" I get pretty bad fps when i look at all the stuff at the same time but my rig is old (around 50FPS)
Thanks for your feedback
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Actually, I meant to say that I like the controls. I can't recall seeing that method way of aiming before, but it feels very intuitive.suliman wrote:Any comments on strange controls
Please upload candidate patches to the tracker.
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This is a really neat idea. It looks like it'd be lots of fun. I especially like the cargo ship with the escorts.
The aiming system is easy to use, but linking the missile targeting control to the turning control seems overly restrictive to me. For example, if I was being shot at, I would want freedom to maneuver while aiming missiles (within reason).
Turning inertia seems a bit heavy, but again, that's just me.
My gun aiming is pretty comical. It is good you have the automated gun convergence, if you hold the mouse cursor over a ship, but deflection shooting seems to be mostly a trial and error affair. And unlike in StarFox, ammunition in your game costs money. I understand this is a difficult topic for 3rd person games in general, and I can't think of any suggestions (other than to abstract shooting and hitting to a RPG-like math system).
It's a really promising concept, I hope you run with it.
The aiming system is easy to use, but linking the missile targeting control to the turning control seems overly restrictive to me. For example, if I was being shot at, I would want freedom to maneuver while aiming missiles (within reason).
Turning inertia seems a bit heavy, but again, that's just me.
My gun aiming is pretty comical. It is good you have the automated gun convergence, if you hold the mouse cursor over a ship, but deflection shooting seems to be mostly a trial and error affair. And unlike in StarFox, ammunition in your game costs money. I understand this is a difficult topic for 3rd person games in general, and I can't think of any suggestions (other than to abstract shooting and hitting to a RPG-like math system).
It's a really promising concept, I hope you run with it.
Hey I tried this for a few minutes, and it rocks, you've done a very good job here. I especially like the space particles. The control system reminds me of FreeLancer.
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What I find nice in space is the idea of movement conservation.
With that, here are a few ideas (some shamefully stolen from the amazing serie "Escape Velocity" from Ambrosia Software)
-Momentum: Unless you "break", you should keep going at constant speed. So players could drift. Perhaps add auto-brakes that you can turn on/off. Also, that means a ship you disable isn't dead on the spot, it can keep drifting.
-"Slugs". If you should a projectile, it won't lose speed. Add to that the concept of railgun which we already have prototypes and you get a fun equation:
cheap energy + cheap metal = bullet. It could still cost ya, just not a lot.
-Maybe I've missed it, but a key to bring back the cursor to the center of the screen?
-I didn't notice if it does, but what about diminishing energy quantities? Have basic stuff have a next-to-none impact on the amount and big stuff (stellar drive, using the engine continuously, etc.) bigger amount.
-You can combine the point above and the slug idea to make something that the player doesn't really buy ammo, he buys energy, and you can use that as currency for numerous important in-game items. This way, you can have lots of pretty tradeable cargo or cargo for missions, but all the game specifics are driven down to a few amounts, making it easier for the player.
Nice thing you did, I'll give m ore ideas as they come, if you like them ^^
With that, here are a few ideas (some shamefully stolen from the amazing serie "Escape Velocity" from Ambrosia Software)
-Momentum: Unless you "break", you should keep going at constant speed. So players could drift. Perhaps add auto-brakes that you can turn on/off. Also, that means a ship you disable isn't dead on the spot, it can keep drifting.
-"Slugs". If you should a projectile, it won't lose speed. Add to that the concept of railgun which we already have prototypes and you get a fun equation:
cheap energy + cheap metal = bullet. It could still cost ya, just not a lot.
-Maybe I've missed it, but a key to bring back the cursor to the center of the screen?
-I didn't notice if it does, but what about diminishing energy quantities? Have basic stuff have a next-to-none impact on the amount and big stuff (stellar drive, using the engine continuously, etc.) bigger amount.
-You can combine the point above and the slug idea to make something that the player doesn't really buy ammo, he buys energy, and you can use that as currency for numerous important in-game items. This way, you can have lots of pretty tradeable cargo or cargo for missions, but all the game specifics are driven down to a few amounts, making it easier for the player.
Nice thing you did, I'll give m ore ideas as they come, if you like them ^^
i was experimenting with more realistic physics but i didnt like it. This is pretty arcade i know, but it gets the job done.
The reason beaten foes slow down is two: They do it to let you loot them, otherwise looting would be teadious and you would just kill them, and they want to live. Also when hull integrity goes down, your engines loose efficiency. This is a gameplay balance im trying to see if you can make into tactics when it comes to harder fights (for example when the enemy start firing back at you)
Im planning to make each region smaller to avoid so much travelling time. There will be warp-gates between regions i think.
Any ideas on how stations could work? Im planning to have generic "colonies" that function as cities where you can talk to people etc like in a normal rpg and more specific stations that maybe produces specific goods.
E
The reason beaten foes slow down is two: They do it to let you loot them, otherwise looting would be teadious and you would just kill them, and they want to live. Also when hull integrity goes down, your engines loose efficiency. This is a gameplay balance im trying to see if you can make into tactics when it comes to harder fights (for example when the enemy start firing back at you)
Im planning to make each region smaller to avoid so much travelling time. There will be warp-gates between regions i think.
Any ideas on how stations could work? Im planning to have generic "colonies" that function as cities where you can talk to people etc like in a normal rpg and more specific stations that maybe produces specific goods.
E