Unnamed Spacegame. With Pirates!

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Post Reply
suliman
Posts: 379
Joined: Sat Sep 23, 2006 2:06 pm

Unnamed Spacegame. With Pirates!

Post by suliman »

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]
fmx

Post by fmx »

Pirates in space?! :shock:

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 :P)

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!
:)
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

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! :lol:

the gamedev post doesn't seem to have anything in it.... just a blank post by someone without a name or avatar :lol:

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.
Image Image Image
rogerborg
Admin
Posts: 3590
Joined: Mon Oct 09, 2006 9:36 am
Location: Scotland - gonnae no slag aff mah Engleesh
Contact:

Post by rogerborg »

Amazing! This is a really well featured Elite... er... homage. Where's my mining laser? ;)
Please upload candidate patches to the tracker.
Need help now? IRC to #irrlicht on irc.freenode.net
How To Ask Questions The Smart Way
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

yes, look realy good !!! :)
reminds me on "Frontier - Elite 2", great game !!! ;)
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
suliman
Posts: 379
Joined: Sat Sep 23, 2006 2:06 pm

Post by suliman »

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
master_zion
Posts: 15
Joined: Wed Jan 09, 2008 3:43 pm
Location: Brazil
Contact:

space battle

Post by master_zion »

im making a similar project...
look at
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=30745
rogerborg
Admin
Posts: 3590
Joined: Mon Oct 09, 2006 9:36 am
Location: Scotland - gonnae no slag aff mah Engleesh
Contact:

Post by rogerborg »

suliman wrote:Any comments on strange controls
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.
Please upload candidate patches to the tracker.
Need help now? IRC to #irrlicht on irc.freenode.net
How To Ask Questions The Smart Way
fennec
Posts: 55
Joined: Fri Oct 10, 2008 7:23 am

Post by fennec »

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.
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

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.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
suliman
Posts: 379
Joined: Sat Sep 23, 2006 2:06 pm

Post by suliman »

i will add a lock (that remembers the target) so missiles will find their way, leaving you to aim your cannons manually without risk of loosing missile-locking.

Ammo will probably be cheaper but i like the idea that you must stock up before going to take down some enemies.

E
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

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 ^^
MasterM
Posts: 128
Joined: Sat Oct 20, 2007 2:38 am
Location: netherlands antilles, Curacao

Post by MasterM »

I like the idea that when you keep the cursor on the ship auto aim bar increases :D
C++ is not the Magdalena...it takes patience...shes like the well aged prostitute, it takes years to learn her tricks! she is cruel...laughs at you when you are naked...
Life of a programmer == Const abuse
suliman
Posts: 379
Joined: Sat Sep 23, 2006 2:06 pm

Post by suliman »

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
Post Reply