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this is a simple compilation of some thoughts of Space games.
With Rônin I'm working on a Space Shooter Game(other Genres are in dialogue
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By now it does not have much features, only the basics.
And thats also what I want to talk about. The basics.
Right now, we planned to have several "Level's" for each major planet, such as Earth or Mars.
But on this weekend I was a bit confused if this is a good way, and if it is that what I want.
The thing is, in the german PC magazine "PC Games" there was the full version of "I-War 2" included, which I did not know about before. This is a game which is, in some cases, very similar to the one we are programming.
And in this game there is no Loading between Planets. You put on your HyperDrive and fly to the next system. Which I think is quite nice.
The question which taxes my brain is:
How did they did that?
Are the systems several parts of a level which are loaded dynamically when the player is near?
Is there a big Database with all planets / sations / moons / suns and are just displayed when you are near?
Are the systems ordered hierarchic, system than planets than moons?
Do they load level, even if you do not see it?
The problem I see is, among other things, the distance between the stars, which meight get quite big. The problem is the big difference between planets (or suns) and spaceships. Which is also realy big.
So you need a big scale of number you need to cover but also quite a good precision.
Well, maybe other question / brain storming later,
everyone is invited in this "discussion"
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Matthias