Search found 935 matches

by drek
Mon May 16, 2005 4:27 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 2373

Impaler wrote: On reading Dreks post I dont get the impression that he is asking for the removal of traditional ship design,
Yes I am.

Instead of dragging a laser to Slot A, a player would drag a laser corvette to slow A. It's the same thing really, just pulling the camera back a bit.
by drek
Sun May 15, 2005 1:16 am
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 2373

Instead of designing ships: design fleets

Imagine a grid representing a fleet design, with a bunch of ship graphics on the left side. The player drag-drops ships into the grid, and a tally of resources required to build the fleet increments. Basically, it's a lot like ship design. You place point defense ships up front instead of point defe...
by drek
Wed May 11, 2005 10:11 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

why not use an automated Scanner-Parser generator based on grammar. Overkill. Scanner-Parser generator is meant for building compilers/interpertors. The task is relatively easy, it's just a matter of buckling down and doing it. I'm not really in a buckle down mood right now, esp. since are talking ...
by drek
Wed May 11, 2005 3:54 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

If not using attributes is the only concern, easy to fix.... The attributes as xml attributes rather than seprate tags would be nice, for readability. But: The condition statements are murder, in reading, writing, and debugging. Dave's off-the-shelf XML editior wouldn't help much. I've written a tw...
by drek
Tue May 10, 2005 3:48 am
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

hrm, It's the conditions and gadzillion tags that really make the Tech.xml hard to read. <tech> Name=LEARN_DREK_TUTORIAL Description=LEARN_DREK_TUTORIAL_DESC Type=TT_APPLICATION Category=LEARNING_CATEGORY Research_cost=10 Research_turns=5 <prerequesite>LEARN_THEORY_OF_DREK</prerequesites> <EffectGro...
by drek
Tue May 10, 2005 3:30 am
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

The XML for FO techs ends up looking more like this: <Tech> <name>LEARN_DREK_TUTORIAL</name> <description>LEARN_DREK_TUTORIAL_DESC</description> <type>TT_APPLICATION </type> <category>LEARNING_CATEGORY</category> <research_cost>10</research_cost> <research_turns>5 </research_turns> <prerequisites> <...
by drek
Sat May 07, 2005 2:19 am
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

Agreed with that Geoff. Even if the tech descriptions were super-easy to conjure, I doubt very many people would bother. There's this notion that ideas are important--90% of the ideas posted to this forum will never be in any game anywhere because there's no follow-through. But I also see the point ...
by drek
Fri May 06, 2005 9:37 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 3727

I very much agree. But, unless a coder with the skill and desire to change the format decides to take up the problem, the XML format is "good enough".
by drek
Fri May 06, 2005 9:34 pm
Forum: Graphics
Topic: 0.3 Technology screen and Tech Graphics
Replies: 94
Views: 40960

Looks good to me pd.
by drek
Wed May 04, 2005 3:53 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 9031

The last four messages being something that I've had in mind: a combat system simlair to Kings of Dragon Pass.
by drek
Wed May 04, 2005 4:37 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 9715

Ran Taro wrote: The Total War system is this: Units are strong at the front, weak in the rear and to the flanks.
Homeworld1&2 works this way as well.
The second is flat out a more complex rule than the first, which already achieves its objective well. Hence it makes me think KISS.
My thoughts exactly.
by drek
Wed May 04, 2005 4:34 am
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 5648

One problem with a pre-game player designed stock ship idea, is that a player has to design ships potentially before he knows what techs he will aquire, or what value those techs will have in the game. Unless I am misunderstanding the idea, which is possible because I'm not very bright. It's a prob...
by drek
Wed May 04, 2005 12:21 am
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 1774

Only comment is that the resource system as it stands has been hashed out to death (and back).

I personally have a different idea for how resources should work (food as a cap rather than a resource, for example), but try not to bring it up in the interest in moving forward.
by drek
Tue May 03, 2005 7:02 pm
Forum: Graphics
Topic: Original FreeOrion Mockup
Replies: 16
Views: 6349

hrm,

That's one my early mockups of the current sidebar.
by drek
Tue May 03, 2005 6:53 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 5648

Ship Design --or-- Stock Ships

We've been operating under the assumption there'll be a ship design system. I've been kinda looking forward to it. But: *using stock ships would mean we don't have design/implement a ship design gui *stock ships are far far easier to balance than a myriad of ship parts *graphics for stock ships woul...