Search found 90 matches

by luckless666
Thu Jan 29, 2004 3:09 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Of course. However when i'm godlike in technology such superficial things as "asteroids" and the like shouldn't affect my steller converter dooms day device . But yea obviously we would want such terrain negating (and creating possibly) weapons to be high up on the tech tree. LOL. true. maybe not T...
by luckless666
Thu Jan 29, 2004 2:49 pm
Forum: Programming
Topic: Installer for 0.1
Replies: 7
Views: 1474

Well, normal packaging methods goes without saying, but there's somewhat of a small movement for games to use a graphical installer. Savage and Enemy Territory are two of many games that use such an installer. Not really important though. Its getting more and more popular, but for version 0.1, I do...
by luckless666
Thu Jan 29, 2004 4:28 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Neat, I like.; additionally along the same lines we could have specialized ships for JAMMING ship's scanners.

One thing we have overlooked in terrain altering: MINEFIELDS. Do we want them or not; perhaps limited?
I like these ideas. But where do the Minefields get set up??
by luckless666
Wed Jan 28, 2004 8:22 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Asteroid Fields, Nebulas, Gravitational Distortion Sinks, etc. All seem like a good Idea. However we want to avoid "clutter" on the combat screen. I don't want to be thrown into combat with a labyrinthine muddle of "tactical" positions. If there are too many special positions, and tactical locales ...
by luckless666
Wed Jan 28, 2004 6:29 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

N.B., this isn't meant to be as rude as it will probably sound, but: This post is just so wrong in terms of the physics, I'm not going to try and correct it, let's just pretend luckless' post never happened. Doh! LOL. No offence is taken.... Ok lets try this angle, I for one wouldn't like the idea ...
by luckless666
Wed Jan 28, 2004 3:45 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

If anyone has played the warhammer 40k universe tabletop wargame (by Games Workshop), they have a spin off game called Battlefleet: Gothic, which is all about tactical space warfare. If anyone could get hold of the rulebook (I have one but its at home and im at uni at the moment) then we could read ...
by luckless666
Wed Jan 28, 2004 4:33 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

'Inertial Instability' This is a good thought, but 'realistically' (gameplay should obviously come over realism) this wouldnt happen, as inertia is caused by gravity, of which there is none (or very little) in space. After all, a human in a space suit can travel at 35000 miles per hour in space and...
by luckless666
Tue Jan 27, 2004 9:21 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Tactics in Space Combat Why do we need Tactical Elements? Tactical elements to gameplay force the players to diversify their approach to the game, otherwise every ship design is the same, and every combat becomes one big blob of ships attacking another big blob, until one side is destroyed. This be...
by luckless666
Tue Jan 27, 2004 2:07 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Krikkitone wrote:always fun to assimilate or annihilate
LOL
by luckless666
Tue Jan 27, 2004 3:51 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

I don't know about what normal mapping is, but bump mapping is just an effect to make somethinhg stuck out or whatever Hmmm... your pretty much right with bump mapping. Just gives a more 3D feel to it. Normal mapping is far far more difficult to explain. (modellers, correct me if im wrong!). What I...
by luckless666
Mon Jan 26, 2004 8:03 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

We also pretty much decided that the ships would be pre-rendered if we went 3D on a 2D plane, so we (the 3D artists) would be allowed to use insanely high poly counts without much slowdown. How about normal mapping and bump mapping? Normal mapping is used in Doom3, and is where you make a super-hig...
by luckless666
Mon Jan 26, 2004 3:14 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

I strongly disagree with your military view. I agree that it should not be THE main focus, but definately a big focus. Thats what i had intended to say. sorry if it was unclear. 8) I wasn't thinking of him specifically, when wrote about the child's AI, but it would apply. He likes to combat earlier...
by luckless666
Mon Jan 26, 2004 12:49 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Personally, I would like a focus on exploration, military strategy, and empire logistics. I would consider diplomacy, spying, and internal politics as secondary items to focus on; still important, but secondary nonetheless. This is the problem. Everyone has different ideas as to whats the most impo...
by luckless666
Sun Jan 25, 2004 4:52 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Depends on what you define under secondary objectives. In fact as a strategy game freeorion shouldnot put stress on military action, but military strategy. Therefore I would not missed Diplomacy, it is so essential. What I want to say is that with economic and military focus nearlay all other areas...
by luckless666
Sat Jan 24, 2004 3:04 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9163

Concerning ships. Why do not integrate a system wide build row, where you can define what is to build. Each Planet in the system give its ressource and manpower to the project, but no one build a fleet alone. This has brought up an idea i had on shipyards. If anyone is interested i'll gather my tho...