Search found 90 matches
- Thu Jan 29, 2004 3:09 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
- Thu Jan 29, 2004 2:49 pm
- Forum: Programming
- Topic: Installer for 0.1
- Replies: 7
- Views: 1851
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...
- Thu Jan 29, 2004 4:28 am
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
- Wed Jan 28, 2004 8:22 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
- Wed Jan 28, 2004 6:29 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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 ...
- Wed Jan 28, 2004 3:45 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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 ...
- Wed Jan 28, 2004 4:33 am
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
'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...
- Tue Jan 27, 2004 9:21 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Tue Jan 27, 2004 2:07 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
- Tue Jan 27, 2004 3:51 am
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Mon Jan 26, 2004 8:03 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Mon Jan 26, 2004 3:14 am
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Mon Jan 26, 2004 12:49 am
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Sun Jan 25, 2004 4:52 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...
- Sat Jan 24, 2004 3:04 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 13476
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...