0 - space

What to play? Is it worth it? What's your favorite horror game?
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Vinlaell
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0 - space

Post by Vinlaell »

codename in my head at the moment lol, i do have certain needs many games seem like they'd offer but realy dont when i look closer,
such as EVE online, appeared to be a space game i'd fall in love with if only they had walkable environments, but the engine must be severely limited, they do have a plus side though, they can handle many many players and have a great database of equipment and unlockables.

Second life appeared to be a game in which you can do near anything in when i first found it, i was soo wrong. when i learned how limited secondlife is i threw it away asap, all its good for is socialising.

well, http://udk.com has the toolset for the ue3 (unreal engine 3) used in many modern games, its the most advanced game engine with over 40+ man years in the making, if you get what you pay for then the full licence costing over a million dollars says allot about its quality i'd say, most expensive engine ever.

but the udk has a special license saying first 5000$ is 100% yours, after that 75% is yours 25% is epic games, that sounds good to me if it means i dont have to program a game engine that would take me over a lifetime to do.

using this engine i want to make a free roaming accross infinite-ish space, interior areas of the ships, interior areas of the space stations, and planets you can explore, you can get out of your ship in space and use thruster boots or something to get around, land on a ship and walk on the hull, break inside and terminate its crew if they are off guard, backstab the pilot if the alarm hasnt been sounded, with your guns or melee weapons, the graphics will be top of the line and animations/physics top of the line since its ue3 based, you can control some aspects of the ship at the control panel witout sitting in any seats like hitting an emergency shield button etc if you see the levels dropping on the screens, but sitting in the pilot seat remotes your camera to the ships pov, from here you can manualy control pitch/yaw and a primary weapon if it has one, other ship controls via UI buttons you can bring out a mouse pointer to use the buttons via "mouse pointer hotkey", bigger ships will have more than 1 seat on the deck, other seats will control left/right side of ship weaponsystems etc, so multiple players will bennefit that ship better than a single person who has to align the ship, then get up and sit in another seat to use its weapons

the 64 player limit hardcoded in the engine means i'll have to instance the game if we get that many playing
unless of course we dont do a mmo style with leveling up certain things, but purely pve/pvp with hardcoded ship stats/playerstats in which case theres no need of centeral servers, but just present it as a single player/multiplayer max 64 game...
i honestly dont want this, i'd rather go with the instancing idea, and fine tune an economy of items/upgrades etc and methods of farming resources, and then remove instancing down the road if i get funcding to modify the sourcecode to scale the size of this game.

i have a logicly sound plan for instancing the game, balancing playerload for clanwars with a votesystem, instancing the inside environments for ships of the same type,melee weapon implimentation,ranged weapons are quite easy as they typicly only do simple traces, the game sounds vast but i dont want to lose any of the close up and personal combat such as melee hit location based damage, such as swinging a crowbar into someones skull at the moment crowbar is in full foreward swing do massive damage to the head if aimed on it, throat cutting, decapitating etc, and ofc full on gory explosions if hit with a large shot from a ship against a spacewalking fool with gravboots
Last edited by Vinlaell on Tue Mar 09, 2010 3:06 am, edited 1 time in total.
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Re: 0 - space

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another cool idea, clan/faction wars dont have to happen in space alone, i can make convex shaped invisible meshes cut into cubes to possition inside a planet with the onground establishment in the center, so the populated areas in or around the establishment will be shootable in space by big ships against the grid placed inside the planet to detect the hits, therfor spawning the big shots or whatever in the planet level firing down against ground targets, completing the illusion the ships firing directly from space on the ground agaisnt them., firing in a section of the mesh two times in the same spot means they will hit random spots in that general area on the surface. this for simplicity and to help the shooter hit targets since he cannot actualy see where he is hitting (unless i add a remote camera which is no problem) but that might make it unfair if they can fire too accurately.

can also have target lazers ground soldiers can use that makes a glowing spot appear for the ally ship to shoot at over planet surface for more direct fire. ship just has to hit the small hitbox that is the glowing object. meaning no need for a high poly convex mesh for the planet hitbox requiring much more scripting too.
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Re: 0 - space

Post by MagicalSilence »

hmmmm sounds very good to be honest ..
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Re: 0 - space

Post by Sethioz »

another cool idea, clan/faction wars dont have to happen in space alone, i can make convex shaped invisible meshes cut into cubes to possition inside a planet with the onground establishment in the center, so the populated areas in or around the establishment will be shootable in space by big ships against the grid placed inside the planet to detect the hits, therfor spawning the big shots or whatever in the planet level firing down against ground targets, completing the illusion the ships firing directly from space on the ground agaisnt them., firing in a section of the mesh two times in the same spot means they will hit random spots in that general area on the surface. this for simplicity and to help the shooter hit targets since he cannot actualy see where he is hitting (unless i add a remote camera which is no problem) but that might make it unfair if they can fire too accurately.

can also have target lazers ground soldiers can use that makes a glowing spot appear for the ally ship to shoot at over planet surface for more direct fire. ship just has to hit the small hitbox that is the glowing object. meaning no need for a high poly convex mesh for the planet hitbox requiring much more scripting too.
this sounds quite cool. a game that has space and ground, which is like playable. i dont like games that are limited. some kind of mmo style strategy would be really nice, with the space and on ground battles and also that you can own many bases, so you can like build your base and defend it when somebody attacks it, like switching between battles and ofcourse have to eliminate the stupid thing that they use in stretegy, like red alert, that infantry takes nearly no damage from tanks..pffff.

i like the laser idea the most, that you have to send a scout on the planet in order to initate the attack from space, so they lock on to the laser or around it, just like in real world, that they can calculate the distance from laser and aim around it too, but not too far, cuz after all planet spins around.

what happend to second life ? some time ago you said it is really awesome and you can do anything you want.
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Re: 0 - space

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yeah right now i'm loving the idea of firing from space onto the ground troops, but i dont want you able to swap ships to continue a fight in a distant area, takes away from the immersion that you are in the ships control room/on the planet surface/spec ops soldier with a jetpack sneaking onto the hul of a ship to plant explosives on its radar array/inside the ship of your enemy sneaking in the shadows around to silently eliminate the crew and so on.
as for second life, its severely limited in performance, first off you need to pay for land to build on, no way. second the scripting that animates objects is totaly out of sync, nothing will move correctly, and it better not be advanced, theres horrible horrible lag. all kinda problems. and there is no support for meshes anyways, you'd have to build your models out of primitive 3d objects like spheres and cubes, yuck.
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Re: 0 - space

Post by Sethioz »

laser is the best i guess, cuz if you can shoot anywhere on battlefield from anywhere, it would take away all the fun OR if you can, then there should be heavy shield generators, that cannot be taken down from space, only by going thru the shield using some ground units and then destroy it from inside.
i think that would be even better, but certainly it cannot have the limit how many times you can attack from space, otherwise it would have this stupid feeling of red alert, where you have to wait for ages for ION or something.
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Re: 0 - space

Post by TeamRetox »

So, you're gonna buy a license for UE3? o__O if u need coders im available I guess ^^
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Re: 0 - space

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i cant buy the license lol, but dont need it to do a 64 player game, it would be awsome if you could practice unrealscript with me to get some of these mechanics implimented. i could set up source control of the assets of this game for us to fiddle with. :)
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Re: 0 - space

Post by Sethioz »

definetly it should have experience mod, database based. like a big database and all users skills and stats are logged there, so they can use skill points to get some awesome stuff. that will make games last forever.
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Re: 0 - space

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yes that was my initial plan, but getting it ironed out to where theres plenty of content to unlock and no exploits will be hard, but think bout games like avp2, or battlefield 1942, fun as hell, people play forever, and no unlocks

but yeah eventualy when a large portion is functional, i'd like to add in unlockables n stuff and possibly make it a mmo.

perhaps like battlefield 2 did with unlocks, you can host your own servers, but still have to connect to the centeral database to get the unlocks activated
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Re: 0 - space

Post by Sethioz »

i don't really mean unlocks, i mean experience and skills. for example if you level up your spaceship's skills you can either build faster or build stronger units/buildings or get a better aiming ..etc.
if you level your character you use to play on ground, then you can like jump higher or run faster or regenerate health .. etc. all depending what kind you really want to make the game.
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Re: 0 - space

Post by Vinlaell »

yeah when i say unlocks, i meant any skills etc you might work to unlock that would require a centeral database
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Re: 0 - space

Post by Sethioz »

was confused lil bit, i tought you mean like new items only. ofcourse i meant this too, but all other things, like your ship's health regeneration, max health, shield, shiled regeneration, faster firing speed, faster movement speed, better aiming, better weaponry (unlockable), faster production (your main ship could have capability to build smaller ships) and lots more like this.
it might be only for 64, but if you make ONE database for all players, who are required to connect first, then it would make it really awesome. players gain experience when they defeat others and player who is defeated too easily, will lose experience (to prevent leeching between friends).

also there should be an option for database, where to connect, because if it is self-made, it may change in time, or leave a way to release patches when necessary (i guess you do that anyways).
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