| 12-13-2004, 02:38 AM | #1 |
Hi, I would like to say that I am making a Space Combat simulator game, and it looks sooooo nice. I have started working on the weapon systems. I'll try to remember to update this thread when I have an alpha version. Edit: I will show progress in my signature to make this update easier. |
| 12-14-2004, 10:25 PM | #2 |
Rail Gun. Any projectile weapon, believe it or not, those would work better then a laser or missle. I never understood in movies and games why they would fire every day missles. The lack of oxigen would make the explosion minimal unless it punctured into an a space with air. Also, with no friction and gravity, projectiles move unbelievably fast with increased force. My two cents. Also, why would a Missle not be Homing? |
| 01-03-2005, 02:02 PM | #3 |
Well, having missles not be homing would mean that they are MUCH less expensive to buy, and therefor only move in a straight line. There is a machine gun as a base weapon BTW. Missles will deal a lot of damage to buildings, and will deal more damage to shields (This is fantasy, they are allowed to have photon shields if they want to :P). The Machine gun will need to be weak, because it will have unlimited ammo. I may remove one of my current weapons (say Cluster Rocket) and replace it with the Rail Gun variety of weapons later, but for now I want to stop the lag (below) I may have to use Shockwave instead of stampeed, which will unfortunatly deal damage beyond the first target, but hopefully will stop the lag I get with having Locust bullets(Dummy units with Locust and Self-Destruct abilities) |
| 01-03-2005, 02:40 PM | #4 |
I'm doing a Raptor-like sorta map so for a few of the weapons I have... You can just modify the max damage so that the damage doesn't affect more than one unit. However I suggest you use carrion swarm since it doesn't cause the weird terrain sinking which I think causes some lag. I think homing missiles should be better... It's not too difficult. You can summon a unit that has unstable concoction and have it explode into a random enemy (destructible missile), or you can summon a unit that has aloc and autocast kaboom!, which will make it immediately home into the nearest enemy and explode, or you could just be cheesy and make it based off pheonix fire. And I think there should be a rail gun. Yah. Rail guns are cool. Like gauss rifles. |
| 01-04-2005, 10:31 PM | #5 |
Guest | Ya, Gauss Rifles are cool too. Like Rail Guns. Oh wait, we said that... |
| 01-06-2005, 02:01 AM | #6 |
Looks interesting... is it first person or third? Also, what type of game is it? is it like a hero arena based in space? P.S: If its first person, i recommend you check out my 'Thief of Dalaran' thread cause its basically the same thing. |
| 01-07-2005, 01:59 PM | #7 |
Ok, it has first person view, the camera is obove and behind the ship, so the front appears at the bottem of the screen. I figure it will be something like Battleships, where you have 5 hero's and 1 computer on each team, but the actual gameplay isn't planned out yet. Currently I'm working on getting the weapons system working, starting with making sure they fire right, and following it up to make sure they are balanced, then finishing by allowing them to be purchased. Surprise, surprise, there will most likely be an asteroid feild between the two teams' Space Stations, which allow the ship to refuel and refit for combat. Destroying the enemy space station will most likely be the win condition. There will be homing missles, just I thought that I would separate homing missles from normal missles, unless I can find some other kind of weapon. Cluster missles will most likely be clumped togeather with the normal missles later, but I want the weapons to work before making any changes. |
| 01-11-2005, 02:36 AM | #8 |
Ok, As I gather ideas from people about weapons (come on people start sending me ideas already), I have been working on the user interface a little bit for some practice on some 2D art. Ignore the darkness of the screen, that'll be fixed soon. Check the screen shot! |
| 01-11-2005, 06:13 PM | #9 |
Guest | w00t! So nice! |
| 01-15-2005, 02:46 PM | #10 |
Thanks, Here's another screeny. Currently I'll be working on the terraining, so tell me if you like this. ( Camera isn't quite staying in the right place behind the ship, but I'll fix that too) |
| 02-21-2005, 04:01 AM | #11 |
Guest | Those screenies look awesome, but how does the game handle? is it easy to manuver? O and by the way, did you make it so that your ship keeps a constant velocity unless ordered to stop? I think that you should make a full tank too, just to make it more realistic. The faster/longer you go the more fuel u burn. |
| 02-23-2005, 01:38 PM | #12 | |
Quote:
1st quesion) How does the game handle? Good 2nd) Constand velocity? Yes 3rd) Full tank Yes I have stopped production on this, because I am currently working on annother map. I'll attempt to work on it later, but if I don't get around to it, I might give it to someone else. Most likely though, I will come out with more experience in my new map, which is now 75% complete, which will help me get through some pitfalls I ran into before. I just came up with one pitfall I can avoid, wheeeeeeeee. The game I am making is Classic RISK! by the way. You should check out the forum if you're a RISK fan, as it is close to completion, and I expect an alpha version out within a few days! |
| 07-13-2005, 03:30 AM | #13 |
IMPORTANT NOTICE: I've given up on this map, if anyone wants it they can have it ( Custom control scheme is pretty ingenious, i just don't have the time) That RISK map I made, works like a charm, check it out in the download section i believe. or send me a message and I'll give you a link. My next map is Magic The Gathering, and I don't plan on ever looking at this map again, so feel free to message me and I'll try to arrange where you can download it. |
