The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Rougethebat on July 24, 2005, 11:04:14 pm



Title: Ideas?
Post by: Rougethebat on July 24, 2005, 11:04:14 pm
One question guys... are Ideas or suggestions fo "options" or future additions welcome. Me and my husband actually sit around sometimes (this may be sad... but we like it) and just come up with ideas about SC2 mods. We have a small list we are compiling and I will be putting it up on my own... but I wondered if

A. it was welcome here.
B. if anybody (person/group) would like to help implement these ideas.

Now for clarities sake I will describe one or two.

1. Precurser artifacts, as in SC1... perhaps on planets precurser items could be discovered. such as the turning jets or batteries. these could be located by going to a planets surface... it would not show up on a scan... that way it would be more like SC1 where you never knew.  these would be randomly placed. perhaps for simplicity each time you went to planets it would randomly determine when the ship orbits. make them small so that they are harder to find quickly.

the ability to get different schematics for modules (1 for button 1, and 1 for button 2) that allowed you, assuming you had been able to get the schematics of the ships or had perhaps destroyed a certain # of enemies, you could actually get those abilities for your ship. now to clarify... the abilitiy to use missiles (the ones from an earthling) in a module bay, it could be used as a main or aux. weapon, it would be non upgradable and would use the exact same amount of power as an earthling. the limitations on the modules would be that if could only be put in certain slots and would overide the "bigger guns" such as hellbore cannons. if you team up with orz you could get go-gos, not all ships sould have something useful, ie I really don't see how the tounge from zot would help.

if these ideas are of value great if not, please by all means say so and ignore them, i believe that fans, the people that play should have a say... but it's the programmers who decide. if my ideas are welcome let me know... as the old comedian said "I got a million of 'em"

R


Title: Re: Ideas?
Post by: meep-eep on July 24, 2005, 11:08:56 pm
See here (http://uqm.stack.nl/wiki/index.php?title=The_Ur-Quan_Masters_Forum_FAQ#I.27ve_got_this_super-cool_idea_for_the_game).


Title: Re: Ideas?
Post by: 0xDEC0DE on July 24, 2005, 11:27:01 pm
One question guys... are Ideas or suggestions fo "options" or future additions welcome.
Ideas are like assholes.  Everybody's got 'em, and they all stink.  :P

In all honesty, unsolicited ideas without a working example to back them up are just so much talk.  This is, of course, a forum, so talk is the only currency worth a damn, but don't treat it as anything more than that (and certainly don't expect anything to come of any of it) unless you are prepared to back up words with actions.

Or, as Meep-Eep put it, see here (http://uqm.stack.nl/wiki/index.php?title=The_Ur-Quan_Masters_Forum_FAQ#I.27ve_got_this_super-cool_idea_for_the_game).  ;)

1. Precurser artifacts, as in SC1... perhaps on planets precurser items could be discovered.

I would impore you to read the older posts on this forum; this topic has been explored already; and I've said my piece on this matter here (http://uqm.stack.nl/forum/index.php?topic=810.msg9680#msg9680).  I think the points raised are still valid.  ;)

the ability to get different schematics for modules (1 for button 1, and 1 for button 2) that allowed you, assuming you had been able to get the schematics of the ships or had perhaps destroyed a certain # of enemies, you could actually get those abilities for your ship.

Interesting.  It assumes a degree of modularity in the game code that does not exist today, and when given the choice between auto-tracking hellbores and, well, ANYTHING, I'm going with auto-tracking hellbores, but more variety in ship upgrades could make for some interesting gameplay.  And some interesting challenges:  "Try beating the game with no escorts and only the ZoqFot Tongue module!"  :)


Title: Re: Ideas?
Post by: Megagun on July 25, 2005, 11:59:28 am
Haw haw haw... :P

Well, ideas are always welcome, if you can back them up with a code snippet.. "Hey, I want this can you make it"? No. "Hey, I want this, and got this made already, can you help"? I'll take a look. "Hey, I want this, and got this large part made already, but I need someone to test, can you help"? I don't see why not. Glad to be part of the testing team... ;)

In other words: I'll be glad to help, as long as I don't need to do 99% of the work. Testing is always fun, so I/We can help with that at all costs...

Great idea of the extra mods thing, though.. And to kill the "Hellbore with Autotracking" comment: Not if Hellbores are 12500 RU.. "Hey there, friend Spathi! Can you borrow me some RU? I'm saving for one of those el-neato Hellbore Cannons"...


Title: Re: Ideas?
Post by: harth1026 on July 25, 2005, 03:07:26 pm
Let's see what kind of ideas were given on this forum by people that were waiting for someone else to follow through with them.
  • Porting UQM to the PSP
  • Making a Star Control MMORPG
  • Making a Star Control 1 game with the UQM code

Oh wait, that last one was my idea..  Forget I mentioned it...   ;)


Title: Re: Ideas?
Post by: Captain_Smith on July 26, 2005, 02:35:52 pm
Yeah, there's been SO many ideas for enhancements that have been placed into this forum over the lifetime of UQM.

Best would be to just see that link, unless you're willing to put up the resources to make the change yourself.

Speaking of which, if you want something different for Super Melee, I put an idea in here you can do yourself with the current code: Endurance Melee.  You pick out the two ship sets, instead of the game ending when one side loses all the ships, you continue on with your set until your ships are gone.  Basically keep score of the point values of the ships you blow up, and that's your score.  If you finish out your opponent, delete your ships that blew up, and restart the game.

If you dig you'll find a thread I started regarding that one.


Title: Re: Ideas?
Post by: Death 999 on July 26, 2005, 04:52:12 pm
Well, do you have other ideas which would be easier to implement and not do violence to game balance?


Title: Re: Ideas?
Post by: Deus Siddis on July 27, 2005, 01:05:36 am
When UQM 1.0 is out, there will probably be more programmers free to try out new things, based on the then completed engine (or a new one, perhaps). Here's what would probably be most popular and give you the most bang:

1) New graphics! (Extra good for those of us artists who can't program to save our lives.)

2) Mod where the deadline is erased, so you can just keep exploring forever (like in Starflight 2).

3) Make more than 2 ships able to fight at one time. You could send in your entire fleet at once under AI control (you'd just be controlling one ship at a time and "cyborgs" would control the others.)

4) An online version of Super Melee (it sounds like this would be really hard to do).


I'm not suggesting that anyone make these for my non-programming self, just making some guesses as to what seem to be most desired.


Title: Re: Ideas?
Post by: Halleck on July 27, 2005, 01:09:46 pm
Re: #3 and #4: See the timewarp project (http://timewarp.sourceforge.net/).


Title: Re: Ideas?
Post by: Deus Siddis on July 27, 2005, 04:15:20 pm
Is timewarp still going or is it just TWL now. (I thought youbastard said he'd restarted the first project, but maybe that was timewarp lite that he was refering to.) Anyway, what  I meant was a mod of UQM. That way, the game is mostly completed already and all the AI and stuff works the same.

P.S. Do any of the timewarp games have working online play at this time? I tried timewarp's but it crashed on me.


Title: Re: Ideas?
Post by: meep-eep on July 27, 2005, 10:06:16 pm
1) New graphics! (Extra good for those of us artists who can't program to save our lives.)
That's one that could actually be done right now. It could be a project just like the music remixing effort. It's come up before, but not surprisingly it's never the graphics artists who suggest it.


Title: Re: Ideas?
Post by: Deus Siddis on July 27, 2005, 11:03:17 pm
I'm a 3d artist by hobby, but I have not suggested anything (thus supporting your theoryj). ;)

I'm pretty busy with another freeware game, but I'm not sure how much help would be required anyway, at this point, since you have all those SC2 ship models floating around, from which to make sprites. The only other thing you'd need a lot of are those multilayered communication pictures for the various species. Did you say that the final version of UQM will have an advanced xml system for replacing content and changing stats?


Title: Re: Ideas?
Post by: GeomanNL on July 28, 2005, 01:33:30 am
Quote
Is timewarp still going or is it just TWL now.

It's mainly TWL.

Codewise I'm busy debugging Timewarp, updating gameplay of some ships, to make the melee game more stable and playable. There are also some people working on additional captain graphics (very cool ! ).


Title: Re: Ideas?
Post by: Arne on July 28, 2005, 03:14:54 am
Pages of Now and Forever has a forum section (http://dynamic.gamespy.com/~starcontrol/forum/index.php?board=2.0) for ideas (for SC4 (or 3)).


Title: Re: Ideas?
Post by: Megagun on July 28, 2005, 11:55:23 am
Is timewarp still going or is it just TWL now. (I thought youbastard said he'd restarted the first project, but maybe that was timewarp lite that he was refering to.) Anyway, what  I meant was a mod of UQM. That way, the game is mostly completed already and all the AI and stuff works the same.

P.S. Do any of the timewarp games have working online play at this time? I tried timewarp's but it crashed on me.

Not perfectly working, no..

The thing is, that the game crashes when on one PC, someone dies, and on the other, he does not... This happens a lot because of the fact that Asteroids aren't synced, thus meaning that on one PC someone can bounce in an asteroid, but not on the other PC... Also, Syreen calls aren't working in multiplayer correctly..


Title: Re: Ideas?
Post by: Rougethebat on July 29, 2005, 12:32:49 am
Please forgive my lack of forsight in not reading the FAQ first (chalk it up to poor forsight and insight)

No I am not a programmer, I am on the other hand an artist and have a somewhat skill at graphics design for gaming. I have and am trying my hand at 3D rendering, but am far from being competent. I am more than willing to begin working on ANY of the graphics if someone could perhaps give me a starting point (IE. suggesting something). what I would like is people who would like to help but are perhaps unable for whatever reason to be able to, send me a pm and I will begin considering using them.

 Would higher resolution ships, or anything else be welcome/needed. could I perhaps add a 5 frame starmap, so the stars twinkle. thought s and Ideas are welcome from all, but I will begin working on the the urquan dreadnought tonignt to show perhaps some work in progress in a few days. I will for now assume that a high res graphic would be of use, since I can always shrink it back down.

 I would love to help out in some other way. Honestly I would love to learn  to program, and implement the ideas I suggested, if someone could suggest a resource or a starting gate I could use... perhaps what I should study for best effect and where I may find resources to start. I do not work on a regular basis, but am constantly busy but again could find time for this.

I agree that balance to a game is important, and I do feel that SC2 was very balanced... but I was not suggesting the ideas be ON by default, options yes... something you may choose to use. again please forgive me in being over zealous for ideas I loved, I failed to realize (as was said) everybody has their own, and they love theirs. I agree a hellbore is going to always beat a ORZ go-go, but it would probably be cheaper and easier to implement than a hellbore, esp. early on.

But I would like to be clear I did not expect anyone to make them, if someone saw something they like and was willing/able to make it. KICK ASS, if not, ok, bad idea?... oops, too hard?, later then - unless it was also a bad idea, then oops again.

as to TW I use the GEOMAN WIP TW patched version regularly... (BTW GEO... THANKS), yes it does crash, but I love it. I can and do finish many 1 player games. I don't care for TWL... and I don't have a reason, but TW I love.

As ideas are to be elsewhere and not here I request this thread now be locked, please. if you do have suggestions on the issues earlier, have graphics ideas, or are one of the programmers and are capable of telling me if higher res graphics could be used, animations where there are none now, or just need a graphic made, PM me and I will begin as soon as I can.

R


Title: Re: Ideas?
Post by: meep-eep on July 29, 2005, 07:17:02 pm
All graphics are candidates for updating (in an add-on pack). Ships, aliens, melee bridge, planets, minerals, artifacts, game screens, fonts, intro, victory sequence,  flagship modules, hyperspace background, etc. As an add-on pack, it should probably contain a separate whole. So all aliens, or all ships, etc. I advise you to put together a team, because this is going to take a lot of work.

The game currently doesn't support higher resolution graphics in most places, but that's mainly because there's been no hurry to implement that so far. This will change when people actually start to make high resolution graphics.


Title: Re: Ideas?
Post by: Rougethebat on July 30, 2005, 01:33:33 am
what about animation on currently static graphics, as in I wish to take the dogi and make it tumble and glitter, or animated stars on the map. or make the ion drives on the urquan spin, need to know wso I can ignore or implement, I will go ahead and work on it if it could be implemented in the future.


Title: Re: Ideas?
Post by: meep-eep on July 30, 2005, 03:09:26 am
Animating static graphics would obviously require new code, and as it would mean additional images it would depend on the new resource system. I think it would be something that should be made possible for graphics add-on packs though, at least for ship animations. But I'm just speaking for myself here. Also, I'd probably not be the one who would be implementing this. Consider it a long-term thing.

I'd forget about twinkling stars. It could be done, but it would not be trivial. It's not something I would personally be spending my  time on; it just wouldn't be worth it. Perhaps someone else would do it, but don't hold your breath. Besides, the star map is just a symbolic display.
Also, it goes a bit further than just 'updating graphics'. I'm not sure code for something like this would even belong in the official branch.



Title: Re: Ideas?
Post by: Deus Siddis on July 30, 2005, 03:54:10 am
What about the slylandro probe? It was not static.


Title: Re: Ideas?
Post by: Art on July 30, 2005, 09:58:26 am
He means graphics that weren't already static so that the animation is not programmed in. For graphics that are already animated this obviously isn't a factor.


Title: Re: Ideas?
Post by: meep-eep on July 30, 2005, 01:56:54 pm
While Art is right, I hadn't actually thought of the Slylandro probe.
And looking a bit deeper, it seems that animating other ships is going to be easier than I expected. Additional images don't even require the new resource system; the current image indices are just plain-text lists.


Title: One for all and all for one.
Post by: Deus Siddis on July 30, 2005, 04:01:13 pm
What I meant was maybe if one ship had sprite code, perhaps it could be used for the other ships. (Note that I am not a programmer or sentient, and the above statement could be as useful as an untwig at a motivation seminar).