The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: nuke on September 13, 2013, 07:35:29 pm



Title: Another Attempt at a Sequel
Post by: nuke on September 13, 2013, 07:35:29 pm
Hello Everyone,

This is just something I've been tinkering with since around March or so, hopefully I can develop something that you guys can play.  I've been able to locate various "fan art" for the ship models, and used some source code from UQM like the star maps, and how planetary elements are generated.

I'm off on a bit of a non-functional development tangent right now, trying to add particle effects to the earthling nuke missiles, and chmmr lasers, but after that will implement TCP/IP so that at least there is a playable part for the public to test with.  However, all those star systems in the map are navigable, there's something under 5000 unique systems in there.

Don't be too critical, this is my version of somebody building a ship in a bottle, or putting models together in their spare time.  I'm by no means a professional game developer, I'm merely learning it as I go along.

Oh yeah, the end product will be open source (as I have no choice) - I've just put other people's work together here to create the environment.

(http://imageshack.us/a/img833/4994/4cn9.jpg)
(http://imageshack.us/a/img404/4827/fgrh.png)
(http://imageshack.us/a/img30/8103/2mk.JPG)
(http://imageshack.us/a/img43/4659/stxw.jpg)These stars are actually "twinkling"
(http://imageshack.us/a/img31/6528/h40.JPG)
(http://imageshack.us/a/img5/1957/pfzo.jpg)
(http://imageshack.us/a/img833/9686/5xmq.jpg)
(http://imageshack.us/a/img713/1994/df8d.jpg)
(http://imageshack.us/a/img844/6523/j2m3.jpg)


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on September 13, 2013, 10:01:59 pm
Holy cow! That looks amazing!

Maybe you could sync up with those P6014 guys and bounce some ideas off of each-other?


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 13, 2013, 10:16:16 pm
I did manage to get in contact with Damon crank, but I had limited experience with C++ and getting the source to compile.   I did use their Map though.


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on September 13, 2013, 10:29:26 pm
Gatcha. Is the combat in this version intended to be 3D, vs top-down? Either way, it looks like you already have a lot of work done, and the ships look fantastic.

Whether or not you're collaborating with P6014, I'm sure there's resources both projects could share? Looking forward to the results, either way! I just want to play a decent SC3, one way or another. :)


Title: Re: Another Attempt at a Sequel
Post by: FakeMccoy on September 13, 2013, 10:56:43 pm
If you need planet textures just let me know what dimensions you need.


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 13, 2013, 11:11:20 pm
I'll need better looking Gas Giants.  I have been using 2048:1024 sized textures in DDS format.  A few copies of "Water World" textures would be good, and the normal maps to go with them.

So far, I've used most (if not all) of the textures available at freebitmaps(dot)blogspot(dot)ca - I don't know the rules for pasting links, but I'm not trying to sell anything, but referencing somebody's work I've used.


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 13, 2013, 11:17:17 pm
Gatcha. Is the combat in this version intended to be 3D, vs top-down? Either way, it looks like you already have a lot of work done, and the ships look fantastic.

Whether or not you're collaborating with P6014, I'm sure there's resources both projects could share? Looking forward to the results, either way! I just want to play a decent SC3, one way or another. :)

I meant Damon "Czanik", damn autocorrect unfixed that for me.  I ran into a brick wall trying to get the source to compile 6014 in my VS2012 IDE, but it was only after that attempt that I tried this route of development. I figured I would make an attempt to bring it to 3D like the transition of DMA's GTA 1 & 2 to Rockstar's GTA3 (and up).

Combat unfortunately is going to seem like the old Wing Commander style as a model.  That's why it's important for me to get that out the door for testing as I don't want it to suck.  With people able to play/test it, at least a good base for melee will be there.  The rest of the SC2 elements I will try to replicate, but in 3D, and then there's always new stuff to add


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on September 14, 2013, 04:21:18 am
Cool! Best of luck to you!


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 14, 2013, 04:27:52 am
Models for puppets are the following challenge...


Title: Re: Another Attempt at a Sequel
Post by: Kwayne on September 14, 2013, 12:56:27 pm
Great work nuke! You need help with 2D art, just PM me.


Title: Re: Another Attempt at a Sequel
Post by: Steve-O on September 14, 2013, 04:52:40 pm
This looks really amazing, good work!

My only complaint is the star map.  The contrast between bright stars and black background is a bit much, and makes it difficult to read the text.
Also, as a purist and assuming this is supposed to be HyperSpace, I think I'd prefer a reddish backdrop. =P

But that's a minor quibble.  Let me know when there's something vaguely playable (even a beta version or demo) and I'll be ready and willing to give it a go for you!


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 14, 2013, 05:12:07 pm
Yeah, the stars in the map actually twinkle, very much like the ones in the night sky.  Everything has been functional additions to this point, I plan on cleaning it up and polishing the look as I complete a few other things.  Hyperspace is merely a construct there, I have not put much work into it other than placement of where things ought to be so I can test flying between star systems.


Title: Re: Another Attempt at a Sequel
Post by: onpon4 on September 14, 2013, 07:32:17 pm
Looks interesting.

Quote
Oh yeah, the end product will be open source (as I have no choice) - I've just put other people's work together here to create the environment.

That's good, because I wouldn't use it if it wasn't going to be free software.[1] I do want to encourage you to release software you write as free software even when you are not required to by a copyleft license, though. I think it's unfortunate that we have so many non-commercial programs developed by volunteers that remain gratuitously proprietary.

[1] https://gnu.org/philosophy/free-sw.html


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 15, 2013, 04:52:44 am
After contacting Toys for Bob, they said any IP from SC1/2 is allowed to be distributed, as long as it's open source.  If I desire to charge $ for it, then I will require a licensing agreement from them.  SC3 material looks like I would have to get Stardock's permission now (but the only thing that's worth anything there is the name itself). 

I've merely stitched everything together from fan-generated ship models, planet textures, P6014's map, base game engine from Reimer Grootjans, Charles Humphrey's Post-Processing Shadow effect, and Mercury Particle Engine (for smoke like effects).  I forget where I got the "sky" map code from.  Most of the time is spent trying to absorb those technologies into the engine.

The only problem is, how do I pay for maintenance of online servers (so that we can play for free)?  I would like to create a galactic sandbox so you can continue to explore even after finishing the story line. Ads are annoying.


Title: Re: Another Attempt at a Sequel
Post by: Gekko on September 16, 2013, 12:10:03 pm
Seems fun! Tell us a bit about the technology. What engine are you building this on? Will it be available for OS X or Linux in addition to Windows?


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 16, 2013, 12:14:55 pm
It's written in C# using XNA 4.   It can compile for both PC and Xbox 360.  If it is going to run on Mac or Linux,  then it's going to need to be ported to C++ and OpenGL.


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 19, 2013, 01:55:14 am
I've shared my resources with Damon and it looks like we can do a combined effort.... Here's a recent screenshot of his Starbase over the star trek star base that I was previously using.  Everybody's responses have been amazing and I am looking forward to more.

Update: I have finished the non-functional particle systems/effect (smoke trails), now on to working the networking protocols.

(http://imageshack.us/a/img32/3365/32x.JPG)


Title: Re: Another Attempt at a Sequel
Post by: onpon4 on September 19, 2013, 02:18:23 am
It's written in C# using XNA 4.   It can compile for both PC and Xbox 360.  If it is going to run on Mac or Linux,  then it's going to need to be ported to C++ and OpenGL.

You wouldn't necessarily have to use a different language; C# can work on non-Windows systems with Mono. You would just need to find a replacement for XNA. Then again, I don't know much about C#, so for all I know switching to C++ might be easier.

A quick search told me that there's something called "MonoXNA",[1] an XNA implementation for Mono, so maybe it'll work on non-Windows systems as it is (depends on how good MonoXNA is; I can't tell, the only mentions of it I can find are from 2007 and it was worked on as recently as 2011).

[1] https://code.google.com/p/monoxna/


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on September 19, 2013, 06:07:22 am
Quote
Update: I have finished the non-functional particle systems/effect (smoke trails), now on to working the networking protocols

Wow! When is this going to be playable? Tomorrow?


Title: Re: Another Attempt at a Sequel
Post by: Gekko on September 19, 2013, 11:18:39 pm
A quick search told me that there's something called "MonoXNA",[1] an XNA implementation for Mono,

There's a thing called Monogame that I used earlier and worked reasonably well on Linux, at least for deployment.


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 19, 2013, 11:25:47 pm
I had to look at Mono, it looks promising. as for the rest of the native Microsoft functions, it doesn't look like there would be much difficulty porting it over to Linux.


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 21, 2013, 04:33:57 am
Quote
Update: I have finished the non-functional particle systems/effect (smoke trails), now on to working the networking protocols

Wow! When is this going to be playable? Tomorrow?


It's playable right now, but you can't do much other than explore star systems using hyperspace and map.  I plan on getting a 2 ship melee version released in order to test combat and get feedback to get it right.  The release will be for a Chmmr Avatar vs. Earthling Cruiser as those are the ones that I have coded the primary weapons systems for.  Once I get the networking complete, then 2 users should be able to connect to each other and play.


Title: Re: Another Attempt at a Sequel
Post by: danzibr on September 21, 2013, 05:08:59 am
Just popping in to say your stuff looks great.


Title: Re: Another Attempt at a Sequel
Post by: Death 999 on September 21, 2013, 07:43:05 pm
The release will be for a Chmmr Avatar vs. Earthling Cruiser as those are the ones that I have coded the primary weapons systems for.

Hopefully you left out the zapsats, or that's going to be a rather uneven fight!


Title: Re: Another Attempt at a Sequel
Post by: nuke on September 22, 2013, 05:55:14 pm
The zapsats can be nerfed :p


Title: Re: Another Attempt at a Sequel
Post by: nuke on October 03, 2013, 04:36:09 pm
Just posting an update, I have begun work on the networking protocols for a 2 ship beta melee release.  I will post a link when its complete.


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on October 04, 2013, 05:33:19 am
Just posting an update, I have begun work on the networking protocols for a 2 ship beta melee release.  I will post a link when its complete.

Awesome! Can't wait to check it out!


Title: Re: Another Attempt at a Sequel
Post by: uqaccount on October 05, 2013, 01:48:38 pm
This looks INCREDIBLE! I can't wait to try it.


Title: Re: Another Attempt at a Sequel
Post by: nuke on November 04, 2013, 02:37:43 pm
Sorry it's taking so long guys.  I wanted to get some eye candy particle effects for the various weapons systems going before I put out a melee demo.

I have an issue with the particles drawing and blanking out the screen in purple (something to do with clearing the graphics device before drawing).  Once I have that corrected for, you will be able to play with Both Ur Quan, Chmmr Avatar, and Earthling Cruiser.  All of their weapons systems have been coded and are complete.


Title: Re: Another Attempt at a Sequel
Post by: bosster hymen on November 04, 2013, 09:23:58 pm
how difficult is it to code an arcade style netplay (like street fighter 4 on psn), with people in line and able to watch the matches?

and then, how difficult would it be to have something like subspace continuum using sc2 ships?


Title: Re: Another Attempt at a Sequel
Post by: nuke on November 08, 2013, 03:15:34 am
From what I've seen so far, it's easy.  All the hard work is already done in the XNA libraries.  It's nothing like the challenges that John Carmack faced when he made the network play for the original DOOM and subsequent Quake client-server.

Modeling the SC2 universe for MMO play boils down to how much the servers can handle, and how well they can communicate with the database backend for persistence.  Anything at this level is going to require $ behind it, which I would only be able to power with donations as I cannot charge for intellectual property that I don't pwn ;)


Title: Re: Another Attempt at a Sequel
Post by: bosster hymen on November 08, 2013, 03:35:44 am
From what I've seen so far, it's easy.  All the hard work is already done in the XNA libraries.  It's nothing like the challenges that John Carmack faced when he made the network play for the original DOOM and subsequent Quake client-server.

Modeling the SC2 universe for MMO play boils down to how much the servers can handle, and how well they can communicate with the database backend for persistence.  Anything at this level is going to require $ behind it, which I would only be able to power with donations as I cannot charge for intellectual property that I don't pwn ;)

then all we really need is a cost/user model, and perhaps charge a fee.  though free would be awesome.  perhaps free with pop-up ads lol

or... have it like candy crush where there's a monetary system and losers can pay for ships.


Title: Re: Another Attempt at a Sequel
Post by: nuke on November 08, 2013, 12:13:09 pm
Even so, I will have to negotiate a licence agreement as soon as money starts flowing so that they get their piece too.


Title: Re: Another Attempt at a Sequel
Post by: bosster hymen on November 09, 2013, 04:25:27 am
Even so, I will have to negotiate a licence agreement as soon as money starts flowing so that they get their piece too.

i got a quad-xeon mac pro with 5tb storage and 16gb max (currently used for playing music, surfing the web, and ripping porn) that i can loan as a server for beta testing.  and if it's open source, maybe i can help (i doubt it though, i hate coding)

are apple servers any good?  always wanted to try one.


Title: Re: Another Attempt at a Sequel
Post by: nuke on November 10, 2013, 08:20:10 pm
The OS might be a problem, but the hardware should be fine.  I'm not sure how well Apple plays with Oracle or SQL server.  

Aside from that, the next worry is bandwidth since all these servers are going to be talking quite a bit.

There is still the option to go through XBL as they have already provided the infrastructure and I'm using their libraries already (as well as their license).

If it ever gets this big and doesn't suck then obtaining a license from TFB would be the next logical step.


Title: Re: Another Attempt at a Sequel
Post by: bosster hymen on November 22, 2013, 08:12:34 am
losers paying for ships would be optimal... with some market structure where the best ships have to be earned, or bought with a credit card.

and then there can be host-sponsored tournaments with an aces list and alliances etc.

if it's mmo, then the logic needs to be modified or else kzer-za will end up sending its little red fighters all over the place

or, why not just clone all the fighting styles, rename them and give them new skins.  and then there could be cool new ships (expensive ones) that i haven't even thought of yet


Title: Re: Another Attempt at a Sequel
Post by: nuke on November 23, 2013, 04:30:11 am
MMO is one of the ideas that sit in the back of my mind.  Baby steps...

Finished coding the special weapons for the 4 ship melee release demo.  Two need to be tested to be ready for release.  The ur quan drones required a little AI work that is now complete. 

Getting rrally close to a release. Aiming for before xmas at the latest.  That way everybody has some time off to get their hands dirty and give me feedback about what sucks and needs more work.


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on December 15, 2013, 03:54:57 am
How's the project coming along? Looked very promising!


Title: Re: Another Attempt at a Sequel
Post by: nuke on December 15, 2013, 05:46:44 am
Coding the networking client and server as we speak!

Here's version 2.0 of the planet shader applied to Earth...
(http://img856.imageshack.us/img856/875/dftw.png)

Even went as far as removing the lights of Buenos Aires since the UQ wiped it out.


Title: Re: Another Attempt at a Sequel
Post by: Kwayne on December 15, 2013, 03:30:37 pm
Hope you don't forget most of the old world then, the UQ destroyed large portions of Eurasia too. Buenos Aires was just an initial power demonstration where there was no previous warning for evacuation. And since these events took place in the future, there might be some new dots of light in Africa, Australia and Southeast Asia too.


Title: Re: Another Attempt at a Sequel
Post by: nuke on December 15, 2013, 03:49:25 pm
What did they destroy other then Buenos Aires? 

Here's what Commander Hayes says:

Quote
Three days later the Ur-Quan vaporized our last remaining laser-forts on the moon
and Dreadnoughts took up geo-synchronous position above Rome
Moscow, Beijing, Tokyo, London, Buenos Aires, and Washington.
We'd lost the War and we knew it, but the Ur-Quan decided to make it real clear
and that's why if you check our most recent maps, you won't find Buenos Aires.

The only other targets they hit were ancient civilization sites, but didn't wipe out the entire cities themselves.


Title: Re: Another Attempt at a Sequel
Post by: Kwayne on December 15, 2013, 07:22:10 pm
Where I live everything is buildt upon at least 500 years old dwellings, monuments and archeological sites. My country was founded only circa twice that long time ago. Now compare this to those now existing cultures in Eurasia that are way older and much more successful in preserving their historical sites. Even if cities don't get completely destroyed there would be a lot less light dots around.


Title: Re: Another Attempt at a Sequel
Post by: nuke on December 15, 2013, 07:51:45 pm
Feel free to provide me with a copy of your night map for the game.

China would be the only country that comes to mind with a very lengthy ancient history.

The story specifically mentions ancient buildings as targets to erase humanity's sense of identity and its past.  It also vaguely referenced 'Atlantis' and something under the anntarctic ice cap.  I dont know what legend or myth is related to the ice cap though.


Title: Re: Another Attempt at a Sequel
Post by: danzibr on December 16, 2013, 10:55:43 pm
Starship Troopers?


Title: Re: Another Attempt at a Sequel
Post by: Kwayne on December 16, 2013, 11:37:42 pm
Yes it's a Starship Troopers reference. The destruction of the thing deep under the icecap is probably a Cthulhu mythos reference.

Quote
Then the Ur-Quan broadcast an odd message:
All objects of human construction more than 500 years old were 'to be abandoned'.
We didn't know what the Ur-Quan meant until they moved their Dreadnoughts to new orbital positions
and opened fire on the surface with their fusion weapons.
In seconds, large sections of London, Paris, and other European cities were incinerated.
At first we thought they were going to annihilate us after all
and we noticed that they were also striking such targets as the Giza Pyramids
the Parthenon in Athens, and Stonehenge. Curiously, The United States was almost untouched.
The flaming rain lasted for 40 hellish hours.
It took days after we crawled from our smouldering shelters to realize what the Ur-Quan had done.
Our new masters had targeted every building, monument or other man-made construction older than 500 years
and destroyed it.
In those two days, we lost most of the history of mankind.
In some cases, the Ur-Quan destroyed places
which we did not even suspect were significant.
From their positions in orbit, the Dreadnoughts blew away a kilometer of land in central Iraq
vaporized several targets in the Amazon rain forest
punched a big hole through the antarctic icecap to destroy something deep under the surface
and melted a broad swath of the ocean floor in the south-eastern Atlantic.

@nuke: I wouldn't mind making my corrections on your lightmap. Please send it to me if you don't mind.


Title: Re: Another Attempt at a Sequel
Post by: nuke on December 17, 2013, 01:16:15 am
Have at it ! My only requirement is a resolution of 2048x1024.  I will credit your work.

http://img543.imageshack.us/img543/7442/owc7.png (http://img543.imageshack.us/img543/7442/owc7.png)


Title: Re: Another Attempt at a Sequel
Post by: nuke on January 02, 2014, 03:23:37 am
Hi Guys,

I've missed the deadline to have a multiplayer demo ready for the end of December.   :'(

Coding the networking protocols is proving to be quite a thorn in my paw.  MSFT provided networking protocols that worked off the shelf, but required a paid membership to their live platform.  A project called Lidgren has some networking libraries that I am using.  However, there's a few tricks that I have to employ in order that a ship doesn't start "jumping" around the screen as the player's packets are received by the server and re-broadcast to all the connected clients. 

It's somewhere around this time I started this project last year, so cheers the 1st birthday of the ur quan phoenix.  ;D


Title: Re: Another Attempt at a Sequel
Post by: nuke on January 27, 2014, 02:37:17 pm
Hey everybody, I'm checking in with a progress update.  I was able to connect two game clients to a server and see the other player on the screen!  Now that it's finally proven to be working, I can focus on the last few things to clean up the UI and make a presentable melee demo.

The main goal is to get something out the door, and then worry about making graphics improvements with each update - allowing you to play the game in the meantime.




Title: Re: Another Attempt at a Sequel
Post by: Tricksy Orzes on January 28, 2014, 11:39:10 pm
I saw this, and I just want to say this looks just plain AWESOME.  ;D
Keep up the good work!


Title: Re: Another Attempt at a Sequel
Post by: Rapajez on February 05, 2014, 05:05:51 am
Awesome! Thanks for the updates!


Title: Re: Another Attempt at a Sequel
Post by: nuke on April 19, 2014, 08:15:19 pm
Back with an update   :D

Damon supplied me with some UI art that I've placed into the game. A base UI has been coded into the game, but it's not what I'm here to show off.  I finally completed a badly needed overhaul of the planet shaders.  For those of you who don't know, a 'shader' is the program that runs on your graphics card - separate from the game logic.  I am very pleased with this iteration of the planet shader.  It looks presentable instead of a programming experiment.  I had to resort to taking a programming vacation as I was burning out and getting nothing done. 

(https://imagizer.imageshack.us/v2/1375x758q90/843/bljv.png)
(https://imagizer.imageshack.us/v2/1375x763q90/842/higl.jpg)
(https://imagizer.imageshack.us/v2/1375x761q90/842/so41.jpg)
(https://imagizer.imageshack.us/v2/1375x761q90/845/ohm8x.jpg)
(https://imagizer.imageshack.us/v2/1375x761q90/834/cse7.jpg)

Sure as hell beats this old version:

(https://imagizer.imageshack.us/v2/506x439q90/856/dftw.png)



...now on to organizing everything into a playable online demo.  The hard parts are over  8)

Thanks everybody for your support!


Title: Re: Another Attempt at a Sequel
Post by: DavidPartay on April 20, 2014, 03:26:54 pm
Looks spectacular!


Title: Re: Another Attempt at a Sequel
Post by: Defender on April 20, 2014, 07:30:23 pm
(http://img.photobucket.com/albums/v519/queenanthai/Made%20Of%20Fail/shutupandtakemymoney_zps3bbbd52e.jpeg)


Title: Re: Another Attempt at a Sequel
Post by: nuke on April 23, 2014, 05:40:09 pm
Got Bitcoin?  ;)

(http://imageshack.com/a/img843/9489/80dq.png)

1BwucGs7ymNtp24T8s45Cctsydd1grYeHu


Title: Re: Another Attempt at a Sequel
Post by: Dabir on May 21, 2014, 03:20:15 pm
And with a single post, all my interest in this immediately vanished. Almost looked interesting, shame about the bitcoin.


Title: Re: Another Attempt at a Sequel
Post by: nuke on May 21, 2014, 03:28:00 pm
Tell me where you get free server hosting so I have a place to deploy the universe environment for everybody to enjoy.  I must be out of my mind thinking that games have to have hosting servers that cost money.

It was merely a donation, you could donate $0.0001 if you wanted.  I'm still working for free here.

Thank you for your support up to this point. I'm sorry that you can't support the project any longer.


Title: Re: Another Attempt at a Sequel
Post by: ooog on May 27, 2014, 05:33:15 pm
Do you have any gameplay footage?  Your screens look impressive!


Title: Re: Another Attempt at a Sequel
Post by: nuke on May 27, 2014, 05:53:27 pm
No video footage yet.  It is something I want to do and will get on Youtube soon, I just ran out of time last weekend  :)


Title: Re: Another Attempt at a Sequel
Post by: nuke on June 09, 2014, 05:03:25 am
 ;D ;D ;D

FINALLY got the footage edited and uploaded to YouTube.  Have a look whenever you get a chance - troll me in the comments if you can  :P

www.youtube.com/watch?v=WqqvStEX3FE (http://www.youtube.com/watch?v=WqqvStEX3FE)

 ;D ;D ;D


Title: Re: Another Attempt at a Sequel
Post by: Anthony on June 10, 2014, 06:29:07 pm
Nice video of what's to come.  I like the retro touches like the starmap and the dashed lines around planets for finding the moons.  Don't forget to make the starmap searchable too. :D

Just out of curiosity, would the marauder's ring of fire go in all directions, considering the 3D environment?


Title: Re: Another Attempt at a Sequel
Post by: nuke on June 11, 2014, 01:02:23 am
The Starmap isn't yet searchable,  but will be.  Trying to find a star cluster in there will be a mess without it.  The Marauder's special does go in all directions.   If you fly around it you will find it's a sphere of flames.  I'll post some pics of it at different angles.  I generate the points of a sphere and draw the flames off of them.


Title: Re: Another Attempt at a Sequel
Post by: nuke on May 10, 2015, 02:10:28 pm
New Video Posted!

https://www.youtube.com/watch?v=5hQqDAtOtlY


Title: Re: Another Attempt at a Sequel
Post by: Telecart on June 01, 2015, 03:13:29 am
New Video Posted!

https://www.youtube.com/watch?v=5hQqDAtOtlY

That looks AMAZING!!


Title: Re: Another Attempt at a Sequel
Post by: nuke on June 01, 2015, 04:07:31 pm
Thanks for your support!

I have enough there for a playable demo, so I'm focusing on getting the client-server architecture so people can connect and fight each other.


Title: Re: Another Attempt at a Sequel
Post by: Death 999 on June 01, 2015, 05:19:22 pm
Wow, this is quite something.

It feels like the cruiser handles a lot better than it used to (I imagine this is for demo purposes - you can adjust parameters later)

Also interesting on the customizability. Looks like the other cruiser there didn't have any PDL.

Some narration of what you're doing would have been nice, but you definitely showed us some things!


Title: Re: Another Attempt at a Sequel
Post by: Grand Master Planet Eater on June 15, 2015, 09:21:20 am
That really looks impressive, can't wait for it.


Title: Re: Another Attempt at a Sequel
Post by: danzibr on June 25, 2015, 02:43:04 pm
New Video Posted!

https://www.youtube.com/watch?v=5hQqDAtOtlY

That looks AMAZING!!
That it does!

I liked everything about it.  Especially the traveling between stars (when you talked about speeding it up in the video, did you actually speed the video up?).  Even that you named your ship Daedalus :P


Title: Re: Another Attempt at a Sequel
Post by: Scalare on July 24, 2015, 12:56:29 pm
It really looks nice! I hope you proceed with development to make it a full game :).


Title: Re: Another Attempt at a Sequel
Post by: nuke on October 16, 2015, 06:59:13 pm
I have my engine sourced from NemoKradXNA (on Youtube) who generously provided me with his source code.  His tutorials have helped me with a lot of the development.  This is what planet excusions will look like - more or less :)  UI improvements continue, the backend DB is solid.  You will be able to stash all your goods on the surface of any one of these planets, and go hunting for other's stuff if you want to steal something.

(https://lh3.googleusercontent.com/-qX69ZTPeyOw/ViEr-ELAbpI/AAAAAAAAANs/KhmLIj_1sgk/w1588-h889-no/dude....PNG)
(https://lh3.googleusercontent.com/-fdPmHjhBCd0/ViA5P458NnI/AAAAAAAAAMY/xDsjx0tZj0g/w1588-h889-no/illuminatiEngine.PNG)
(https://lh3.googleusercontent.com/-ZstfNzE42vo/ViA5J_kn_JI/AAAAAAAAAMI/xdiPBz6anHM/w1588-h889-no/illuminatiEngine3.PNG)


Title: Re: Another Attempt at a Sequel
Post by: Tealdragon204 on April 14, 2016, 03:51:03 am
Hello Everyone,

This is just something I've been tinkering with since around March or so, hopefully I can develop something that you guys can play.  I've been able to locate various "fan art" for the ship models, and used some source code from UQM like the star maps, and how planetary elements are generated.

I'm off on a bit of a non-functional development tangent right now, trying to add particle effects to the earthling nuke missiles, and chmmr lasers, but after that will implement TCP/IP so that at least there is a playable part for the public to test with.  However, all those star systems in the map are navigable, there's something under 5000 unique systems in there.

Don't be too critical, this is my version of somebody building a ship in a bottle, or putting models together in their spare time.  I'm by no means a professional game developer, I'm merely learning it as I go along.

Oh yeah, the end product will be open source (as I have no choice) - I've just put other people's work together here to create the environment.

(http://imageshack.us/a/img833/4994/4cn9.jpg)
(http://imageshack.us/a/img404/4827/fgrh.png)
(http://imageshack.us/a/img30/8103/2mk.JPG)
(http://imageshack.us/a/img43/4659/stxw.jpg)These stars are actually "twinkling"
(http://imageshack.us/a/img31/6528/h40.JPG)
(http://imageshack.us/a/img5/1957/pfzo.jpg)
(http://imageshack.us/a/img833/9686/5xmq.jpg)
(http://imageshack.us/a/img713/1994/df8d.jpg)
(http://imageshack.us/a/img844/6523/j2m3.jpg)
Dotting for future reference


Title: Re: Another Attempt at a Sequel
Post by: nuke on April 26, 2016, 02:02:13 pm
A long time, seems like vaporware doesn't it...

Coding the planets is taking way more time than I would like.

Took the last 2 months trying to adapt for Oculus Rift, turns out I'd have to rewrite most of the engine as it requires DirectX 11, and this project merely uses DX9.