The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 10, 2024, 09:53:28 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Ideas for "Ur-quan masters 2" engine
« previous next »
Pages: 1 2 3 [4] 5 6 Print
Author Topic: Ideas for "Ur-quan masters 2" engine  (Read 20403 times)
NECRO-99
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 478


Androsynth Combat Tactics Specialist


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #45 on: January 23, 2004, 10:54:17 pm »

OT:
KarmaComa: Nice. I figured I was the only one on here that listened to Massive Attack.  Grin
Logged

I love being a clone. Everything I do bad gets blamed on the real me!
KarmaComa
Zebranky food
*
Offline Offline

Posts: 4


Personal Text


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #46 on: January 23, 2004, 11:23:36 pm »

Heh. I've been using this nick for, god, about 6 years or something.

All this business about ship upgrades and mining missions kind of makes me think of Final Fantasy Tactics... the subquests (Treasure Hunt?) were pretty stupid.  When I see something stupid in an awesome game like FFT, it strikes me that it's a premise with potential.

So consider this: you can find artifacts (Precursor, or "lost techs" from other races) on some planets.  Some of these work on all ships, say, but others are only compatible with one or more races' ships.

Maybe you could even have a merchant race that deals in black markets for such one-off artifacts.


Another thing is, the lander engine in SC2/UQM fucking blows (not to mention the fact that it's super-chunky on my P2/64M, but the point isn't to have a game compatible with 5-year old computers).  I think it would be fun to have this as a 3D part of the game -- it's not really that fun to begin with.  Lander missions could be really fun with a very basic 3D engine.  Impossible?  I dunno.  Either way, I really hate the scrolling bitmap and the cheesy organisms (except for the clapping trees) Smiley
Logged
NECRO-99
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 478


Androsynth Combat Tactics Specialist


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #47 on: January 23, 2004, 11:38:06 pm »

That's right, don't you dare disrespect the Whackin' Bush.
(The other W. Bush you can diss all you want Tongue)
Logged

I love being a clone. Everything I do bad gets blamed on the real me!
KarmaComa
Zebranky food
*
Offline Offline

Posts: 4


Personal Text


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #48 on: January 24, 2004, 12:12:25 am »

Man, all this talk of UQM2 is giving me a major hard-on.  I wish someone would just pay me to make this game.  Then I could justify taking 3 years to write my thesis.  Grin

Imagine how cool it would be to play a Starcon game with an awesome FPS lander engine, and having some 80-foot tree smash you with a giant limb!

You know, the game has potential for commercial success, too.  If people made it really really well and stayed true to the spirit of SC2, I think it would do really well.  Too bad that'll never happen.  Sad
Logged
Chrispy
Enlightened
*****
Offline Offline

Gender: Male
Posts: 917


Vlik Dweller


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #49 on: January 24, 2004, 01:19:17 am »

Its still nice to dream.
Logged

JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #50 on: January 27, 2004, 10:56:29 pm »

what i want in it is 2 words:

Random encounters.

like in the fallout series.

meet a arilou ship piloted by elvis.
meet khan in the botiny bay.
find a derelict death star.
find the meaning of life on stone slabs and somehow destroy it.
find the voyager space probe.

can you guys think of any more?
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
FalconMWC
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1059


Avatar Courtesy of Slyrendro


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #51 on: January 27, 2004, 11:02:39 pm »

Finding the makers of  the Ur-quan masters on Groombridge would have been cool. Thinking about it - that would have been a great place to put the cloaking device. Yeah! - What you could do is talk to the Fred Ford and Paul Reiche III and at the end they "assist you on your journeys" with a cloaking device. ok - maybe that needs more
thought  Tongue - but is still a cool idea!   Smiley
Logged
Culture20
Enlightened
*****
Offline Offline

Posts: 917


Thraddash Flower Child


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #52 on: January 27, 2004, 11:40:08 pm »

OT
Arilou:  "There is a *higher* *level*, one to which you can not *ascend*.  In this *level*, the creators of this world live their lives, and their competitors prevent them from creating more through *legal* means.  It seems the enemy owns the *name* of the universe."

Captain: So, can I wrest the *name* of the universe from our evil enemy?

Arilou:  "No, you can not; your money is not solid enough."
/OT
sorry, just popped into my head (I now chastise myself for posting possible plot in the engine thread).  Smiley
« Last Edit: January 27, 2004, 11:42:12 pm by Culture20 » Logged
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #53 on: January 28, 2004, 12:56:06 am »

 Shocked That is just.... Brilliant. Thank you C20, you just made my evening.
Logged

What's up doc?
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3874


We did. You did. Yes we can. No.


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #54 on: January 28, 2004, 03:21:55 am »

That was great.

(nitpick -- I'd just put 'solid' between asterisks, as they do elsewhere, IIRC)
Logged
FalconMWC
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1059


Avatar Courtesy of Slyrendro


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #55 on: January 28, 2004, 03:34:08 am »

That was very good Culture 20 - I think you have a career ahead of you with translating Arlou and Orz lanquages.
Logged
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #56 on: January 28, 2004, 09:04:24 am »

That was good C20. that was good.

for more ideas:

find a group of dancing astriods.
find a used spaceship salesman.
find the legacy of the androsyth.. a female androsyth!
find the black spathi squadren.
find the last of the illwrath and thradish. still duking it out on some planet.

Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #57 on: January 28, 2004, 01:13:25 pm »

So Far for the engine it seems everyone wants to keep the 2d melee engine but add stuff.
You guys also seem to want to keep the interface for navigation, but add stuff.

Changes to the melee engine:
Allow the user to decide on the perspective while using 3d models for the ships. (1st, 3rd or birds eye.)
I would make it so all the ships in the fleet would warp in unless told not to do so.
There would be a mode where the game play is paused so you can give orders to your AI allies. Like attack target, avoid combat, warp out, Support me, heal me, move to location, and ect.
I would have it so your ships still in hyperspace can be order to warp in at a certain location for ambushes and other stuff.
And have it so you can have your friends control your extra ships on another computer.
I would have the battle fields much larger with stars and planets of the system you’re near.
Also have AI that matches the race. Spathi will try to run at first sign of trouble, and the Thradish will fight to the last man.
Also use a captain system.


Changes to the navigation engine:
I would like mouse support added.
Information about a star system will be displayed if it was visited and currently selected.
Keep it in 2d.
Auto pilot will use quasi portals automatically.
After a battle you may be able to salvage parts and hulls. It will cost RU to get hulls in working order.
Add Random encounters.
Allow player to commit acts of piracy for bad karma and easy RU.

Changes to the star base and ship yard engine.
All ships are upgradeable.
Primary ship can accept modules from all other ships.
Option #1 Primary ship can upgrade in hull types
                All ships have a modules system for weapons and specials
Option #2 Primary ship has a static hull type.
                All ships weapons and specials that can increase in power but cannot be swapped.
Each ship must have a captain that you can level up. (luck, intelligence, bravery, endurance)  then have special abilities that are achieved like +10 crew and so on.
Add repairing and equipping salvaged hulls and parts.

General changes:
Multiple endings based on karma and key events.
Built in MP3 player

I believe the best approach to make this engine is to make it from scratch.
« Last Edit: January 28, 2004, 01:15:51 pm by BioSlayer » Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
FalconMWC
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1059


Avatar Courtesy of Slyrendro


View Profile
Re: Ideas for "Ur-quan masters 2" engine
« Reply #58 on: January 28, 2004, 07:10:21 pm »

I would also like it if you could take any upgrade and put it on ANY axuiliary ship. That way if you wanted you could have a earthling ship with upgraded firepower, recharge rate, thrust, turning etc. Is that what you were trying to say in your previous post? BioSlayer?  
Logged
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: Ideas for "Ur-quan masters 2" engine
« Reply #59 on: January 28, 2004, 10:50:26 pm »

I was tryint to say there are 2 options for Aux ships.
1. all the ships can be upgraded like the mothership in sc2 can.
or
2. their only upgrades for Aux would be increasing in speed and power.

why i dont like the first system is that it makes each ship lose its personality.

and why i dont like the second is the upgrade options are too limited.

does this help or do you want me to explain more?
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Pages: 1 2 3 [4] 5 6 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!