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Topic: scII redux? (Read 5533 times)
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Arne
Enlightened
    
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Posts: 520

Yak!
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^ Seems like a nice idea. The thread needs to be titled 'post your kneejerk ideas', 'quick ideas deposit' or something clear. Such a thread might be useful or fun even if none of the ideas are realized.
Here's 'my' suggestions to start with:
+ Online play
+ Multiple ships in melee
+ SC1 tactics (SC1+2 hybrid) or RTS elements
+ Handheld version (DS,PSP,GPX2)
+ 3D version, possibly using existing engine (TC/Mod)
+ Graphics overhaul
+ Plugin-able new species
+ Bigger or random starmap
+ More artifacts to find with energy scan
+ Finite amount of enemy ships (with consequences when depleted)
+ More powerful _insert ship_
+ SC 2.5 (Some gameplay tweaks, new story, new species)
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« Last Edit: September 30, 2005, 02:36:43 pm by Arne »
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Captain_Smith
Guest
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The problems start when two different forks start developing an aspect of the game in different directions. For example, if you start adding plot items to UQM right now, you'll have to rewrite them when UQM is restructured for easier modding, remove the additional stuff or leave the modding support out of your version (which will probably make it even harder to keep the two versions in sync featurewise). The more two forks diverge, the harder it is to apply patches from one to the other (especially large patches). My exact problem if I were to do my idea now.
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Art
Frungy champion
 
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Posts: 80
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I don't see why "Hey, this would be a cool game to make!" is inherently more of a useless post than "Hey, what's your favorite alien from SC2?" Both only exist because people want to talk about them, not because either one is going to generate useful code for any project. It's not like this is a coders-only forum.
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