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| | |-+  scII redux?
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Author Topic: scII redux?  (Read 4472 times)
Arne
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Re: scII redux?
« Reply #15 on: September 30, 2005, 02:23:07 pm »

^ 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)
« Last Edit: September 30, 2005, 02:36:43 pm by Arne » Logged
Zeep-Eeep
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Re: scII redux?
« Reply #16 on: September 30, 2005, 05:42:16 pm »

Perhaps this is a little off-topic, but it seems to me
that it should be pretty easy to keep a fork of UQM
up to date with changes as they come out in UQM.
Source-wise, I think either patches or cvs could be
used to keep compatiblity with forks and the
original.....as long as those changes aren't directly
conflicting.
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Novus
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Re: scII redux?
« Reply #17 on: September 30, 2005, 08:54:02 pm »

Perhaps this is a little off-topic, but it seems to me
that it should be pretty easy to keep a fork of UQM
up to date with changes as they come out in UQM.
For a small set of changes (especially ones that fix bugs or add features), it is not too hard to maintain a parallel version of UQM and update it with patches made to the main UQM tree. For example, I keep a copy that has the starmap search patch, ship spin video support and some minor bug fixes. For minor changes like this, CVS works fine with no additional trickery; it just makes the changes to my copy whenever I update.

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).
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Re: scII redux?
« Reply #18 on: October 01, 2005, 06:51:55 pm »

Quote
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
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Re: scII redux?
« Reply #19 on: October 03, 2005, 04:12:08 am »

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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