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Topic: UQM Recreation (Read 84431 times)
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DwD
Zebranky food
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I love the melee!
You should choose a format to import your ships from. I'm sure there are LOTS of folks out there just itching to put some new models into it.
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« Last Edit: February 06, 2006, 06:16:24 am by DwD »
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DwD
Zebranky food
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I stand corrected then. I used The free Enterprise edition of VS 2005 to compile your code with .NET framework 2.0 and it works just fine. Perhaps it would compile on my VS 2003, if i made new .sln and .vcproj files.
There is a 3D language for models, based on XML and VRML, that might work for ships. It's called X3D. You can find specs and several open source viewer/editors on web3d.org. With C#'s inherent ability to read XML, this may be a quick easy way to import new ship models.
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« Last Edit: February 06, 2006, 01:26:30 pm by DwD »
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JonoPorter
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Don't mess with the US.
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I’ve been pretty quite about what I have been doing for the pass 2 days and the simple reason is that I had test and a project due today. I’ve been thinking about the “big picture” and I think I should start getting the communications part of the game started as well as the hyperspace and solar system parts.
As for communication my current plan is to use the content strait from UQM. But if someone has a better idea id like to hear it.
I’m thinking for the solar system instead of having it in 3D with the camera positioned like it is in Starfleet Command 3, with it behind the ship and 45 degrees above the XY plane. So you can see far in front of you. What do you think?
Basically I’m asking YOU for input.
I’m asking at this very early stage because right now I’m going though the design in my mind and trying to figure out how to do it.
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guesst
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Ancient Shofixti Warrior
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Do you read the PoNaF boards? If you were looking for some threads to give you an idea of where to focus your development, check this one out:
http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=868.0
People have been writing their own melee scenarios. If you wanted you could make a custom scenario editor that would make these possible.
Also, that old board has some pretty nifty ideas in the Suggestion for the next Star Control boards. I personally liked this one:
http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=954.30
It's from another similar (abiet less promissing) project that someone else has developed. I myself have a rather lengthy post in that very thread referencing some of my old ideas.
If you have the time and desire to read them, they could provide you with alot of great ideas. Mind you, I don't advocate blowing development of a project into such an out of hand big thing that in the end all you get is endless development, but there are some cool ideas that I personally would love to see implimented one day, but am too unmotivated/unskilled/lazy to do myself.
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JonoPorter
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If I may ask, what about menus and customizebility to the game? for instance, even UQM haven't got these features finished. Would you handle this at an early stage?
I’m sorry I missed your original post! Now I shall fix this oversight!
I’m planning to use windows forms heavily. Mono claims to working on it and planning to have the forms finished in a few months. Windows forms will allow me to do a lot of spiffy GUI stuff with minimal effort and I can easily change how it looks and feels to mach that of UQMs.
"Anything else I’ve forgotten? Any features you would like me to ponder on?"
Well, since this is a remake of SC2 (unless I've misread what you've said) then I guess its a question of what could have been added in that game. So I think there was three areas to consider:
1) Make it so that in combat, there can be more than two ships fighting at one time. Fleet battles would be more interesting, and if you had a lot of smaller vessels fighting one or a few UQ, it would not be able to pick them off one at a time-- they'd have a significant advantage fighting en masse.
2) Advanced planets. Much larger worlds with infinite life and mineral wealth, and maybe be able to land on homeworlds and such (as seen in Star Control 2's predecessor, Starflight 2.
3) No ending. After you destroy the Sa-Matra, you get a new ship and can play on forever. There will no longer be many or any quests to do at this point, but you can continue to explore, fight, build up your fleet/ship, etc.
I’m sorry I missed your original post! Now I shall fix this oversight!
1)I’m defiantly writing it to be scalable. In theory I could add a 3rd player with a joystick right now. Though I would have to write a bit of code to handle the joystick. It would most likely kill the zooming though. Nor is there a way to change your current target or know which ship you are targeting.
2)I’ve not actually thought much about the planet side of the game. Only to think that I will need to add a world friction to the physics engine in order to do it.
3) That would be very hard. Since all the current dialog is geared towards the ur-quan and kohr-ah threat and the fact that you would have no precursor service vessel, changes the game dynamic drastically.
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« Last Edit: February 09, 2006, 09:00:43 am by BioSlayer »
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Deus Siddis
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"I’m thinking for the solar system instead of having it in 3D with the camera positioned like it is in Starfleet Command 3, with it behind the ship and 45 degrees above the XY plane. So you can see far in front of you. What do you think? Basically I’m asking YOU for input."
SFC3 allows you to switch between overhead and chase view. Perhaps you could do the same, at some point, since you've already worked things out for the overhead view. (This would be cool in Aftermath too, come to think of it.)
"I’m sorry I missed your original post! Now I shall fix this oversight!"
No problem, I had forgotten I even posted it.
"1)I’m defiantly writing it to be scalable. In theory I could add a 3rd player with a joystick right now. Though I would have to write a bit of code to handle the joystick. It would most likely kill the zooming though. Nor is there a way to change your current target or know which ship you are targeting."
If and when you wanted to implement something like this, you could just have it so the player controls zoom manually or the view can stay centered between you and your target, sort of like in aftermath (or SFC3.)
"3) That would be very hard. Since all the current dialog is geared towards the ur-quan and kohr-ah threat and the fact that you would have no precursor service vessel, changes the game dynamic drastically."
This would require so major additional plotwriting. But it would be funny if, instead of making a sequel, you simply modify the original so that it just goes right into the sequel timeline without skipping a beat, like a jumbo expansion pack.
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evktalo
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Nice shots again!
Unfortunately, I found I couldn't test remasters since my hardware will soon turn five, and that's a bit old.
--Eino
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DwD
Zebranky food
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While I do understand your desire to move the project forward, I believe, that it would be in your best interest to choose a modeling format for your ships at this stage. What ever format you choose will require some coding to import them.
I don't claim to be a c# guru or anything, but it's my experience, that something like importing models could effect the later code of a project.
my 2 cents.
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