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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: How hard would it be...  (Read 3058 times)
BeerTent
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How hard would it be...
« on: June 12, 2006, 10:33:25 pm »

To make a mod of UQM. There's one thing I really hated about this game, and that was the landing and collection of minerals, Your on a planet most of the time anyway, why not make it fun, like StarFlight. In this case, your ship actually landed on the planet, you took out your ATV, scanned for minerals and dug them up. There were more complex life (ones that even shoot at you and fly) and more minerals to find.

So, how hard would be to change the landing system to something more random, and like the system in Starflight?
Unfortunatly, as of right now, I only know basic VB code, And I know its gotta be a diffrent code. Any suggestions?

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RTyp06
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Re: How hard would it be...
« Reply #1 on: June 13, 2006, 12:00:40 am »

Since the mele portion of SC2 is based on a classic old skool game, space war, I always thought it would have been cool for the SC2 planet landings be similar to Lunar Lander or Gravitar. For those not familiar ,they're games with a side view of your ship descending to the surface.  Usually with limited fuel and surface obsticles such as mountianous terrain (gravitar had hostile enemies).

Each planet and moon in SC2 has a unique gravity, surface terrain, and atmospheric conditions. These would work well for a lunar lander type sub-game.. Throw in the occasional lightning strikes, wind factors (making directional movement more challenging), meteor showers and maybe even a few hostile alien flak cannons and it might be somthing very entertaining. Once on the surface then go to the overhead collection view. Although I'd be happy exploring planets and collecting minerals entirely with a side view...





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Vee-R
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Re: How hard would it be...
« Reply #2 on: June 13, 2006, 12:38:54 am »

I always thought it would have been cool for the SC2 planet landings be similar to Lunar Lander or Gravitar.

Hell, why not Moon Patrol? or Defender/Strike Force? Wink
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"Space is not large and it is not small. It does not live and it does not die. It does not offer truth and neither does it lie.
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Culture20
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Re: How hard would it be...
« Reply #3 on: June 13, 2006, 01:04:21 am »

Why not clone a resource gathering game that had a cult-following for years, along with a Saturday morning cartoon, an LP record for music unrelated to the cartoon, stickers, lunch boxes, and at least two spin off stand-up arcade games?  Just don't touch Blinky, Pinky, Inky, or Yompin-Yimminy

Wakka wakka wakka...   Cheesy
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Halleck
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Re: How hard would it be...
« Reply #4 on: June 14, 2006, 01:11:00 am »

Gravitar! That's got to be my favorite vector-based arcade game of all time.

Gravitar+Star Control=total awesomeness.  Grin
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Zeep-Eeep
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Re: How hard would it be...
« Reply #5 on: June 14, 2006, 04:01:02 am »

There was a game back in the mid-ninties called Star Gunner. Side
scrolling game wth a space shuttle collecting resources. A
toned down version would probably fit into the UQM universe.
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BeerTent
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Re: How hard would it be...
« Reply #6 on: June 16, 2006, 11:03:10 pm »

I really dont wanna be mean... But this one didnt really quite help...

At all...
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Crazy_Pirate_unInc
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Re: How hard would it be...
« Reply #7 on: June 23, 2006, 10:10:30 am »

Short answer: Not Easy.

Long answer...  I like meep-eep's response to another thread: "Given enough skill and time, anything is possible."  However, UQM's core code is written to be efficient, not to be easy to change.  Either learn C pretty darn well or find someone who already has, and be prepared to spend a lot of time grovelling through the source code.  You're talking about more or less completely re-writing a pretty major subsystem, after all, and it's not one we've even looked at yet.

Good luck, either way.
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