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Author
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Topic: Personal project (Read 3788 times)
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Eriol
Zebranky food
Offline
Posts: 5
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Hello everyone, First of all I must say, great job on the remake!
Replaying starcontrol II was so much fun.
I am currently coding an interface to play an ' online multiplayer turn based space civilisation' type of game. And I would like to use the Star Control map for it.
But what I trully lack is a file with the game Star coordonates in it (and possible the star color and size). Can anyone here point me out where I could get these information? My interface can handle 3d maps (x,y,z coordonates) but nothing would prevent me from using only 2d and I would like to make a beta test in a Star Control type universe.
So if anyone cna help me with that, don't be shy.
Thanks
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Eriol
Zebranky food
Offline
Posts: 5
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Yes, exactly what I need thank you.
Is that also such a list for planets? (types, size and which sun it is associate with).
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Eriol
Zebranky food
Offline
Posts: 5
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Excellent, I am trully in your debt.
I will let you see the finished product if it interest you
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Culture20
Enlightened
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Posts: 917
Thraddash Flower Child
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freeciv might be a good code base to start from
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Eriol
Zebranky food
Offline
Posts: 5
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First you must understand my background
I consider myself more of a boardgamer then an actual computer gamer. Having said that I usually don't care much of graphic quality or sound or any of the like.
I bassically use a mysql database and php to generate the web page require for my game. And so you can say that my game is multi-platform
I am currently running a medieval game with a beta version of my code (with aproximatelly 10 players). But I am reaching a point where my initial admin interfaces have proven their lack of flexibility and I still have to change code and alter the database on the fly to support some players request, which consume time and hinder the game progression.
So how does it actually work? Each player have a certain amount a city (with a certain amount of people in it) these people can have many type of jobs, but one of the main one would be the harvesters. They are employed in the fields around the city to harvest resources (wood, stone, iron, etc... based on land type around the city). With these resources they purchases units, city improvement, new city settler or technological improvement.
I usually process two turn per week, between these turn each players have to log in and give their orders for the next turn. All orders are processed simultaneously when a turn is processed and so armies might encounter each other in the middle of their movement, or faster units might overtake slower ones that where aiming for a city defenses... Also each units can have a difference movement cost (and speed) depending on the type of terrain they cross.
I am pretty pleasy with it so for (expect for the combat resolution part) but I have start a new version of the game that would allow to have more then one main map (and so would allow me to create a space game). And I will completelly redo the combat part.
Here are some snapshot of the game so far ( the main map is based on the Ultima 4 map). (note that on the real page, the units details pop-up when you put your cursor on them, that is if you are allowed to see then of course since you can only see yours and allies troops)
Main map : http://forumgaming.com/test/ShowBitmap.php.jpg Detail map : http://forumgaming.com/test/ShowDetail.php.jpg City Display : http://forumgaming.com/test/City.jpg Purchase exemple : http://forumgaming.com/test/Purchase.jpg
As I say nothing ground breaking on the visual aspect but it certainly do the job for my players
Maybe all this stuff should be moved in the misc forum, but the first space game I would do would definitivelly have a star control feeling to it.
(oh yeah and English is my secondary language, so please be indulgent
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