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Ray K
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Allen, TX
Nov 1999 time: 23:17
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Cool. I think that the Master of Orion series has spawned more fan-made clones than any other franchise.
Not sure why that is, but I bet there wouldn't be so many if MOO3 didn't suck so hard.
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iamafrogok
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ah crap that's the best looking clone yet, although not as advanced as java moo.
I've started a clone recently, and I'm curious as to whether you created your own equations for groth/production or managed to gain the originals.
anyway hopefully I'll have the star system screen up along with planetary generation.
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User137
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Yep, it is moo2 based, but it is not total clone. And javamoo ain't total clone of moo1 either... they still have some similarities. What i really have in mind is more like Moo4, because i would say more than half will be different in this game compared to moo2.
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Brutalisk
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user137: when I try to downlaod the demo I get an unusual security alert. Is your host - freewebs - attempting to place anything on computers that download your files?
Perhaps you can send me the fiels via icq (or someone else could d/l them and send them to me)
I wanted to check out your 2d/3d math graph as well and the GLEngine
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User137
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That's odd.. When freewebs doesn't happen to be down, it usually works fine with me.
But there is a mirror, that is not updated as much:
http://sacred.dk/user137/
and my main page:
http://cs.uku.fi/~valo/
And about the game, i really need help with it. There are even "simple" design issues i need help solving. For example starting a combat dialog. Moo3 style was nice, but that's not what i want, and moo2 style ain't too good either, although, it would be good to be able to see colonies in system.
It would just be nice to plan things through before implementing them, without thinking that there are massive improvements later.
You can find icq-number on my main page. I have also yahoo and msn...
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User137
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LOL would someone tell me should travel in wormhole be able to cross blackhole? Another dimension or something?
Latest version published yesterday (4.2.2005) btw...
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Brutalisk
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quote: "LOL would someone tell me should travel in wormhole be able to cross blackhole? " |
Everything is still theoretical, but the most logical answer based on what we know is "no".
Basically, tehre shouldn't exist a wormhole that connects two points that have a blackhole in between - if you catch my drift. But it is a moot point...
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User137
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Currently only normal startravel is denied through blackhole. I don't consider wormhole travel be related to normal space, or maybe its somekind of quantum teleport. Then what stargate is :P ok.. enough of it.
There is not a single picture in game that has been locked, as not possibly changed. In fact whole interface may change...
There is now potentially me+2 people working on the project.
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Brutalisk
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You found someone to do the images?
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User137
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quote: Originally posted by Croesus
on your needed you said graphic. Do you mean art work, or graphics engine? It looks like you have a graphic engine. IF you don't and want a cheap and dirty way, I reccommend using OpenGL. Make the picture of the ship in 2D, and texture it onto a square. Then have OpenGL rotate your ship squares so you won't have to. There is a 2D asteroids game out there that did this. It should work fine on most computers. |
Guess i have to explain technicals a bit... I'm using a GLEngine (made by myself) which is OpenGL based, capable of loading BMP, JPG and PNG formats and 3D models. Models can be converted through milkshape3D if necessary, but i prefer using images in this game instead.
The engine itself is quite sufficient to render high quality graphics to this game, but i need someone to draw or get images to it. Current test game version has combat screen with dozens of ships turning smoothly towards mouse in realtime (around 200FPS at my machine, 1024x768 resolution).
For sounds i guess i'll be using OpenAL, but i haven't trained it yet. Sounds come after graphics and gameplay.
At the moment i'm doing alone again.. weeks passed and i haven't heard of 2 people who said to help with game.
Edit: Oh, and its coded with Delphi 7.
Last edited by User137 on 27-03-2005 at 04:08
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P-K
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I admire your effort but its very hard to find a moo maniac and programist in same person. This is why all new moo clones are made in low progress.
PK
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Brutalisk
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quote: "All i really need is an artist" |
Artists are hard to come by. I, myself, am a programmer, as you know already. But you seem to have the desire to go at it alone in terms of coding.
You said further above you needed help with the design, perhaps I can help you with that when the time comes. (and I'm always willing to help you with testing, as we did on a couple of occasions, so just keep giving me a shout on ICQ)
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by Brutalisk
Artists are hard to come by. I, myself, am a programmer, as you know already. But you seem to have the desire to go at it alone in terms of coding. |
Actually, for a fan-based game, I think that a solo project is the best way to go. When there's no commercial incentive, it takes persistence and a strong vision of the game to keep someone motivated enough to work it all of the way through. There are no conflicting goals or clashes of egos on a one-man team. At least you would hope so.
Although the functionality of our game is openly debated and discussed among many contributors and testers, I make all final decisions about what goes in the game and what doesn't.
It's a very difficult tightrope to walk. Sometimes you have to tell a contributor that you're not going to use his idea or that his contribution isn't "good enough". And sometimes you have to recognize valid criticism of your own pet idea and be willing to change it or discard it completely. I can handle the latter, but I always dread the former.
But it's not usually a big problem because everyone is doing it for free and for the love of the work, and so most people are just happy to contribute.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by Brutalisk
- but I would try not to insist on them. The person who started this, is the one with the final word, it's his baby.
Ray: you are the one doing the JAVAmoo, right? |
Yes, although "Java MOO" was kind of the original project title. The game has a more 'official' name now: "Rise from Ruin"
The thing about contributors is that they can derail your progress, but in a good way. For example, when a few people started sending me a lot of cool graphics to incorporate into the game, I mothballed the other stuff I was working on to focus on that. And when several people volunteered to translate, I spent a lot of time on enabling that. When testers report bugs, I try to make fixing them a priority.
The point is that you have to go out of your way to accommodate people who are willing to help out if you want to benefit from their enthusiasm and skill. If you try to run the whole show, it will end up being a one-man operation with a much inferior result.
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User137
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I need your opinions now for one thing... It has now become possible to make turn based combat look spectacular show! When combat turn starts, players would only set ships their actions, and firings and actions would commence simultaneously by all ships by both players. Player would assign only targets for each ship, target position to move, and weapons allowed to use in that turn. I think (and hope) graphics engine could handle few hundred ships and show it smoothly.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by User137
I need your opinions now for one thing... It has now become possible to make turn based combat look spectacular show! When combat turn starts, players would only set ships their actions, and firings and actions would commence simultaneously by all ships by both players. Player would assign only targets for each ship, target position to move, and weapons allowed to use in that turn. I think (and hope) graphics engine could handle few hundred ships and show it smoothly. |
This is a tough one. The graphics engine is not the problem, but rather balancing between micromanagement or using auto-combat.
For example, if you are handling ships individually, then it would be a nightmare for the player to set actions for hundreds of ships EACH COMBAT TURN.
And if you reduce the burden away by simplifying the combat actions (e.g. simply assigning targets), then you have to increase the AI to move the ships effectively to their target and to fire their weapons properly. This will not be easy and the player will get frustrated if he sees his ships making poor decisions. Then you are approaching the problems of MOO3.
I hate to keep going back to MOO1, but they avoided these problems completely by restricting the player to 6 ship stacks.
Sometimes simpler is better, even if it is not more realistic.
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