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Author Topic: Planet Generator 110902 Crashing into the Sun Edition  (Read 11231 times)

DrPoo

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Re: Planet Generator 110831 I hate spambots edition
« Reply #45 on: August 31, 2011, 12:10:35 am »

Are you actually thinking about actual gravity or are you going for another game where "the space is an ocean"?
Also imma try your new release, couldnt you add mouse locking in next release? its gets annoying to drag after a while, especially when doing maneuvers..
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Virex

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Re: Planet Generator 110831 I hate spambots edition
« Reply #46 on: August 31, 2011, 03:51:20 am »

Holy mother of god, the mountain height on those planets is absurd!
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Max White

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Re: Planet Generator 110831 I hate spambots edition
« Reply #47 on: August 31, 2011, 03:53:52 am »

Force of a graviton is significantly weaker in this universe... Also, the colour of the ground is proportional to it's height.

Reelyanoob

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Re: Planet Generator 110831 I hate spambots edition
« Reply #48 on: August 31, 2011, 11:04:00 am »

Yeah lots of physical constant stuff is exaggerated here to make "playability" otherwise you'd be literally flying for weeks to get anywhere, so scales of space etc are seriously compressed.

All the planets right now should actually be considered to be very small planets, the way it works right now is a set variation in height regardless of planet size, so larger planets are rounder, while small planets / moons have (relatively) higher peaks.

As the engine is modded so that you can zoom in to greater detail, I'll make this less-pronounced.

Right now, I'm coding a DF-style raw system, so that lots of values will be loaded from a script rather than coded-in to the program. This will allow tweaking the settings by yourself. I expect people to be able to get some pretty awesome screenshots once it can be tweaked like that. :)
« Last Edit: August 31, 2011, 11:07:34 am by Reelyanoob »
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DrPoo

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Re: Planet Generator 110831 I hate spambots edition
« Reply #49 on: August 31, 2011, 02:10:51 pm »

Yeah lots of physical constant stuff is exaggerated here to make "playability" otherwise you'd be literally flying for weeks to get anywhere, so scales of space etc are seriously compressed.

All the planets right now should actually be considered to be very small planets, the way it works right now is a set variation in height regardless of planet size, so larger planets are rounder, while small planets / moons have (relatively) higher peaks.

As the engine is modded so that you can zoom in to greater detail, I'll make this less-pronounced.

Right now, I'm coding a DF-style raw system, so that lots of values will be loaded from a script rather than coded-in to the program. This will allow tweaking the settings by yourself. I expect people to be able to get some pretty awesome screenshots once it can be tweaked like that. :)

Instead of making a DFlike raw system, couldnt you fix the azur coloured flickering when i turn around? It wasent in the earlier releases..
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Reelyanoob

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Re: Planet Generator 110831 I hate spambots edition
« Reply #50 on: August 31, 2011, 02:40:35 pm »

Hmmm? That could be the tracking enemies being really close (they're drawn as a simple cube, so could flicker across the screen for a second), normally I'm not getting that flickering.

Though the "raws" in this case will control things like how many of those enemies there are, so it will allow you to do a fair bit of tweaking / bug detecting yourself. I'm about 50% of the way through building the system. The "enemies" are acting a bit buggy right now . So I'll definitely have an option to turn them off.

It's coffee break time :)
« Last Edit: August 31, 2011, 02:42:33 pm by Reelyanoob »
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DrPoo

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Re: Planet Generator 110831 I hate spambots edition
« Reply #51 on: August 31, 2011, 03:24:48 pm »

Hmmm? That could be the tracking enemies being really close (they're drawn as a simple cube, so could flicker across the screen for a second), normally I'm not getting that flickering.

Though the "raws" in this case will control things like how many of those enemies there are, so it will allow you to do a fair bit of tweaking / bug detecting yourself. I'm about 50% of the way through building the system. The "enemies" are acting a bit buggy right now . So I'll definitely have an option to turn them off.

It's coffee break time :)

No matter how much i roll that weel its not going away ):

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Reelyanoob

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Re: Planet Generator 110831 I hate spambots edition
« Reply #52 on: August 31, 2011, 04:11:24 pm »

Now that is weird, all I've added from the previous version to that one is the texture mapping, and the cubes which fly around :( For the life of me I can't see how that's caused the problem you see there (I did see something kind of similar on a much older version, but thought I fixed it).

Well, grab the new version and hope for the best :-

http://www.mediafire.com/?aydnd51bwr7ddcf

There's now a file default.txt you can edit to change a number of options. I've turned the new enemies off by default, hopefully this makes a difference to whatever is causing that problem. Just change the SYSTEM_GEN_NUM_ENEMY option to something else, e.g. 100, to see them crowding around you, you probably need to accelerate backwards quite a bit to see better, they swarm you. These are the prototype for stuff like aliens and also asteroids etc which will be dynamically loaded in each sector you visit.

Unfortunately since I can't replicate the problem there's no way I can tell if it's fixed without you running it.

This, my friends is why lots of developers jump ship to develop on consoles.
« Last Edit: August 31, 2011, 05:02:16 pm by Reelyanoob »
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Reelyanoob

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Re: Planet Generator 110901 Spring Edition - now with ini file for tweaking!
« Reply #53 on: August 31, 2011, 07:30:36 pm »

Adds:-

- full 3D space flight-sim style camera (at last!)
- support for Joysticks (is set up for Logitech controller right now, will be customizable eventually)

v110901a

... and this version now has gamepad customization in the ini file :-

v110901b
« Last Edit: August 31, 2011, 09:58:34 pm by Reelyanoob »
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DrPoo

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Re: Planet Generator 110901 Spring Edition - now with ini file for tweaking!
« Reply #54 on: September 01, 2011, 07:46:25 am »

Adds:-

- full 3D space flight-sim style camera (at last!)
- support for Joysticks (is set up for Logitech controller right now, will be customizable eventually)

v110901a

... and this version now has gamepad customization in the ini file :-

v110901b

works now :) like that i can customise accelleration now, much easier to get rendevouz with planets now.
What do you make this with? I know its some kind of C..
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Max White

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Re: Planet Generator 110901a Logitech edition
« Reply #55 on: September 01, 2011, 07:50:04 am »

It would have to be either c++, or c#. I'm going to guess c++.

Reelyanoob

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Re: Planet Generator 110901a Logitech edition
« Reply #56 on: September 01, 2011, 10:22:02 am »

Yeah c++ gives more the bang 4 the buck than C#, also C# is a proprietary Microsoft product. C# is actually a re-badged "J++" because Microsoft lost a lawsuit over a breach of Sun's Java licensing conditions, and was ordered to stop shipping J++. So C# is really closer to Java in some ways.

http://www.mediafire.com/?43u7vwdeq78f16b

Adds:

You collide with planets and stars, so you can get close-ups without going right through things.

Enemy have new graphics, also they now use the same 3D camera set-up I implemented for the player, so they look, and move, way, way cooler. Default is set at 500 enemies, a good amount to check out their cool new moves.

And ...

Wishlist on stuff to add next (if something cool appears which is quick to code, that might get bumped though)
All these things make take a little while, but I'll list them here so you can get an idea of the general direction, and give feedback/suggestions.

- Able to specify types of enemies in raw files - modding
- enemies spawn dynamically dependent on location - e.g. planet guardians, also wildlife on the planets!
- projectiles, weapons, damage, gravity wells, repairing your ship,
- cargo and credits system, trading from system to system mini-game.
« Last Edit: September 01, 2011, 10:27:36 am by Reelyanoob »
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DrPoo

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Re: Planet Generator 110901a Logitech edition
« Reply #57 on: September 01, 2011, 10:52:32 am »

Yeah c++ gives more the bang 4 the buck than C#, also C# is a proprietary Microsoft product. C# is actually a re-badged "J++" because Microsoft lost a lawsuit over a breach of Sun's Java licensing conditions, and was ordered to stop shipping J++. So C# is really closer to Java in some ways.

http://www.mediafire.com/?43u7vwdeq78f16b

Adds:

You collide with planets and stars, so you can get close-ups without going right through things.

Enemy have new graphics, also they now use the same 3D camera set-up I implemented for the player, so they look, and move, way, way cooler. Default is set at 500 enemies, a good amount to check out their cool new moves.

And ...

Wishlist on stuff to add next (if something cool appears which is quick to code, that might get bumped though)
All these things make take a little while, but I'll list them here so you can get an idea of the general direction, and give feedback/suggestions.

- Able to specify types of enemies in raw files - modding
- enemies spawn dynamically dependent on location - e.g. planet guardians, also wildlife on the planets!
- projectiles, weapons, damage, gravity wells, repairing your ship,
- cargo and credits system, trading from system to system mini-game.

<3

Focus on physics and player/envrioment interaction first, i got a hunch that would make the thing great for an actual game!
Wich compiler do you use then? GCC?

Also i got an idea for a introductory story/gameplay:
You are the last member of your race, a recent supernova knocked your homeplanet out of stability and it is randomly freezing/boiling, and the planetary trajectory calculator shows that your very homeworld will collide with the sun in 23 cycles! Go grab all you can, and craft the rest from resources you gather, follow the blueprints of an ancient barely functioning spacecraft design and escape from the planet! The ship would be a bitch to maintain so it would be required to land on planets to fix it and refuel it, etc etc etc. The ship would have three modes, planetary flight mode where it would orient itself relative to the nearest planet, so you could fly around it without having to turn all the time, a spaceflight mode wich is what we got now, and a construction mode wich puts the ship into a hover mode and reconfigures the weapon to construct base modules instead, being precursor crap you would have to maintain them too, you could craft little precursor robots for that job, with 3 modes, mining, maintainence and defence, theese would need maintainence too, and power!

The way you could "win" the game would be like finding some kind of wormhole somewhere in the vast expanses, they would give off radiation so given that there is not other kind of EMR around it, coming from anything star or electrical, wich includes borg cubes guarding it. Put your ship in shape enough to be able to pass this wormhole without exploding, and return to the point of time and space where a borg swarm decides to blow up a star, save your kind or fail, if you fail to, the game would restart and allow you to try again.
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