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Author Topic: Space Station 13 Remake  (Read 55442 times)

Kadath

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Re: Space Station 13 Remake
« Reply #30 on: July 02, 2012, 06:33:55 pm »

Pretty positive response i got here, heh. Thanks!

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The part that will be tricky in my mind is the fact that the entire ship is technically fully destructible.
All objects that the station is build with have their own health, so wrecking it should work just fine if you've got the firepower...!

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Well, for a Clown to actually do its job, it would need set of unique animations
I can link pretty much anything to jobs, so that stuff is totally possible. Specifics are added much later in development though.


As for donations, you should probably keep your money until I've got it to a playable state - in general, promises are worth little on the internet; I wouldn't want to make anybody disappointed if I'm working too slowly. (not that I've been very slow with development, but you never know what might happen.)
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monk12

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Re: Space Station 13 Remake
« Reply #31 on: July 02, 2012, 08:08:01 pm »

This is relevant to my interests.

alfie275

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Re: Space Station 13 Remake
« Reply #32 on: July 03, 2012, 04:47:45 pm »

Start a kickstarter! I'm sure you'll be able to get a couple hundred thousand :D
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Kadath

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Re: Space Station 13 Remake
« Reply #33 on: July 03, 2012, 06:34:45 pm »

Well, i have gas pressure simulation working now, yay.

A 3x3x3 tile room contains ~90 gas nodes that each have it's own gas pressure data. Periodically, they equalize their pressure with any neighbors; and then see if there's unoccupied space nearby in which to spawn new, empty nodes. I use ray collisions, so that they can't spread through walls.

The entire thing is actually somewhat fast, and i could simulate ~100 rooms without issues. Bigger than that, and i would have to increase the size of a node, leading to lower precision (small holes in the hull might not leak gas.) Also, i could not update every node every frame, though that would lead to a slower spread rate.


Anyway, i'll probably make a website now; somewhere where i can dump updates and such.
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Armok

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Re: Space Station 13 Remake
« Reply #34 on: July 03, 2012, 06:42:36 pm »

Don't forget to keep track of the flow direction/gradient for windy sounds and pushing light objects. Also, it might be interesting to use the same system for explosion shockwaves.
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Kadath

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Re: Space Station 13 Remake
« Reply #35 on: July 04, 2012, 11:21:24 am »

Don't forget to keep track of the flow direction/gradient for windy sounds and pushing light objects. Also, it might be interesting to use the same system for explosion shockwaves.

This is a lot harder than it seems, since gas flow is pretty random. It's like when you play DF, and you have a water height of '6' among lots of '7's - it will bounce around randomly in the pool. Similary, if gas is released in a room, the high pressure will bounce around until it's spread out evenly. You would have wind gradients all over the place! I can probably play windy sounds though, since it's not directional.

Calling it 'Space Station Delta', sounds OK?
Anyway, i set up a website here: sites.google.com/site/spacestationdelta
The build there is slightly newer, but nothing players will notice (since you can't actually interact with gas yet).
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eerr

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Re: Space Station 13 Remake
« Reply #36 on: July 04, 2012, 11:25:04 am »

but who will maintain the flexible, group-updated gamecode that forms the lifeblood of SS13?

Are you making a variant of byond?
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freeformschooler

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Re: Space Station 13 Remake
« Reply #37 on: July 04, 2012, 12:13:00 pm »

If you can walk around the side of the planet and find yourself back where you started, does that mean you could recreate Super Mario Galaxy?
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Armok

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Re: Space Station 13 Remake
« Reply #38 on: July 04, 2012, 09:45:10 pm »

if you've done it the way I think you've done it, you'll discover those gradients are shock-waves automatically working realistically. It's a FEATURE that it takes some time for the turbulence to settle down after an explosion or leak.
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alfie275

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Re: Space Station 13 Remake
« Reply #39 on: July 05, 2012, 02:41:45 am »

*flashbacks to when BS12 added realistic atmos* So much slamming...
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Kadath

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Re: Space Station 13 Remake
« Reply #40 on: July 05, 2012, 07:41:23 am »

but who will maintain the flexible, group-updated gamecode that forms the lifeblood of SS13?
Are you making a variant of byond?

I was under the impression that the SS13 code was a horrible, intangible mess...? Anyway, you'd need the source to modify the game i'm making; so it's not like byond at all in that regard.

If you can walk around the side of the planet and find yourself back where you started, does that mean you could recreate Super Mario Galaxy?
Kinda like that, but when i create very tiny planets the gravity calculation bugs out.

if you've done it the way I think you've done it, you'll discover those gradients are shock-waves automatically working realistically. It's a FEATURE that it takes some time for the turbulence to settle down after an explosion or leak.
It's not a shockwave though, it's more of a "gas hole" bouncing around for a short while. It would be horrible, believe me.

I added openable doors now, too. And a little oxygen GUI icon to the right which indicates whether you are suffocating or not. I'll upload a build later today.
Fun fact: if exposed to space, you quickly die because the low pressure forms gas bubbles in your blood, and not because of a lack of oxygen/heat. I'll probably add this when i get to player health.
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Scelly9

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Re: Space Station 13 Remake
« Reply #41 on: July 05, 2012, 06:18:33 pm »

You may want to add something that allows people to make items easily. It would add a lot to the atmosphere of the game is specific servers had their own build, like it is now with the 2D game.
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10ebbor10

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Re: Space Station 13 Remake
« Reply #42 on: July 06, 2012, 04:34:08 am »

I added openable doors now, too. And a little oxygen GUI icon to the right which indicates whether you are suffocating or not. I'll upload a build later today.
Fun fact: if exposed to space, you quickly die because the low pressure forms gas bubbles in your blood, and not because of a lack of oxygen/heat. I'll probably add this when i get to player health.

Well actually it depends. The point is that the concentrations of gasses in your blood will try to even out will the concentration of gasses in the atmosphere around them. (For the game, the most important ones will be o2, Nitrogen and CO(2). More gas gets absorbed if the ambient pressure is higher, and fewer if it is lower. As long as the blood concentration is lower than the athmosphere concentration, everything is al right. In the reverse direction, you get the gas bubbles.

Examples:
A
You go from Normal airpressures to an area with equal pressure, but with the Nitrogen replaced by another gas. Nitrogen in your blood bubbels up, and you die.)

B
You move from an area with normal air to an area with equal aircomposition, but 1 tenth the pressure. This causes you to suffocate, but as long as the change is not near immediate, you won't get the gas bubbles

C
You go from an area with normal air pressure and the following distribution of gasses(20%Oxygen 20%Nitrogen, 60% Other no blood absorbed gas) to an area with 1/3 the pressure and the following gas composition (60% Oxygen, 20% Nitrogen, 20% other). Now you will neither die nor suffocate, as the amount of avaible oxygen remains equal. If you were to go back too fast though, you would die, as the oxygen would bubble up.

Due to the large concentration of Nitrogen(80%), it tends to be the major cause of depressurisation, but this is not always the case. Besides, in a spacestation, it might not be unwise to replace Nitrogen with another gas, preferably one that is not absorbed by your blood

To be fair, this might just be a tad to complicated.
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The Scout

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Re: Space Station 13 Remake
« Reply #43 on: July 06, 2012, 05:09:37 am »

...Argon?
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10ebbor10

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Re: Space Station 13 Remake
« Reply #44 on: July 06, 2012, 05:18:35 am »

...Argon?
Argon's atmospherical concentration is kinda neglible.
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