How should games battle in space?
Quote:Originally posted by hokan
Add gravity it'll make movement more interesting, planets can be used to sling shot ships, gravity mines could be used to pull enemy missiles of course, hyperspace (assuming that you can fly/fight there) could have gravity currents - implemented as several points of gravity that fluctuate between different min and max pull values in unpredictable ways.
Note: a gravity mine (if strong enough) could even bend a laser in another direction.
ps: depending on how you implement hyperspace or other forms of faster than light travel, you could invent allmost any kind of strange physics.
I agree, that does sound cool. Instead of hyperspace, we decided to use warp gates. But there are plenty of neat things unimplemented that could be done with that. (What happens when you fire weapons into an open warp gate... hehe) At the present moment I don't have any gravity mines or things like that due to one problem: computation speed. Because when you get a dozen ships in play with a bunch of weapons, the engine has to figure how gravity will effect everything. Otherwise, you have to compute the distance between the gravity mine and everything, which is costly as well... at least so I would assume. What is implemented however are magnetic missiles. They basically do 0 damage, but in the script I wrote their mass to be negative, so when they hit something the collision causes it to go the opposite way! Very annoying to get hit with those buggers
|Messages In This Thread|
How should games battle in space? - Jeff Binder - May 10, 2002, 08:35 AM
How should games battle in space? - aarku - May 10, 2002 04:48 PM
How should games battle in space? - Jeff Binder - May 12, 2002, 12:14 PM
How should games battle in space? - Jeff Binder - May 14, 2002, 07:38 PM
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