How should games battle in space?
Quote:Originally posted by Jeff Binder
That sounds cool. How are you planning to structure the game? Will it be a series of missions, more like an adventure, or just a free-for-all type thing?
The short answer: adventure.
The long answer: There is a detailed scripting system underlying the game. There are many commands that can do anything from load graphics, play sounds, to position ships & restructure factions all from within a command prompt. (Which will be hidden from the end-user... unless they register for full priveledges) Now to go along with this command system is a system of triggers that can be set in the script. So when for instance a certain ship gets destroyed, it calls a script macro to end the mission as a failure. Or for another example, if one of your wing men gets killed, you could have a text box pop up and say: "No!!! I shall revenge Jack's death!" and then have that ship grow extremely aggressive and change ai styles. (possibly from passive defender to berserker)
So when you're at the title screen and create a new game, you select what scenario you want to play, and then what mission within that scenario that is available to you. Since it is really easy to make missions, we plan on making a bunch of scenarios after we release the game with the main one. For instance, we had this idea of a cosmic pizza-boy where you had to deliver pizzas across the galaxy and fight off rival pizza joints... but that's just something that would be possible.
So what's this all sound like?
|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 04:35 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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