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Author Topic: Productive tangents...  (Read 78699 times)
pspeed
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« Reply #45 on: April 11, 2015, 02:31:03 AM »

And I uploaded a test if you want to play with it....
http://www.simsilica.com/Downloads/EtherealSpace-test-20150411-Windows.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150411-Linux.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150411-MacOSX.zip

NOTE: You will want to run with vsync on for sure because the physics is currently run unthrottled... so the faster the frame rate, the faster it runs.

Also, if you run at something other than 1280x720 windowed mode then bad things might happen.  It's just a little test app, after all.

WASD controls the ship.  
F5 - gets rid of the debug HUD
F6 - opens the profiling HUD
Prt Scr/Sys Req - takes an ugly screen shot (r,g,b is inverted)

Basically you just fly around and bump into asteroids.  No big deal yet.
« Last Edit: April 13, 2015, 01:28:14 AM by pspeed » Logged
Michael
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« Reply #46 on: April 11, 2015, 09:00:04 AM »

I had fun just bumping into the asteroids and increasing their velocity and watching them bounce rapidly around the screen. Smiley
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Rayblon
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« Reply #47 on: April 11, 2015, 03:53:49 PM »

I had fun just bumping into the asteroids and increasing their velocity and watching them bounce rapidly around the screen. Smiley

When did you change your avatar? Shocked


On topic, I think the asteroids look odd, to say the least. They're too cartoony. xD
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« Reply #48 on: April 11, 2015, 05:24:45 PM »

I had fun just bumping into the asteroids and increasing their velocity and watching them bounce rapidly around the screen. Smiley

When did you change your avatar? Shocked


On topic, I think the asteroids look odd, to say the least. They're too cartoony. xD

They are the _Free_ 2D space shooter assets... it's all part of a bundle and all goes together.

Creating my own assets could easily take 80% of the total project time or more.  The game is too big of a project if I have to create my own... and these all go nicely together.  Plus, I actually kind of like the cartoon look.... thought it's going to make rendering a small planet and/or Sun a little trickier.  Smiley
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pspeed
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« Reply #49 on: April 12, 2015, 06:59:05 AM »

Now with example space barriers:

http://www.simsilica.com/Downloads/EtherealSpace-test-20150412-Windows.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150412-Linux.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150412-MacOSX.zip

And note: the number of asteroids is kind of crazier now that they are confined a little more.  Very chaotic.

Also note: I fixed the sync problems so you can run with or without vsync and it doesn't matter anymore.
« Last Edit: April 13, 2015, 01:28:06 AM by pspeed » Logged
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« Reply #50 on: April 13, 2015, 01:24:04 AM »

Properly large-ish arena plus some mid-arena obstacles... arena is bigger than the screen and stars now parallax properly, etc..

"Camera" has a fuzzy spring that follows the ship to also add to the motion.

http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-Windows.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-Linux.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-MacOSX.zip

I will need to tweak the flight controls now to auto-brake some against turns but these mechanics are mostly done now I guess.
« Last Edit: April 13, 2015, 01:28:00 AM by pspeed » Logged
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« Reply #51 on: April 13, 2015, 07:34:29 AM »

Made another video with the app version linked above:
https://youtu.be/csZ1mHKpjR4
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Rayblon
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« Reply #52 on: April 13, 2015, 09:14:23 AM »

Sweet. We're that much close to making that open world sci-fi mmo. Tongue



I'm a sucker for a good story, so I was thinking about this for a while.

There are really only two 'gameshow' routes I can see happening. This isn't of immediate concern, but if people ask... It's nice to have. Smiley

1. It's all a virtual reality. This gives you creative license for said reality, and allows for fantastic displays without me being able to complain about how something makes no sense. The gameshow operates on the cheap, but the massive amount of neuronet ad revenue allowed them to gradually improve upon the technology until it was virtually(heheh) indistinguishable from its' real-life predecessor. Not my favorite route, but I digress.

2. It's a gameshow adapted from state of the art holo-tech that was once used for dramatizations in military documentaries(I've already mapped out lots of the tech in my head -- I have ideas for the tech, and if you want to hear it, just ask). If #1 is canon, then this is what the gameshow was probably originally.


Now, why does the gameshow exist? I see a few possibilities(which may meld together well, too) depending on the above paths. I'm kind of implying a false dilemma here, with all these finite possibilities, aren't I? Tongue

1. Either one could be marketing a virtual reality version of the gameshow(Which could be the singleplayer experience when you're training between rounds on a server). During the infancy of the physical gameshow, the company hosting the game may have already begun development of a digital counterpart when consumer interest began to peak. Needless to say, their profits skyrocket when interested viewers get the chance to duke it out just like the professionals playing on the show. This gives the company the liberty to make anyone they want rich without consequence.

2. The virtual reality storyline easily supports the idea of a crowdsourced entertainment monopoly. In a world where conventional television has fallen and the entertainment industry is practically run by the consumer, this gameshow invites the best of the consumer population to participate in live matches from anywhere in the Sol system. The company streams these live matches to anyone plugged in and tuned to their proprietary channels on the neuronet.

3. Either storyline could support a contract between the game host and a warmongering country scoping out people that would make for effective combat units in a real war. (Or perhaps the game host IS a government. Tongue)


Oh and you're grinding out features for this game like a boss. xD
« Last Edit: April 13, 2015, 11:38:23 AM by Rayblon » Logged

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« Reply #53 on: April 13, 2015, 01:51:18 PM »

Heheh... that's a lot of thought put into a game that didn't even need a back story. Smiley  Always good to have something in mind, I guess.

I suppose it's all got to be centered around the explanation for why your ship can just respawn and continue play... which the "Game" ideas both cover.  A grittier option that doesn't fit the current cartoony graphics would be that we are all warlords sending our minions in one by one.  Each time our ship gets destroyed, we reclaim the stuff from our ship that we can and send in a new soldier to try again.  This sounds more like a grittier dystopian "earth was destroyed" kind of story... that again doesn't fit the graphics but would make for a better background if I ever go 3D and more realism in a space sim.

The game show angle is an interesting one.  I'd originally thought of it more like deadly paint ball but that doesn't cover the gambling aspect which would certainly have some kind of organized gaming commission.  And I suppose even then it could have a more brutal back story tongue-in-cheek style... like the old Smash TV video game (lots of arcade fun there).

Either way, one could easily imagine some kind of cheesy plastic-faced game show announcer.
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Rayblon
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« Reply #54 on: April 13, 2015, 03:22:36 PM »

Heheh... that's a lot of thought put into a game that didn't even need a back story. Smiley  Always good to have something in mind, I guess.

Some people get hooked when there's a roleplay element, however small it may be. Smiley

*cough* me *cough*

I suppose it's all got to be centered around the explanation for why your ship can just respawn and continue play... which the "Game" ideas both cover.  A grittier option that doesn't fit the current cartoony graphics would be that we are all warlords sending our minions in one by one.  Each time our ship gets destroyed, we reclaim the stuff from our ship that we can and send in a new soldier to try again.  This sounds more like a grittier dystopian "earth was destroyed" kind of story... that again doesn't fit the graphics but would make for a better background if I ever go 3D and more realism in a space sim.

My major gripe with the whole war thing is... people don't normally wage wars in arenas. I think the games suited for that kind of dark backstory have a more open environment, like EVE online or something. I mean, I'd just nuke the arena and be done with it if I were one of those warlords. xD

Really, you could make any design style work so long as it ties into the story. If you go 3D and still want the fun, gameshow feel, do something to remind people it's all fun and games. Clean paint jobs and fireworks go a long way. Tongue


The game show angle is an interesting one.  I'd originally thought of it more like deadly paint ball but that doesn't cover the gambling aspect which would certainly have some kind of organized gaming commission.  And I suppose even then it could have a more brutal back story tongue-in-cheek style... like the old Smash TV video game (lots of arcade fun there).

Either way, one could easily imagine some kind of cheesy plastic-faced game show announcer.

Teehee, I have a simple solution for player death. The ships themselves seem to be fairly compartmentalized, so it made me thInk of those suits in laser tag arenas. If you get shot, your gun is disabled. I figure that the pieces to your ship could simply disengage when they detect damage to the ship's ablative armor(Which can be damaged via intense heat or an impact).

With the power of holo-tech, you could create "explosions" when a ship is 'destroyed'when really, the user is ejected in a pod back to a nearby station, and the ship parts disperse for collection and reconstruction by a net around the arena. During the disengaging process, an upgrade may have their systems reset and be free for collection or be destroyed by asteroid collisions/actual damage from the laser.

I've been mulling over energy shields alot, too. I guess the best way to do it  irl is to create an electromagnetic shield(meaning your ship would have electricity arcing around it and stuff). This would also repel asteroids if the surface of the ship is the same charge as the asteroids. Most asteroids have no charge irl, but the arena barriers might zap asteroids that come in or something. The reason why the shields would work on the lasers will be explained in the next paragraph.

You could explain why lasers are blowing things up  and going slower than the speed of light by explaining that the laser cannons create a high temperature bose-einstein condensate. This explanation would necessitate the creation of an element X(because only supercooled gasses can do this, normally), but would probably get you some brownie points with science nerds. It'd probably be a really heavy gas, too. But hey, a tank of this element X(Tardiluxium? Literally: slow light) would last a LONG time since it wouldn't take much to fire your not-so-safe plasma/laser/gas-cannonball hybrid. Make the gas a negatively charged ion, and you have yourself a 'slow', shield susceptible laser that would have actual force to destroy asteroids with.

Reconcileable fiction has been made here. These explanations are better than the Mass Effect explanations. Use at will. Or don't. I just hate it when people say "yay, lasers!" without telling us why or how, so yeh. Give those shields a storyline! Give your lasers a storyline! Everything deserves an arc in the game! Blarghh! xD
« Last Edit: April 13, 2015, 07:26:42 PM by Rayblon » Logged

Rayblon
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« Reply #55 on: April 13, 2015, 05:26:45 PM »

I was also thinking: what about illegal upgrades? Like, 'unfair' upgrades that only last a round or something, with the risk of you being fined or something if you're caught.
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Rayblon
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« Reply #56 on: April 13, 2015, 11:09:18 PM »

Since I have lots of time and no patience, I'll give a short explanation of what bose-einstein condensate is. Essentially, BE condensate is any gas that can ensnare or slow down light, all the way down to a few meters per second. Typically, it is supercooled to slow down the photons going in since the gasses would, otherwise, do nothing.

I may as well explain my idea for how lasers would work. Our element x, Tardiluxium, is a gas at high temperatures; temperatures hot enough to instantly vaporize ablative coatings. However, Tardiluxium  in its' gaseous form is very dense and interacts with photons in this state more efficiently than supercooled sodium, which can almost stop light altogether. This unique property allows for energy from the lasers to be transferred by two separate means. The first is, obviously, the direct heat, and the second is the condensed light in the laser. When a laser makes contact, the tardiluxium releases the photons it is carrying as it instantly forms a crystalline deposit on the ships' armor, behaving like a second bullet. This unique trait allows the tardiluxium to deliver devastating blows to ships without ablative coatings, but would require multiple hits to cause damage to properly protected vessels(The players' vessels, namely). Tardiluxium is liquid until around 2,000* kelvin, but the cannons heat it until it is around 3,500* kelvin to prevent the projectile from condensing in transit.

Tardiluxium naturally occurs as a negatively charged ion, so when exposed to electromagnetic radiation from a ship's shields, a tardiluxium laser's structure will fall apart; dispersing the projectile and diffusing the light trapped inside harmlessly.

Tardiluxium is heated and  shaped into a suitable projectile in a specially calibrated electromagnetic chamber. Heated tardiluxium never makes contact with the inner chambers of the cannon; rather, it is guided and propelled using stable EMPs that also serve to perform the final alignment of the high-structure gas particles.

However, Tardiluxium has one trait that makes it particularly deadly outside of the arena. If insufficiently heated, and allowed to condense into a liquid projectile while in transit, it will act like a grenade on impact. This is because Tardiluxium is an excellent conductor of heat as a liquid and solid(meaning it can form a shell very quickly, too);but is also much less dense as a liquid than a gas(a trait that makes tardiluxium useless in ground assaults). This quality probably incurred strict regulations on the use of these thermoluminous explosives... probably. Its' lack of utility on ground has resulted in low demand for the mineral and a surplus of the stuff, meaning it comes on the cheap.
« Last Edit: April 13, 2015, 11:39:40 PM by Rayblon » Logged

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« Reply #57 on: April 14, 2015, 12:23:28 AM »

Ummm... ok.  Smiley

I would have settled for a more Star Warsy "guns go pew-pew, we don't really know why" explanation. Smiley

But seriously, I've been internally calling them "plasma cannons" for a few days now so this is not completely out of line.

However, from the perspective of game mechanics, whatever 'back story' there is has to explain things like this:
-base power source produces power at a constant rate
-ship systems operate from "batteries" charged by this power (even the engines)
-shields somehow draw power when they are hit... so basically the shields are their own battery in a way.  (I haven't decided if they _also_ have batteries so that you can instantly turn them on if you've strategically decided to temporarily turn them off, ie: boot them from batteries or they have to recharge again.)
-also, it may be true that shield power can be balanced front to rear, so you could put all your shield power in the front, for example for double protection with no protection in the back or something.  (I'm influenced by the old X-wing games here... which were very well done.)

It is funny how some throw-away line in a movie like "more power to the forward shields" can result in quite a technical pickle when you actually go to think about it... but it did make for a cool game mechanic in X-wing versus Tie Fighter.  When flying an X-wing squadron against a Star Destroyer, umm... you definitely wanted to have all power to foward shields. Smiley

To answer my own points with stuff I thought of years ago...

My guess is that somehow the ship's power source produces plasma and pipes this into plasma batteries that can be used to power the ship's systems.  This would explain why the engines can be 'charged' and yet still produce a 'thrust' style exhaust cone.

In the "before time, the long long ago..." (in High school) I imagined ships called Star-Locks (they were quite large, though) and wrote up a bunch of specs on them and stuff.  They were powered by these giant star-shaped crystals that were found in space.  They lay inert until exposed to magnetic fields or radiation or something and then they give off energy (siphoned from the stars of another universe but I digress).  The first ships that encountered these were destroyed because they didn't know and their shields caused the star crystals to explode.  Turned if that if you molecularly sealed the surface of the crystal that you could prevent it from emitting power.  So entire ships were built around these things with small openings in the crystal surface to expose power flow.  Bad things happen then if you break the seal so these were usually built into the center of the ships and the internal ship structures designed around it.  (Leads to some cool odd-shaped rooms.)

(Star-locks in this universe also led to cross-galaxy travel using forward/back time hops and such... but that's another story.)

Anyway, the power sources of these ships could be similarly magic.  Though I tend to save real explanations like that for more serious games.

For this game so far, I'd be fine with "guns go pew-pew, engines go whoosh"... anything else is gravy. Smiley
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Rayblon
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« Reply #58 on: April 14, 2015, 01:02:00 PM »

I would have settled for a more Star Warsy "guns go pew-pew, we don't really know why" explanation. Smiley

Actually, star wars lasers use plasma as a medium for their projectiles, which is why they're visible in vacuums and explode. Smiley

After that, yeh, it's just pew pews.

However, from the perspective of game mechanics, whatever 'back story' there is has to explain things like this:
-base power source produces power at a constant rate
-ship systems operate from "batteries" charged by this power (even the engines)
-shields somehow draw power when they are hit... so basically the shields are their own battery in a way.  (I haven't decided if they _also_ have batteries so that you can instantly turn them on if you've strategically decided to temporarily turn them off, ie: boot them from batteries or they have to recharge again.)
-also, it may be true that shield power can be balanced front to rear, so you could put all your shield power in the front, for example for double protection with no protection in the back or something.  (I'm influenced by the old X-wing games here... which were very well done.)

Yay for bullet points! Cheesy
I'll respond in suit.
- A small nuclear generator could do the trick; trouble is, it'd heat up and melt if the energy can't be deferred from the core... and would be heavy as hell because of the lead zb

Otherwise, a fusion generator would do well, an artificial sun of sorts. You may have to contend with heat again, but the fuel is pretty common in outer space. This allows you to justify changes in recharge rate. It is also a great explanation for why your power source is weak enough to not be able to keep pace with high usage.

- Carbon nanotube arrays make great batteries. They're the only way you'd be able to use a plasma sword... like, at all.

- Actually, easy fix. The electrodes on the ship's defense array could have pressure sensors that can only register nearby threats when magnetic pressure is applied -- meaning they would have to have power going out to them. More power = faster response time and more powerful response. The ship would then release an EMP from the associated armor subsystem in an attempt to force the projectile or asteroid away. This also makes your energy signature spike.

- The ship  componentsi n the gameshow would be rigged to disengage; this means the integrated shield systems would be isolated from eachother. The rear shell's shield array would have a separate circuit from the anterior shell; only connected to the power supply. That means their defensive strengths are independent of eachother.


I make it sound like I already had this stuff planned. xD


My guess is that somehow the ship's power source produces plasma and pipes this into plasma batteries that can be used to power the ship's systems.  This would explain why the engines can be 'charged' and yet still produce a 'thrust' style exhaust cone.

Fusion generators can produce plasma... Though, I'm not sure how you'd use plasma for power outside of propulsion systems... It's just (generally) incredibly hot. It's okay as a heating element, but that's about it, really. In the world of biology, we call heat wasted energy.

For this game so far, I'd be fine with "guns go pew-pew, engines go whoosh"... anything else is gravy. Smiley

Normally I don't like gravy, but I'll make an exception just this once.
« Last Edit: April 15, 2015, 12:52:43 AM by Rayblon » Logged

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« Reply #59 on: April 15, 2015, 02:00:09 AM »

New video...
https://youtu.be/OTUZ1wkX_1s

New version...
http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-Windows.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-Linux.zip
http://www.simsilica.com/Downloads/EtherealSpace-test-20150413-MacOSX.zip

Space bar makes the plasma cannons go "pew pew". Smiley
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