• Final Frontier
    673 replies, posted
[QUOTE=Giggle;41253622]I'm curious of how maps will exactly 'work' I'm thinking of a large HUB to buy misc items and such, and it leads to alternative ship designs, perhaps 2 of each possible ship each with their own little 'skybox' of space. Though that's my opinion. I've also got this curious little idea of 'mining' like your crew walking out onto this rock to go dig around for what they can. (Also if creating map bits for your gamemode is welcome, I'd be happy to make floating rocks for people to dig in.)[/QUOTE] I thought the method of more than one ship existing was the ship itself stood still, and the little blip on the screen relates to where they are.
Yeah, I thought that's why there are no windows.
[QUOTE=hogofwar;41253957]Yeah, I thought that's why there are no windows.[/QUOTE] That's the limitation of building it in Garry's Mod, although I could probably work out some way to see other ships with some stencil and camera buggery. We'll probably just leave it as it is until everything else is done, then experiment with windows. Or just wait until we port it to a different engine. The main thing we would like is a ship designer, but that's completely impractical in the Source engine since the maps are precompiled.
[QUOTE=Ziks;41254368]That's the limitation of building it in Garry's Mod, although I could probably work out some way to see other ships with some stencil and camera buggery. We'll probably just leave it as it is until everything else is done, then experiment with windows. Or just wait until we port it to a different engine. The main thing we would like is a ship designer, but that's completely impractical in the Source engine since the maps are precompiled.[/QUOTE] You could always look at Unity. It's a decent engine, sadly used by many kids to create horrid quick games and treat it as Gamemaker 3D, but the scripting API is excellent, and rapid iteration is easy.
[QUOTE=Ziks;41254368] The main thing we would like is a ship designer, but that's completely impractical in the Source engine since the maps are precompiled. [/QUOTE] From my previous experiences IMeshes could handle that quite well. If garry made the neccecary changes, you coulf use LightmappedGeneric aswell on them, so they would look just like precompiled maps. Physics could be implemented using PhysicsInitMultiConvex, as it behaves really nice on static objects, if you do some dark magic before. [code] self:SetModel( "models/hunter/plates/plate1x1.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:PhysicsInitMultiConvex( convexes ) self:EnableCustomCollisions( true ) self:SetCustomCollisionCheck( true ) self:SetMoveType( MOVETYPE_NOCLIP ) self:SetMoveType( MOVETYPE_PUSH ) self:MakePhysicsObjectAShadow() [/code] Also, are you going to implement hull deformation?
[QUOTE=SweetSwifter;41254567]You could always look at Unity. It's a decent engine, sadly used by many kids to create horrid quick games and treat it as Gamemaker 3D, but the scripting API is excellent, and rapid iteration is easy.[/QUOTE] If the gamemode is successful this could be something in the future.
[QUOTE=SweetSwifter;41254567]You could always look at Unity. It's a decent engine, sadly used by many kids to create horrid quick games and treat it as Gamemaker 3D, but the scripting API is excellent, and rapid iteration is easy.[/QUOTE] The licenses for unity are a pretty steep price considering they won't make much money at all of this project as its practically open source. Despite that I do agree that unity has pretty good limitations to it Prices for unity pro + team collaborations are £1315 Straight up or £62.50 per month on offer. EDIT: Alternative professional engines: Cryengine3 - Only requires 20% royalties from income as payment. Forstbite - EA don't offer licensing for their engines. Unreal - You need to contact them for details. All of these engines also offer a free non commercial alternative though but I'm sure they will be happy to work something out but that is for a later date :) [QUOTE=Tomthetechy;41255620]If the gamemode is successful this could be something in the future.[/QUOTE] I imagine this gamemode will be very successful as it has recieved a very good reception so far and good recognision. We just need people to populate the servers when it gets released so I'd suggest setting a deadline to work towards then have a public test server release date to get the hype up and test the gamemode under stress. My offer to run the server for free will remain open throughout the development, test and play stages so I can arrange even a small test server at pretty much any moment for if they desire to have a bigger closed test than current. Anyways back to the future; I can't wait to see the outcome and where it is taken next. I shall be there every step of the way.
If everything, don't use Unity. It will rip you to pieces, it may be easy to use and whatnot but if everything it's not cheap. I suggest Unreal Engine, UDK is free and really strong if you're into already compiled development tools. Writing in C++/C# and some 3D engine like Ogre3D or Axiom or Irrlicht is not hard and you can control every aspect.
[QUOTE=cartman300;41255889]--SNIP--[/QUOTE] I agree with cartman300 on this one. Unity is a pretty bad choice for a small starting development group and I've experimented with UDK before and it was pretty good but I never really made much, just compiled a random map of blocks I made and tested the lighting / shadows. Also I understand you're close to where I live (based on a previous post about durham) and I don't know what you want to do education wise or if you have already chosen but Gateshead College have a partnership with Epic games and UDK which you can view [URL="http://www.gateshead.ac.uk/courses/full-time/games/"]here[/URL]. Gah I feel like I'm taking up all the posts on this thread...
Ah, excellent. I had an idea similar to this that I was brainstorming on, but you guys are doing it way better than I ever could have. I look forward to any progress.
Will the two of you be releasing mapping tools?
[QUOTE=Rubs10;41256867]Will the two of you be releasing mapping tools?[/QUOTE] This is a Garry's Mod gamemode so the mapping tools you need are on steam > tools > source SDK then launch hammer map editor. I assume once they have released the gamemode at a public level they will release a small 5 line guide on how to create maps for this gamemode (as other gamemodes usually do) which will likely just contain a list of entities that you need to include (for environments etc).
i myself as an UDK Developer ( see survivor the tread is somwhere in the General games section) can confirm UDK is a great engine to work with, it has meet all the needs for our game and hasnt presented any problems at all, the licencing therms are pretty nice its all explained here [url]http://www.unrealengine.com/udk/licensing/commercial_license_terms/[/url] not to mention the scaleform / flash implementation for UI and menus is so great
I have some experience with using OpenGL directly, so I may be tempted to try and write it all myself from the ground up in C# with OpenTK (although it will take a lot of work). I get something out of low level coding for some reason. But in the short term, I'm starting a research placement for a couple of months in about a week so development may have to slow for a while. We'll see how much spare time I have. But before then, I'll try and get weapons working leaving medical as the only unimplemented system.
Currently doesn't seem to have much of a reason to have most of the stations always manned, only to set something.
@Ziks I have experience in C# and other .NET, i can help you if you want once you start doing something (in C#).
Are you going to support -vr mode?
If you were ever to move onto a standalone. Would you make it so you have To pay to cover dev costs? Because if it was on the same proffesional level as the gamemode I would gladly pay 15-25 pounds for a full game version of this.
Seems you are still lacking an icon for piloting. May i suggest a steering wheel? Or something like they used in FTL?
[QUOTE=WormSlayer;41259900]Are you going to support -vr mode?[/QUOTE] I assume you mean video recording mode? Well I'm just speculating here but if its a large open map then there may be spectators but that may influence cheating so no idea. [QUOTE=Tomthetechy;41260841]If you were ever to move onto a standalone. Would you make it so you have To pay to cover dev costs? Because if it was on the same professional level as the gamemode I would gladly pay 15-25 pounds for a full game version of this.[/QUOTE] I'd agree with this although £20 would be the most I'd pay for an indie game. Possibly £25 Considering this is a multiplayer game and will likely have 1 or 2 official servers. Plus you can release it on Desura and Steam Greenlight to manage promotional things like sales. [QUOTE=zombiefox;41261874]Seems you are still lacking an icon for piloting. May i suggest a steering wheel? Or something like they used in FTL?[/QUOTE] Or possibly a spaceship icon like this: [IMG]http://troychafin.com/wp-content/uploads/2010/01/iconworks_spaceship-515x247.png[/IMG]
Oh my... This gamemode looks awesome. Love the consoles.
[QUOTE=GTbrawlers;41262618]I assume you mean video recording mode? Well I'm just speculating here but if its a large open map then there may be spectators but that may influence cheating so no idea. I'd agree with this although £20 would be the most I'd pay for an indie game. Possibly £25 Considering this is a multiplayer game and will likely have 1 or 2 official servers. Plus you can release it on Desura and Steam Greenlight to manage promotional things like sales. Or possibly a spaceship icon like this: [IMG]http://troychafin.com/wp-content/uploads/2010/01/iconworks_spaceship-515x247.png[/IMG][/QUOTE] -vr as in oculus rift. I don't think it's currently supported by Gmod itself though.
Wow, this looks fantastic, great idea. I look forward to Trekking it up with buddies.
I played a similar game, albeit 8bit graphics but you were in a ship full of other players and you had a job to do. You could be a janitor or something but I'm pretty sure your jobs were chosen randomly. Anyone have an idea of what game that is?
[QUOTE=breakyourfac;41264011]I played a similar game, albeit 8bit graphics but you were in a ship full of other players and you had a job to do. You could be a janitor or something but I'm pretty sure your jobs were chosen randomly. Anyone have an idea of what game that is?[/QUOTE] Maybe Space Station 13?
[QUOTE=GTbrawlers;41255806]The licenses for unity are a pretty steep price considering they won't make much money at all of this project as its practically open source. Despite that I do agree that unity has pretty good limitations to it Prices for unity pro + team collaborations are £1315 Straight up or £62.50 per month on offer. EDIT: Alternative professional engines: Cryengine3 - Only requires 20% royalties from income as payment. Forstbite - EA don't offer licensing for their engines. Unreal - You need to contact them for details. All of these engines also offer a free non commercial alternative though but I'm sure they will be happy to work something out but that is for a later date :)[/QUOTE] Frostbite doesn't have a free non commercial license, unless you are an EA studio you can't use it at all. Please don't present things as fact when you didn't even do extremely basic research.
Maybe a cold area could slow movements... [editline]1st July 2013[/editline] Also, from Reddit: [QUOTE]I agree, it needs work. The thing about Garry's mod though, the game is what you make of it. Game modes like this are a lot about role play. Say they release a playable build and you get a group of friends to man a ship on a server, imagine this: You're on a ship in space, flying god knows where in this dangerous galaxy, subsystems taxed, set precisely to meet the task at hand, when suddenly you are attacked. All hell breaks loose. It is up to the captain to maintain order, and up to you to follow his commands. "We've been hit! I repeat we've been hit! All crew to battle stations! Full shields up! "There's a hull breach in hallway 2, we're losing oxygen. Door control, seal the bulkheads! Life support, cut the draw to that room, make sure our air supply isn't leaking into space. No engineering don't attempt repairs, we may need that power yet. We've taken a hit to med bay, minimal damage. Shields at 80%. Navigation they should be off our port bow, can we get a lock for weapons? Good, let's bring her about to return fir--" KRAKOOOM!! "They hit the reactor room with a torpedo! Tiburon is dead! Power at 60% and falling! There's a fire in weapons, we are disarmed. We need to evac before they board. Life support, drop the tempurature and oxygen output in weapons and the reactor room, try to slow the fire before it reaches the core. All crew to the transport bay for emediate evac. No. No, no Telise I'm not going! A captain goes down with his ship. Go. GO! "Transport, are those pads ready for evac? Transport? Do you copy, what's going on down-- "Who's there? Simmons? If you're here then who's in transport? Oh God. Oh God. Simmons, you've killed us all! YOU'VE KILLED US ALL YOU TRAITOROUS BASTARD!!"[/QUOTE]
[QUOTE=hogofwar;41267678] Also, from Reddit: [QUOTE] I agree, it needs work. The thing about Garry's mod though, the game is what you make of it. Game modes like this are a lot about role play. Say they release a playable build and you get a group of friends to man a ship on a server, imagine this: You're on a ship in space, flying god knows where in this dangerous galaxy, subsystems taxed, set precisely to meet the task at hand, when suddenly you are attacked. All hell breaks loose. It is up to the captain to maintain order, and up to you to follow his commands. "We've been hit! I repeat we've been hit! All crew to battle stations! Full shields up! "There's a hull breach in hallway 2, we're losing oxygen. Door control, seal the bulkheads! Life support, cut the draw to that room, make sure our air supply isn't leaking into space. No engineering don't attempt repairs, we may need that power yet. We've taken a hit to med bay, minimal damage. Shields at 80%. Navigation they should be off our port bow, can we get a lock for weapons? Good, let's bring her about to return fir--" KRAKOOOM!! "They hit the reactor room with a torpedo! Tiburon is dead! Power at 60% and falling! There's a fire in weapons, we are disarmed. We need to evac before they board. Life support, drop the tempurature and oxygen output in weapons and the reactor room, try to slow the fire before it reaches the core. All crew to the transport bay for emediate evac. No. No, no Telise I'm not going! A captain goes down with his ship. Go. GO! "Transport, are those pads ready for evac? Transport? Do you copy, what's going on down-- "Who's there? Simmons? If you're here then who's in transport? Oh God. Oh God. Simmons, you've killed us all! YOU'VE KILLED US ALL YOU TRAITOROUS BASTARD!!" [/QUOTE] [/QUOTE] Oh hey, I wrote that. Hi, me!
[QUOTE=Robber;41264861]Frostbite doesn't have a free non commercial license, unless you are an EA studio you can't use it at all. Please don't present things as fact when you didn't even do extremely basic research.[/QUOTE] Maybe you didn't read what I said. "EA Don't offer licenses for their engines". I think its pretty common knowledge just from looking on the dice website at frostbite and them not having a "licensing" section like other engine websites do. Don't be so fast to criticise.
[QUOTE=GTbrawlers;41269234]Maybe you didn't read what I said. "EA Don't offer licenses for their engines". I think its pretty common knowledge just from looking on the dice website at frostbite and them not having a "licensing" section like other engine websites do. Don't be so fast to criticise.[/QUOTE] Why did you even mention it though? They obviously can't use it and won't be able to either way.
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