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Old June 24th, 2010, 08:59 AM

MarcoPolo MarcoPolo is offline
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Default Re: Combat Mechanics

Quote:
Originally Posted by Urendi Maleldil View Post
Hey Marco, we're still figuring out how the combat system will work, but it will be a 2d environment as opposed to Descent's 3d one. (Descent was a great game, by the way. I remember the original from 2005). We'll also be using PNG images for the ships rather than 3d models, since they don't require special 3d tools for users to mod. That said however, we are attempting to create the epic feel of large scale fleet vs fleet combat actions.

The problem we're facing right now is how to get that same epic feel from a real time game into a turn-based game.
Well then may I suggest going the route of small budget space combat 2d realtime strategy game Hey Marco, we're still figuring out how the combat system will work, but it will be a 2d environment as opposed to Descent's 3d one. (Descent was a great game, by the way. I remember the original from 2005). We'll also be using PNG images for the ships rather than 3d models, since they don't require special 3d tools for users to mod. That said however, we are attempting to create the epic feel of large scale fleet vs fleet combat actions.

The problem we're facing right now is how to get that same epic feel from a real time game into a turn-based game.[/quote]
]Gratuituous Space Battles?
It is neither overly ambitious or necessarily turn based. When you choose 2d over 3d it is understandable its all about budget and time contraints. But I am sure GSBs also dealt with these contraints and somehow managed a realtime epic feel.


Quote:
Originally Posted by Kwayne View Post
Quote:
Originally Posted by MarcoPolo View Post
I guess all in all what I am posing is the question of how difficult is it to make a beautiful looking game? Logistically speaking, if a combat space sim game more than 10yrs old! (Freespace)could do it then. Is it realistic to ask that Star Legacy look at least as good?
No. The only thing changed in the last 10 years is technology, so even if we could say we're well equipped, our professional knowledge and talents are still not in the same league with FS2's creators, not to mention our time and budget. Also, part of the SL agenda, namely "easy modability" is a limiting factor on graphical development. 2D-ness is one of the consequences of this agenda, and there will be numerous other "sacrifices" made so more and more people (including myself) will be able to expand SL after its release, without uglifying the game too much.

My goal is to make a small step beyond SEIV, so the default graphics style still requires the skills needed to make SEIV shipsets, with a small addition of a 2D editing skill requirement.
I thankyou for your reply. As I mentioned before, I think GSB's approach is right on the money in terms of viability and still providing a grandness that is not restricted by the scales small productions such as these are limited to.

I hope for the sake of a memorable and neatly packaged effort that this game offers more than the budget efforts such as SEIV affords an avid gamer. I wish for something alittle more engaging visually than the trappings of so called "spreadsheets in space".

Kudos.
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