.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Star Legacy Development Group > Star Legacy

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old March 16th, 2010, 04:11 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Welcome Star Legacy Development Group!

Hey KlausD, welcome

I'll try to answer at least some of your points... maybe some of the other team members can fill in the gaps...

Modern screen resolutions: Yeah, I'm doing development on a 1600x900 screen, and we're trying to keep the game playable on as wide a variety of resolutions as possible, by using self-scaling UI elements, as opposed to fixed-size ones like in SE4 and SE5.

Big universe: I'm not sure what direction Ken has in mind for this, but my personal opinion is big universes lead to long, drawn-out games that get boring after a while due to the insane amounts of empire management required... Not to say we can't support them for folks who do like that sort of thing, but I really don't know what the plans are at the moment

Several FTL methods: Yes, we're planning on having warp or jump "zones" in each system (enter the zone and engage the jump drive, and you start zipping off to another system with no way to command the ship until it arrives), but we also plan on having some sort of hyperdrive which allows ships to travel faster than light without being restricted by jump zones.

Turn-based tactical combat: Whether tactical combat will be turn-based or real-time is still up in the air, but if it is real-time then it's likely that it will be pausable with the option to auto-pause every so often so you get the best of both worlds.

Ground combat: I'm not sure about that really...

Carriers: Seems pretty likely; carriers and fighters can really be thought of as an extension of the fleeting system, after all - fighters would just have coordinates in space relative to their carrier, just like a ship in a fleet would have coordinates relative to the fleet's coordinates in the universe.

Economic rules: Again, not really sure

Moddability: Oh, yeah, you're gonna love this We're defining mods as sets of XML files, and we've even got Python (well, IronPython) integrated for scripting! No arcane SE5-style script language... and I created a "script debugging console" which you'll be able to pop up in-game if your scripts are acting up

Simple graphics: Yeah, graphics are definitely going to be 2D sprites... no 3D required
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.