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A discussion of the Space Mode

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4:38 am
January 31, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 5:55 pm – January 31, 2012 by quill18


Most of the models and many of the ideas I feel that I'm seeing is revolving heavily around the space aspect of Project Porcupine.  For the sake of discussion, would people rather that we make some kind of space sim game of some kind?

 

UPDATE:  kk, sounds like people are still in favour of having the roguelike gameplay, but with more emphasis on the space mode than I was envisioning.

I'm just a dude with Fraps and too much spare time.

1:07 pm
January 31, 2012


quill18

Ontario, Canada

Admin

posts 449

Or maybe it's just that I've been too focused on the roguelike portion and was just thinking of the space portion as some sort of "meta" game, where its purpose was just to get you from dungeon to dungeon and provide structure.  Maybe it deserves equal billing, with the ground portions still being important, but with shorter ground sequences.

I'm just a dude with Fraps and too much spare time.

2:20 pm
January 31, 2012


rino900

oregon trial

Member

posts 10

This is what I had in mind: the space part is still to get from dungeon to dungeon (or to a town), but it's still important. It's where you get most of your quests and fight random encounters. The dungeons aren't very big (about half an hour each) and provide enough loot and experience to go to several other dungeons. This gives the player a bigger feeling of accomplishment, somthing that most roguelikes don't give the player, because most of the time they don't finish the dungeon.  

I can't descibe it all that well, my english just isn't good enough for that, but the best way to describe it would be TOME(Tales of maj'eyal) small dungeons tied together by by a big worldmap. 

2:40 pm
January 31, 2012


humma kavula

127.0.0.1

Member

posts 7

haha yeah, make freelancer 2 plz xD

3:26 pm
January 31, 2012


quill18

Ontario, Canada

Admin

posts 449

Post edited 1:55 pm – February 1, 2012 by quill18


rino900 said:

This is what I had in mind: the space part is still to get from dungeon to dungeon (or to a town), but it's still important. It's where you get most of your quests and fight random encounters.

Do you fly around freely, or is it mostly clicking on destinations, like Planet Xyzzy or Jump Point Alpha or Asteroid 1231?

Do we have space combat?  And again: Are you flying around freely?  Remember that one of the core principles of roguelikes is that they allow a lot of time to think about tactics and are therefore not real-time.  We don't want space combat to be a twitch/arcade experience.

 

Wall of text incoming.  TL;DR: It would be "realistic" and also very "roguelike" if the player doesn't fly the ship directly, including in combat situations.

 

Space Combat in Real Life

Realistically, space is very, very big and relative speeds tend to be VERY high. It's impossible to stop and turn around quickly (though it's easy to change your FACING, i.e. suddenly flying "backwards"). Likewise, space is very, very empty.  If ever we have "real" space combat, shots could be fired from thousands of kilometers away.  It will not be like a classic airplane (or Star Wars) type of dogfight.

There will only be three possible types of weapons:

 1) "Beam" weapons (e.g. Lasers), which you can point directly at your target because the speed of light is very fast.  Lasers do have "spread", just like a spotlight or flashlight or "electric torch" (as the brits say), so their damage would die off over very long ranges.  In practice, they will be extremely accurate but not necessarily do much damage.

 2) "Mass" weapons (e.g. Bullets), which basically have infinite range because there's no air resistance to slow them down. However, they travel relatively slowly so you have to aim where you enemy WILL be (possibly several minutes from now), therefore it is possible to evade them if you can change your course.  The damage that mass weapons inflict will be constant at any range, but their accuracy suffers.  The heavier the bullet and the more velocity they have, the more damage they do.

 3) "Missile" weapons, which have some amount of fuel for thrusters and can perform course corrections on the way to the target.  Because part of their mass will have to be used for sensors, targeting computers, fuel, and thrusters, they can't just slam into a target like a mass weapon can, because they'll be too light.  In fact, they'd have to be relatively light if they are going to be agile enough to steer.  Instead, they would have to use some kind of warheads (including nukes) to inflict damage.  They would be far more expensive than simple metal slugs, but they should have far more range than beam weapons while being far more reliable than mass weapons.  However, since they would be physically large than bullet and would probably have both EM and heat signatures, it may be possible for point-defense lasers to shoot them down. Also, they could be jammed or be distracted by decoy targets.

The Honor Harrington series of books has an interesting variation on #3, where the missiles "detonate" by firing off multiple beam weapons at point-blank range (though they also use nukes as well).

 

Space Combat in Games

Games don't tend to work this way because it would be quite boring, but we could abstract this if you aren't actually flying your ship manually. You might have a piloting skill, which gives you a better rate of success for closing in to a desired range or performing evasion maneuvers, but you don't directly move your ship around.  Instead you focus entirely on using you special abilities and weapons.

Maybe you can move around your ship during combat, and you're having to put out fires and repair hull breaches and replace broken?  For an example of how this last part could work, you can check out my Sundog video or check out the upcoming game called FTL: Faster Than Light, which bills itself as a "space sim roguelike", though I'm not sure that the "roguelike" part is quite fitting.  I always loved how you could fix your ship mid-combat in Syzygy, and I loved the moments in Star Trek where engineering had to do emergency re-routing of power to shields and such.

If you get close enough and/or disable the target ship and/or have teleporters or boarding shuttles, you could board the enemy ship and kill the crew in roguelike mode.  Maybe you could claim the ship, or at least this way you could steal their cargo (since blowing up the ship in space probably destroys a lot of the cargo).

I'm just a dude with Fraps and too much spare time.

11:53 pm
January 31, 2012


Nick Doom

Member

posts 11

Post edited 12:14 am – February 1, 2012 by Nick Doom


you right that the fix laser canons of the X wing would be use less but the (mas)guns could be fired and uses a system like AA guns on a Battle ship you aim they shoot ahead of it. so i would hope my computer could (depending on how good it was) work out where the ships i can see will be IF they do not change there flight path and i would think that better ones could prodict where you would be if you was taking evasive maneuvers from a set play book (like they do in star trek)

 

i like the idea of having to fix the ship but i think the player should have the option to play captain pilot gunner engerner or even if there on the ship by them self having to try and do every thing (this might lead to an epic fail if the ship is to big)

 

so when the player try to fly off the windown wich i think would look like your mock up of the ground but showing your ship and along the top(does not matter where) you have drop down for the 3 main jobs. in thies drop down you pick who/what you want to do that job.

 

if you pick you self then you will be doing that job(you can pick more then one) if you pick some one/thing els it asked you "Full controle or Reprt to captain(you)" if you give them full controle the AI handles it if they report to you then you will get popups every time they need to make a dission(mabie the controle is a slider and not a toggle button) andthis popup has a number of potions like take evasive maneuvers (mabie if you click this you have a 2nd choise to pick the maneuver they/it takes or let them pick) or if you have you engerner on this 1/2 AI you get a popup like "your primery heat exchange has taken damage and if we continu on at as we all they will blow up" and get the options "repaire them on the go" "slow down" "bypass them and use the secondery" "do nothing for now"and thies options would only show up if you AI could do them I.E if you don't have a secondery system on your shipo then you cant do that  or is your AI is to go with a hammer and not with screw driver he might do more damage if he tries to fix it

 

the captain pilot gunner would have the disply like i said befor but if the ship was big anoth the engerner would get a ground stile play and any bording party would get the same type of view

 

ok i am going to stop now as this is getting to be a bit of a wall

P.s. i cant believe i fails the maths AGAIN who would think i got a A in my Maths exams lol

3:16 am
February 1, 2012


Demonac

Moderator

posts 40

quill18 said:

Maybe you can move around your ship during combat, and you're having to put out fires and repair hull breaches and replace broken?  For an example of how this last part could work, you can check out my Syzygy video…

I don't want to nitpick, but for the sake of clarity, I believe you mean your Sundog video.

 

As far as the question of how important space mode should be, I would suggest the macro design thread I started (specifically, the 3X/4X section).

11:41 pm
February 1, 2012


TowelDragon

Norway

Member

posts 21

I pictured it working a bit like this:

 

You have a large mothership/base which functions like your home; its where you get your rewards for missions, where you upgrade your tech etc.

To get to planets you use a smaller ship, and fly through smaller sections of space between mission areas. These smaller areas are where you find random encounters, smaller side-missions and such.

I think we could implement fast-travel as an expensive tech-opportunity (warp-speed), so if someone really can´t be assed to fly everywhere, they can just save up tech-points for fast-travel.

Now, as for combat, a though struck me the other day; would it be possible to use the same "don´t move – stop time" system we have in the dungeons in space-combat? It would make the space combat feel different from all the other top-down space shooters.

Also, i was really hoping that we could in some way make the classes/skills you have impact this part of the game aswell. Not quite sure how, but how about every branch of every tree having one or more skills that transfer over to the space-part?

ex: "Black hole" – creates a small black hole at target location, pulling everyone in, and dealing damage to anyone caught in the middle for a certain amount of time. Skills like this could work in both modes, and would help in making the two different parts of the game feel like they are the same game.

2:06 am
February 6, 2012


Cazee09

Indiana, USA

Member

posts 51

honesty, you just can't call it a classical pure rogue like anymore. with the ideas rolling around now it is more of a rogue like space adventure iwht some upgrading company growing twists and such…which I think is preety awesome.(it is somethin newwwwwwwwww…pew pew…pew…

I don't know what I'm talking about. :o

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