I'm making major progress so far simply because I actually coded an elimination to an old standby mechanic that was a major pain in the ass to handle.

I had a special action object which corresponded to actions that happen in the game, containing the necessary code to carry out those actions. Then I had a special ability object that makes those actions visible on the interface.

I'm ripping all that out and simply having the verbs directly on the objects accessible in a relatively native-to-BYOND manner. I discovered I can go ahead and do dynamic verb calls via the "call" function. The ability object is now wholly a cosmetic icon that is generated based off of a special proc that attempts to identify what verb the player has bound there.

I feel like a dunderhead for not doing this before. It's always so much easier to realize a game when you're operating well within the native platform's methods.
Theironx wrote:
What I'd like in a game that MANY lack is a FULL crew system. One person would be controlling the ship while the others are inside socializing or doing what needs to be done. From taking care of a sick crew member to rushing for the escape pods due to an attack is what I'd love. Screw the vast universe, I want a dynamic crew system.

Fun idea.

You could prolly do something that is module (level) based where a team of 4 people need to make a sort of gauntlet run through various challenges in space.

Start with some basic maneuvers, battle sims, and eventually get into some real battles (modules) where a simple story takes place with a number of sub adventures.

What kind of stations could you have?
Captain. - Issues basic orders through their interface and the others need to follow them. The captain could request higher performing tasks which challenge the crew.

Pilot. - Seems like this could be done best in a first person 3d shooter but maybe a 2d game could work.

Gunner. - The challenges are selecting the right weapon for the job as well as conserving ammo and perhaps some missions where hitting near by targets result in failure.
Engineer. - Busy pushing buttons to constantly revert power, cooling, front shields, back shields, and etc.
Coms.- Finding weak spots in enemy ships, establishing communications, finding key locations on planets through some kind of game interface.

Each station would essentially have a star trek like panel as their primary interface and everyone has the pilots visual to see what's going on although, it could be fun to not see everyone elses views.

What challenges could you give the team though? Seems like you want to challenge the teams ability to cooperate and sacrifice.

ahhh.... just add medals for doing extra ordinary things during battle which causes risk for the team but rewards upon success. As an example, the captain asks the crew to charge into battle within 10 seconds of seeing the enemy. That earns the captain a medal but nobody else (if they come out alive).

I sort of visualize one design where each player is essentially playing their own puzzle game which contributes to the overall success of the mission.

Anyway.. neat concept idea.
Great minds think alike in regards to how to handle the various consoles. I've actually a very simple but powerful way of handling it:

The action pane swaps out depending on which station you're at. So, if you're standing at the engineering console, you'll get the engineering pane. If you're standing at the tactical console, you'll get the tactical pane, ect.

Captain isn't so much orders, I'm actually allowing the captain pane to be a tab control that contains copies of all the other panes. Reason being that a player needs a convenient way to pilot a ship solo.

However, there's an advantage to having more than just one captain piloting the ship: each player character operates off a movement queue, so two PCs can get twice the work one PC can in the same amount of time. If a captain starts countering a tactical officer's use of the weapons, it's wasted productivity.

I actually played a Star Trek MUSE a long time ago (text-based MUD) that had working consoles. It's a provably done thing.
You know... I might be interested in offering up some graphics work if your interested.

I can't promise anything and I'm only an artist when I get inspired.

If you have an easy enough way to offer up a chunk of work, let me know.

I seek no monetary gain or anything else for that matter. Seeing stuff come together is exciting enough.

Let me know...
ts
I fear I'm a better coder than a pixel artist, so if you're feeling up to sending me some assets I'd be happy to credit your name. Though that comes at the peril of, if I end up granting subscriber benefits for it, I wouldn't want any hard feelings!
You know... more power to ya if you ever earn a dime from a BYOND written game.

I honestly don't know the best way to get started. My first suggestion is to have you show me a screen shot and say, make it better.

Balls in your court.
ts
Though I've a /lot/ of art assets laying around from stuff I didn't get around to releasing. I'd have to reach a point in the project where I know what I need, first.
I've been sort of waffling between keeping my old "top-down" perspective on the action versus a more (dare I say it) immersed perspective of seeing the characters standing upright on a top-down map.

Heck, maybe I'll even go isometric if I want to be really fancy. In which case I'm throwing out all my old assets. Eep!
Geldonyetich wrote:
Though I've a /lot/ of art assets laying around from stuff I didn't get around to releasing. I'd have to reach a point in the project where I know what I need, first.

Right... I know how it can be. The best thing might be to get started on some basic things. Grass, space, dirt, planets, and etc.

If your nowhere near needing assets, ping me at a later date.
Right now, I've got indoors tiles with a (kindy ugly) actor and outdoor tiles and even some space tiles, but what I don't have is specific devices or equipment or additional tile types that this project might end up needing.

That's going to be a later date thing, alright, especially if I'm so masochistic to decide I want to go isometric.
Geldonyetich wrote:
Right now, I've got indoors tiles with a (kindy ugly) actor and outdoor tiles and even some space tiles, but what I don't have is specific devices or equipment or additional tile types that this project might end up needing.

That's going to be a later date thing, alright, especially if I'm so masochistic to decide I want to go isometric.

OK. My suggestion is to look at your existing assets and try to improve any that I can and we'll go from there.

I'm off to watch the movie ELI or whatever its called. Be back later.
ts

The stars in the space tiles seem like they could use a little more variation in size and brightness for a more 3D effect. You might be interested in Garthor's Star Mapper. I've been pleased with the randomized results.

I generally change it a bit though. For instance, I insert all of the states into the same icon and save the result. I also added more color variation for Wrangle, Warp And Weep. More recently, I increased the size of the tiles for StarScurrier.
Goodness, it's 3am here, I should be sleeping right now. But, seeing how that's not the case...

ACWraith wrote:
The stars in the space tiles seem like they could use a little more variation in size and brightness for a more 3D effect

Good advice. That particular tile set you see in that screenshot was a very rudimentary one that was basically about 3-5 states being flipped directionally to try to fool the eye into thinking there was more of them.

Since I've been playing with the pixel drawing algorythms to do things like the map from Planetbreakers, I know I could do something a lot fancier than that! Sort of low on the priority list, though: working game first, cosmetic concerns second!

I seem to have a wind at the moment, a genuine interest in seeing a project through to completion, but if my experiences towards my motivation continue their current trend, it's a project I need to have completely playable (though not necessarily feature/content complete) game inside a week or two. If not, such as if I let myself get too distracted with art assets, chances are my interest will have shifted by then.

Alright, off goes the computer for the night. I'll have to be more careful with my caffeine consumption tomorrow. ;P
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