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February 3rd, 2010, 09:51 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Welcome Star Legacy Development Group!
Oooh Scallywag. There is an example of giving the players a ton of tools then not much happened.
Id like to see that kicked up.
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February 4th, 2010, 02:58 AM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
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Thanked 4 Times in 4 Posts
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Re: Welcome Star Legacy Development Group!
Well, being one working on it, I can only say it's getting very interesting, and some sample graphics I've seen look pretty good (and no I didn't do them). Lot's to sort out yet, but I think everyone will be pleased.
We'll try and throw out a few hints on its direction from time to time.
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February 4th, 2010, 12:06 PM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
Posts: 760
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Re: Welcome Star Legacy Development Group!
Well, I've already PM'd Tim and told him I'd be happy to be on the playtest group.
With that being said, let's start getting some of those hints out! And you know who I'm talking to!!!
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February 4th, 2010, 11:00 PM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
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Re: Welcome Star Legacy Development Group!
who? No, surely not! Ok, how about this (ssh it's classified), hopefully open ended ability possibilities, so not a finite list that limits what Modders can add to the game, but the ability to add any ability.
Vector based movement, and possibility of Traders who are AI only that add to the background storyline, but are also useful.
More if I get 'offical' clearance to drop a few more hints..
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February 5th, 2010, 01:42 AM
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Sergeant
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Join Date: Sep 2007
Location: Sydney Australia
Posts: 229
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Re: Welcome Star Legacy Development Group!
Good to see another title in the works.
How about throwing us a few bones to mill over.
Has this one anything to do with the space title hinted at in the War Plan Pacific beta forum?
Cheers MarkL
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February 5th, 2010, 04:39 AM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
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Re: Welcome Star Legacy Development Group!
I haven't read that forum, but i can say with 99.9% certainty, no! This is a whole new game from the ground up, taking the best ideas of anything (relevant), and developing whole new ideas. You can check out the discussions over here > http://www.kenvsthecity.com/se45/
This is very much in the discussion stage, with prototype development, and testing new layouts, system views etc. It is very likely that the system view will be scrollable (is that a word?!) and zoomable
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February 5th, 2010, 05:06 PM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
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Re: Welcome Star Legacy Development Group!
Thats a worry, how did you know I'd have to kill you for telling you top secret information? Ve have ways of makin you talk, before ve kill you of-course :-)
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February 5th, 2010, 08:48 PM
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Corporal
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Join Date: Jan 2009
Location: Under the down under
Posts: 61
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Re: Welcome Star Legacy Development Group!
Unfortunately Gandalf is correct. The game will be in 2D although we are hoping to allow for 3D later, and perhaps 3D in portions such as an intro scene. However, if the whole game was 3D then Modding would be restricted to a very limited number of people I think.
One of the main aspects we want is for the game to be highly moddable by as many people as possible.
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February 5th, 2010, 09:09 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Welcome Star Legacy Development Group!
Thank you. Personally I feel thats part of where SEV went that made me thrilled you referred to this as SE4.5
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February 6th, 2010, 01:10 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Thanked 7 Times in 5 Posts
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Re: Welcome Star Legacy Development Group!
Yeah, speaking of "open-ended ability possibilities", I'm pretty excited about using Python as a scripting language for this game... yes, a REAL language that people actually know and use every day!
One of the things I'm hoping to do with the Python scripting is to sort of unify the "data files" and the "scripting" aspects of modding... in my mind you could have small Python scripts embedded in a data file as formulas, and maybe even let formulas refer to other arbitrary data fields in the same record - e.g. instead of
Code:
500 - 50 * Level
250 - 25 * Level
you could have
Code:
500 - 50 * Level
Tonnage / 2
to reduce copy/paste errors... I'd just have to check for infinite reference loops and throw a parse error if that happens, instead of crashing the game!
And yeah, on the topic of arbitrary abilities, what I'm hoping to do with abilities is have preset abilities that do stuff automatically, but then also a "Custom" ability which you can throw any data you want into, similar to the AI Tags in SE4/SE5, only you can throw any number of values into them, not just two, and then scripts could check for that ability and do stuff with it...
Take all of this with a grain of salt though, and moderators, feel free to edit this post if I went over the edge... I do have a Python scripting prototype, but not anything that parses formulas out of data files or checks for abilities yet... I just don't see either of those as too difficult given the tools available
edit: Speaking of editing, my XML tags got messed up... forum admins, why do they get removed even INSIDE the code tags??? And what is this "vote now" button on the post-editing interface, anyway?
__________________
The Ed draws near! What dost thou deaux?
Last edited by Ed Kolis; February 6th, 2010 at 01:12 PM..
Reason: fix xml tags
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