Search found 170 matches

by NiteHawk
Thu Jul 12, 2012 1:52 pm
Forum: Ships
Topic: Everything about Modules
Replies: 4
Views: 3904

Re: Everything about Modules

Simple Ship Purchasing bit could be something like this
sss.png
sss.png (88.97 KiB) Viewed 3902 times
by NiteHawk
Thu Jul 12, 2012 11:10 am
Forum: Ships
Topic: Everything about Modules
Replies: 4
Views: 3904

Everything about Modules

Compared to SF, modules make alot of the game since you can customize your ship the way you want it. I want a similar feel for this game, however, it needs to be ALOT easier. SF is a mess in terms of setup because theres no easy way to scroll or organize modules, if you die you need to resetup each ...
by NiteHawk
Wed Jul 11, 2012 9:32 pm
Forum: Modding & Effects
Topic: General Modding
Replies: 1
Views: 2227

General Modding

I'm looking at using XML files for the most of it. It would be rather simple to create some sort of GUI editor for this as well, to make it easier. Overall I think it would be a good idea, but maybe people would prefer something more custom like SF currently is. The problem I have seen with SF howev...
by NiteHawk
Wed Jul 11, 2012 7:00 pm
Forum: Weapons
Topic: Weapon Damage Types
Replies: 1
Views: 2875

Weapon Damage Types

Alot of games I came across have 10+ different damage types which can get confusing to the player to figure out what shield/armor type is needed for what billion weapons they have. I want it more simplified either with the following: 1. Damage types based on shield/armor/hull. Simple, damage type de...
by NiteHawk
Wed Jul 11, 2012 3:24 pm
Forum: AI
Topic: States for AI
Replies: 2
Views: 3011

States for AI

Though I want AI to be a scripted source by players to get improved on, the initial idea will be a more simplistic matter that we can branch off using game states per scripted system. For example: For example, here would be a basic colonize state for there movement. Obviously there would be a bit mo...
by NiteHawk
Wed Jul 11, 2012 1:31 pm
Forum: Ships
Topic: Shielding/Armor/Hull
Replies: 0
Views: 2873

Shielding/Armor/Hull

This is a simple proposal for defense to start. Shields, first layer: 1. 4 arcs, front/back/left/right 90 degrees. 2. 2 arcs, 180 degrees each. 2. Full arc, like current SF is. Recharges. ---All shields would recharge, in most cases. Armor, second layer: 1. 4 arcs, front/back/left/right 90 degrees. ...
by NiteHawk
Wed Jul 11, 2012 1:00 pm
Forum: The Universe
Topic: Plotting the Universe Gameplay
Replies: 3
Views: 2689

Plotting the Universe Gameplay

The main thing is, persistent word vs arcade style. SF lacks a storyline base and a persistent world for single player use. However, I think having a persistent world might be a good thing to do where you can upgrade your character and ship as you see fit when playing online. Arcade could still be a...
by NiteHawk
Wed Jul 11, 2012 12:06 pm
Forum: Ships
Topic: Movement, Orbit/Pull, Warping
Replies: 0
Views: 2666

Movement, Orbit/Pull, Warping

General Ship Movement In SF, the movement was a bit clunky in terms of smaller ship use. You could virtually only go back/forth/left/right, which for the little ships, made it difficult to want to even bother with them since it was easily predicted and hard to dodge bullets unless you had enemies c...
by NiteHawk
Wed Jul 11, 2012 11:04 am
Forum: Modding & Effects
Topic: Particle Engine
Replies: 0
Views: 2654

Particle Engine

Particle systems can make some amazing explosion, trails, shield, weapon effects, etc. There are a few systems like DPSF or Mercury Particle Engine that are already complete. I'm looking into Mercury's first because it has a nice GUI editor already attached to it where you can create and use your ow...
by NiteHawk
Wed Jul 11, 2012 10:21 am
Forum: Project Proposal/Design
Topic: Project X
Replies: 0
Views: 2376

Project X

Project X, the no name project will be a complete remake of SF. SF 1.3/2.0 unfortunately has so much work to be done in terms of how the game works, and the design, specially online gameplay is not fit at all for current gameplay, and requires a complete remake. At that point though, it's a complete...