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Creative Projects / Re: Sci fi ascii game brainstorming.
« on: February 26, 2009, 08:07:25 pm »
Well, you're in space. Pretty much all of it's completely empty. There's not realy a reason to stick to a grid, now is there?
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Anyway, would you mind putting up a basic background already? Or do you want to wait untill there are enough players?Basic background... Well.. Should I put it up in the OP, or a new post entirely?
Is that a chance with a 3 or one with a 6?Hopefully, this'll be my first RTD, though there might be a problem with people from different time zones...If it becomes a major problem, we'll just have people set up multiple actions, and they can ask me to adjust where appropriate, or something like that. Chances are, it will work out.

Physics is HARD to handle right, and not because the simulation is difficult. It's hard to make it fun. Go play "Terminus" if you want a realistic physics space game. It's pretty comical sometimes, like when you fill up your freighter with gold and head back to base and your ship doesn't move because you are so massive that youre thrust barely accelerates you, and then once you're moving the collision light comes on before you can even see the starbase, and you only avoid a crash by frantically, slowly dodging off to the side. But you quickly discover that fast maneuverable ships have INSANE advantages, and also that space combat is pretty boring that way. Early BC3k versions had messed up combat where fighters would go by so fast you couldn't even see them. But it's realistic! Heck, even Terminus put horribly arbitrary caps on velocity, because otherwise the game would suck. Space games love to use "constant thrust = constant velocity" aka Star Wars physics, because it's more fun. What will you choose? Hmm.

Exactly how much effort would be required to create a game of that sort using conventional means? I mean stuff like DarkBasic or Blitz3D...
Something like Battleships Forever with the RPG system of Space Rangers and crew/customization extras like in Flatspace. I know that making a commercial-grade product is really hard, but something more basic?
Do you think a Quad-Core with 4 gigs of RAM would be able to run this game?
Oh... And If someone knows a nice clean algorithm to make animations based on time (like zapping a wand in ADOM) I would appreciate it.
Hmm, good idea. I still like my 3d array because my map is 3d (because I'm crazy--not recommended), but replacing the vectors with vector*s with null for empty is a decent idea.
I would *not* go so far as to make creatures a linked list. I mean, I could imagine someone saying "each tile has a pointer to a creature or null, and each creature has a pointer to the next creature on the tile", but that way lies madness. If you were coding twenty years ago that would be worthwhile, but not today.
Er... it would make more sense for each *creature* to have a pointer to the tile it's sitting on. And what would be the alternative to a linked list of creatures? A fixed array, so you can only have a maximum of X ever? Or are you going to realloc() your creature array whenever you need to add a new one and just hope that you have enough contiguous memory free?
Er... it would make more sense for each *creature* to have a pointer to the tile it's sitting on.I have each critter store its coordinates on itself, but that's equally good.