Space Opera Gravity
- bartbes
- Sex machine
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Re: Space Opera Gravity
This looks too awesome, if I had a brain it would have melted.
Re: Space Opera Gravity
It's still got a really long way to go I think, but thanks.bartbes wrote:This looks too awesome, if I had a brain it would have melted.
Re: Space Opera Gravity
It's starting looking too space epic for me. Are the gfx ships already "final" or borrow only for the demo?
Re: Space Opera Gravity
coffee wrote:It's starting looking too space epic for me.
What exactly do you mean by this? Do you mean it sounds too complex to play?
The ships are 100% borrowed without permission, I can't legally even use them for a demo. I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.coffee wrote:Are the gfx ships already "final" or borrow only for the demo?
Re: Space Opera Gravity
No, chill out! Awesome graphics, dozens of astonishing big stars, hundred of ships, vast open universe, explosions, networking. It's hard don't think of this as the most greatly space epic thing in LOVE! (I just hope my DuoCore, 256MB videocard handle it well).Magitek wrote:coffee wrote:It's starting looking too space epic for me.
What exactly do you mean by this? Do you mean it sounds too complex to play?
Perhaps just for your demo purposes we can then help suggesting some friendly licensed ships. Maybe some could be suitable to end in final phase.Magitek wrote:The ships are 100% borrowed without permission, I can't legally even use them for a demo. I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
- kikito
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Re: Space Opera Gravity
I'm going to leave this here, in case it helps.Magitek wrote:I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
When I write def I mean function.
Re: Space Opera Gravity
and I add those for nowkikito wrote:I'm going to leave this here, in case it helps.Magitek wrote:I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
http://www.over00.com/?p=1844
http://opengameart.org/content/spaceships-top-down
http://opengameart.org/content/spaceships2-top-down
or
http://opengameart.org/art-search-advan ... tid=Sci-Fi
and of course
http://love2d.org/wiki/Free_Game_Resources
Re: Space Opera Gravity
I've already got thesekikito wrote:I'm going to leave this here, in case it helps.Magitek wrote:I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
I've seen these, but I may actually end up ships from http://opengameart.org/content/spaceships-top-down for the smaller vessels.coffee wrote:and I add those for nowkikito wrote:I'm going to leave this here, in case it helps.Magitek wrote:I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
http://www.over00.com/?p=1844
http://opengameart.org/content/spaceships-top-down
http://opengameart.org/content/spaceships2-top-down
or
http://opengameart.org/art-search-advan ... tid=Sci-Fi
and of course
http://love2d.org/wiki/Free_Game_Resources
The larger ships look a bit too confusing.
Well I think it will be fine on older CPUs, and I don't think I'm using anywhere near 256MB in textures but I should check soon .. if I knew how. It's still probably around the 64MB mark. I should stop being lazy and load textures dynamically.coffee wrote:No, chill out! Awesome graphics, dozens of astonishing big stars, hundred of ships, vast open universe, explosions, networking. It's hard don't think of this as the most greatly space epic thing in LOVE! (I just hope my DuoCore, 256MB videocard handle it well).Magitek wrote:coffee wrote:It's starting looking too space epic for me.
What exactly do you mean by this? Do you mean it sounds too complex to play?
Thanks for the suggestions, coffee and kikito.coffee wrote:Perhaps just for your demo purposes we can then help suggesting some friendly licensed ships. Maybe some could be suitable to end in final phase.Magitek wrote:The ships are 100% borrowed without permission, I can't legally even use them for a demo. I may end up drawing my own ships if I can't get any help but I'm pretty skeptical that I will be able to come up with something that I actually like.
I guess I will take a shot at my own first, if I can find my tablet to draw with.
Re: Space Opera Gravity
Magitek wrote: The larger ships look a bit too confusing.
Transcendece community do usually nice extra 3d looking ships for the game. But I don't know how much they care for using the ships on other games
http://dvlenk6.blackraven3d.com/dvlenk6 ... large.html
http://dvlenk6.blackraven3d.com/dvlenk6 ... index.html
you can also lurk for some more here
http://xelerus.de/index.php?s=mods&c=New%20Graphics
and
http://www.neurohack.com/transcendence/ ... um.php?f=5
Re: Space Opera Gravity
Scouting for a good asteroid belt, two groups of marauders ambush my frigate.
They are not only aggressive to the player, but to most other AI factions.
Marauder ships are fast, fragile and very cheap to produce. They attack indiscriminately, but always in groups.
Currently they like to hang out in asteroid clusters, preying on anyone that strays too close.
The three of us set up facilities in a reasonably quiet belt, while the marauders remain unaware of our presence.
I set up a solar plant near the star, to generate energy cells.
The second player sets up an orbital refinery and starts mining.
The third player decides to take on the marauders in his battlecruiser, I move too quickly to assist and end up taking the assault.
At some point during this fight, a nasty bug emerges and no one can fire at anything.
I decide to call testing quits and make a post explaining the new features before tackling the problem.
Operating the refinery
Double click on the refinery, place ore from mining into the ore slot.
Click handily hijacked button from EVE.
The refinery produces metal sheets, useful for general construction and can also feed the repair module equipped on our ship.
Refineries can be set to public, or faction use.
Public refineries will also be able to set tax levels. AI are happy to use public structures if they are conveniently positioned and have reasonable tax levels.
The interface at this point could really use some polish but it's sufficient for testing.
If it doesn't take me a month to fix the bug prior, I'll probably be working on getting the game's economy off the ground. Players should be able to have their own small factories producing useful things like ammo, fuel and ships. Hopefully within the next few weeks I'll also have the AI running around, dealing with its own situation; either mining ore to build ships, or hunting marauders/escorting miners.
The marauders are a static faction, basically the faction that hates everyone.They are not only aggressive to the player, but to most other AI factions.
Marauder ships are fast, fragile and very cheap to produce. They attack indiscriminately, but always in groups.
Currently they like to hang out in asteroid clusters, preying on anyone that strays too close.
The three of us set up facilities in a reasonably quiet belt, while the marauders remain unaware of our presence.
I set up a solar plant near the star, to generate energy cells.
The second player sets up an orbital refinery and starts mining.
The third player decides to take on the marauders in his battlecruiser, I move too quickly to assist and end up taking the assault.
At some point during this fight, a nasty bug emerges and no one can fire at anything.
I decide to call testing quits and make a post explaining the new features before tackling the problem.
Operating the refinery
Double click on the refinery, place ore from mining into the ore slot.
Click handily hijacked button from EVE.
The refinery produces metal sheets, useful for general construction and can also feed the repair module equipped on our ship.
Refineries can be set to public, or faction use.
Public refineries will also be able to set tax levels. AI are happy to use public structures if they are conveniently positioned and have reasonable tax levels.
The interface at this point could really use some polish but it's sufficient for testing.
If it doesn't take me a month to fix the bug prior, I'll probably be working on getting the game's economy off the ground. Players should be able to have their own small factories producing useful things like ammo, fuel and ships. Hopefully within the next few weeks I'll also have the AI running around, dealing with its own situation; either mining ore to build ships, or hunting marauders/escorting miners.
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