Search found 41 matches
- Mon Dec 11, 2006 9:52 pm
- Forum: Gameplay
- Topic: !POLL!: Interface/Camera Perspective
- Replies: 15
- Views: 31297
By alpha based I mean like the current elements just with an even lower alpha: You see whats going on behind the UI element, it is not taking your attention. Another point is that there is most likely no action at the bottom where the ships would be behind the UI, at least I hope so because there ar...
- Sat Dec 09, 2006 9:59 pm
- Forum: Gameplay
- Topic: !POLL!: Interface/Camera Perspective
- Replies: 15
- Views: 31297
Actually I don't see why interface a should prevent anyone from seeing the enemy early. If a nice alpha based graphic is used, thats not that much of a problem. My main problem with interface b is that it really looks like one of those 20 year old shoot'em ups that needed to work like this because t...
- Tue Dec 05, 2006 8:16 pm
- Forum: Developers' Journals
- Topic: HumanShips
- Replies: 29
- Views: 18258
As we have only seen a single ship design so far (that was in week one after project grabbing), the weapon design is currently focused on "facing forwards". It won't be a problem to modify them to work with other oriented surfaces, as the "main part" of the weapon is assumed to be ship internal, thi...
- Sun Dec 03, 2006 9:14 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 26460
The amount of time I can spend on Orxonox is quite restricted as well (study, girlfriend, compensating the financial situation caused by stipendium), my knowledge in the sound sector is even more restricted ( ~0 ), so if the sounds are not present yet, I fear I won't be able to create them. Luckily ...
- Mon Nov 27, 2006 7:24 pm
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 26460
For the only ship sketch we have been presented so far, the weapons do not need a body. Currently I'm not even sure, that this will be needed. The weapon most likely will be "integrated" into the ship, not somewhere unrealistically attached to it (like the hyperblaster in the hover - water reflectio...
- Mon Nov 27, 2006 9:48 am
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 26460
Character and Weapon Systems
Current State: What we have implemented: - Basic Attributes - Part of the methods to update and handle those attributes. - Basic Part of the weapon system handling on the ship (needed, as we need 2 weapon managers, not 1) - Connection of Ship attributes to weapon systems (with the needed extensions ...
- Sat Nov 25, 2006 6:21 pm
- Forum: Bug Reports
- Topic: [Solved]error while building orxonox on Ubuntu edgy eft 6.10
- Replies: 3
- Views: 3634
You copied the wrong one. There is a different asm folder in a different scope (will give you the correct folder) from which you have to copy the msr.h file. It is actually not an error in Orxonox, but the headers for some strange reason are broken. (if you need it right now, search will only give v...
- Sat Nov 25, 2006 9:04 am
- Forum: Gameplay
- Topic: HUD and Mouse Control for cockpit manipulations
- Replies: 17
- Views: 33308
You will have N weapons, but of 2 distinct types, which is why it makes sense to separate them into two places. Ones (primary) are energy based, while the other (secondary) are special weapons, not energy based and very restricted on their ammo. Currently, the weapon planned for that slot is a swarm...
- Thu Nov 23, 2006 6:14 pm
- Forum: Gameplay
- Topic: Top Down Vertical Scroller vs. Following Camera Shoot'em Up
- Replies: 7
- Views: 18872
So do we have some dedicated level designers to create the "both" then :-) (I think creating a level to only be used in a vertical scroller from top-down level is already something that needs a person for a few weeks or the whole semester due to the way they are created and the needed balancing etc ...
- Mon Nov 20, 2006 7:37 pm
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37735
As the "damage / time" is the same on all three ships, I don't see why a specific ship should have its fixed missions. Sure, some missions (like asteroid fields) are easier with one ship, but I don't think it would be a too good idea to give no option in such a case. I think the Wing Commander games...
- Mon Nov 20, 2006 1:48 pm
- Forum: Gameplay
- Topic: HUD and Mouse Control for cockpit manipulations
- Replies: 17
- Views: 33308
- Mon Nov 20, 2006 1:42 pm
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37735
- Mon Nov 20, 2006 9:53 am
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37735
Thats how I thought of the ship type idea. Scout: Small, only few weapons, high agility, low armor Bomber: large, many weapons, low agility, high armor Both should feature the same reactor possibilities (as reactors are characterised by 2 attributes - output and capacity - different play styles are ...
- Sun Nov 19, 2006 1:31 pm
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37735
- Fri Nov 17, 2006 8:13 pm
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37735
Additional idea: [*] Electronics: This is an additional attribute like shield and armor (and protected until both fail) . It mainly reflects the state of the ships electronic components. If these are damaged, the ships handling will suffer. Possible consequences could be lower fire rate, no weapon s...