Search found 41 matches

by Marc
Mon Dec 11, 2006 9:52 pm
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 30939

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...
by Marc
Sat Dec 09, 2006 9:59 pm
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 30939

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...
by Marc
Tue Dec 05, 2006 8:16 pm
Forum: Developers' Journals
Topic: HumanShips
Replies: 29
Views: 18251

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...
by Marc
Sun Dec 03, 2006 9:14 pm
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 26436

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 ...
by Marc
Mon Nov 27, 2006 7:24 pm
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 26436

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...
by Marc
Mon Nov 27, 2006 9:48 am
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 26436

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 ...
by Marc
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: 3631

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...
by Marc
Sat Nov 25, 2006 9:04 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32925

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...
by Marc
Thu Nov 23, 2006 6:14 pm
Forum: Gameplay
Topic: Top Down Vertical Scroller vs. Following Camera Shoot'em Up
Replies: 7
Views: 18621

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 ...
by Marc
Mon Nov 20, 2006 7:37 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37363

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...
by Marc
Mon Nov 20, 2006 1:48 pm
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32925

The HUD setup sounds good.
It especially is easy to understand (not too much text bla) and doesn't use too much room which is needed for the real action.
I like as well the idea of a "splitting element" in the middle to make the information more accessible.
by Marc
Mon Nov 20, 2006 1:42 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37363

I didn't drop it, just didn't mention it to show the ideas with the "extrema", as the fight is the choice for those who do not want to go for one extrema. (similar to the medium blaster)
by Marc
Mon Nov 20, 2006 9:53 am
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37363

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 ...
by Marc
Sun Nov 19, 2006 1:31 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37363

Yes that makes sense, that after the shields are gone, the hull is damaged as well as the electronics can be damaged. That way player using all the shield would have lasting effects even if the shield regenerates again as the electronic doesn't repair itself.
by Marc
Fri Nov 17, 2006 8:13 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37363

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...