Yeah, next up: Android version ^^1337 wrote:That's soo cool having Orxonox run on three platforms
Thank you so much for all the effort Kevin!
Search found 841 matches
- Sun Mar 13, 2011 4:28 pm
- Forum: Developers' Journals
- Topic: Diary of Quarrels: Mac Support
- Replies: 5
- Views: 16196
Re: Diary of Quarrels: Mac Support
- Thu Feb 24, 2011 12:26 am
- Forum: Story and Universe
- Topic: Having a universe that is alive
- Replies: 2
- Views: 54131
Re: Having a universe that is alive
Pirates vs. Mercenaries: Small dog fights from time to time, where the player can choose to ignore them or help one side by destroying their enemies. Meteor Shower: Usually we would fly in orbit around a planet. Some planets have strong gravitational forces and may attract big asteroids or many smal...
- Thu Feb 24, 2011 12:23 am
- Forum: Story and Universe
- Topic: Having a universe that is alive
- Replies: 2
- Views: 54131
Having a universe that is alive
So regardless whether there is a mode where the player does not have a mission and just can fly around in the solar system or only missions, we need to have some more or less random occurrences of things happening in the universe that go on without the interaction of the player. Certain events may t...
- Tue Jan 18, 2011 9:21 am
- Forum: Content Creation
- Topic: Human Model Reshaping
- Replies: 0
- Views: 32167
Human Model Reshaping
This for our human models and we no longer have to worry about modeling them .
- Fri Jan 07, 2011 2:18 pm
- Forum: General Discussion
- Topic: Congratulation Guys!
- Replies: 15
- Views: 41311
Re: Congratulation Guys!
Hey Patrick, it has been a long time! How's everything? The presentation was really cool, despite the few students in the last semester. I haven't seen the movie yet, so I don't know if you know that a first release is planned immanently! During the last think tank we tried to reduce the feature lis...
- Thu Dec 09, 2010 11:03 am
- Forum: Content Creation
- Topic: Orxonox color scheme
- Replies: 33
- Views: 51338
Re: Orxonox color scheme
I agree insofar as that the contrast (especially for the low resolution icons) is insufficient. However i think it is important that the icon reflects the color scheme, thus rather than invert the planet I would try to make the spaceship brighter to achieve better contrast. I agree. I think x3n's p...
- Thu Dec 09, 2010 11:01 am
- Forum: Story and Universe
- Topic: Human Weapon Technology
- Replies: 3
- Views: 14618
Re: Human Weapon Technology
I think the aliens should have different weaknesses and strengths. I imagine energy weapons to be more effective against Asheroc and physical projectiles more effective against Noxons. It would add another element of strategy to battles. You would have to choose your weapons according to the enemies...
- Wed Dec 08, 2010 6:10 pm
- Forum: Story and Universe
- Topic: Human Weapon Technology
- Replies: 3
- Views: 14618
Human Weapon Technology
Hi everyone, I have written a little something about weapons and shields in the Wiki concerning the Universe of Orxonox. The idea behind it, is that we have a more complex weapon system so there is an element of strategy in the game. I don't think we have done something like that yet. The current we...
- Mon Dec 06, 2010 1:04 pm
- Forum: Content Creation
- Topic: Orxonox color scheme
- Replies: 33
- Views: 51338
Re: Orxonox color scheme
Very nice sketch. You can see that especially with the small versions that the important features are preserved. Also a grayscale or monochromatic version would work there.
- Mon Dec 06, 2010 8:16 am
- Forum: Content Creation
- Topic: Orxonox color scheme
- Replies: 33
- Views: 51338
Re: Orxonox color scheme
I like it too, but I think there should be some stronger separation between the ship and the planet, even in the big picture it's not easy to distinguish ship from planet and in smaller versions it's not clear at all what the logo illustrates. A more primitive image with more contrast would be bette...
- Mon Nov 29, 2010 10:14 am
- Forum: Developers' Journals
- Topic: Ai
- Replies: 16
- Views: 29491
Re: Ai
I like the fuzzy logic approach. A strict state machine is clearly not the way to go. I want to add, that we may need routes defined by waypoints to make sophisticated movements with the AI. Flee: Where to and which way? Attack: Where exactly? Ambush: From which direction? Waypoints introduce a way ...
- Fri Nov 26, 2010 1:54 pm
- Forum: Developers' Journals
- Topic: Ai
- Replies: 16
- Views: 29491
Re: Ai
You may also want to look into a simple state machine where you can have different states inside the bot ('idle', 'under attack', 'fleeing' etc.) and alter the behavior accordingly. Also have some priorities for instance may a bot abandon the target he has to protect when he is under heavy attack an...
- Fri Nov 26, 2010 9:04 am
- Forum: Developers' Journals
- Topic: Ai
- Replies: 16
- Views: 29491
Re: Ai
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- Mon Nov 22, 2010 3:19 pm
- Forum: General Discussion
- Topic: Shattered Horizon
- Replies: 14
- Views: 22401
Re: Shattered Horizon
I agree, while this is a very nice feature and extremely fun to implement, it doesn't make the game at all and is mostly eye candy. I'm not sure why procedural programming is so amazing, but look at the city engine, by procedural . It at least suggests they are using procedural programming ;). Proce...
- Mon Nov 22, 2010 10:06 am
- Forum: General Discussion
- Topic: Shattered Horizon
- Replies: 14
- Views: 22401
Re: Shattered Horizon
I agree basically. I don't mind if we have to change some things and neglect some realism in favor of fun and experience. Yet planets may also seem VERY tiny. If you remember Freelancer, which was an amazing game, the planets were much too small. I don't know how to create a good effect, but as long...