I haven't heard anything about Eternal and Infinite other than the name. This really falls under the heading of "gamers don't miss what they have never had". I've always thought that the "I" in AI confuses people. It shouldn't stand for "intelligence", it should stand for "instinct". Present day AI is not "intelligent", it is "instinctive". So what I think will happen is that it will be more like a battle of insects that a battle between intelligently controlled
Kavik_Kang
If it were an AI battle that would be different. But an AI battle between real-time AI ships is a "glorious vision" that isn't going to work out very well in the game. I guess to those who don't really understand how it should be working it wouldn't be as noticeable, but would probably even be noticeable to the untrained eye. It would be a big mess of randomness, basically. But there have been many games in the past that were just a "big mess of AI randomness" that eve
It's not tradition, it's the laws of physics. It just doesn't work. I was probably the first person in these forums to warn that 1v1 dueling gets old fast and won't retain an online audience. It is something people will mess with as they play the full adventure game, after that it will be forgotten by most. Few people will get into 1v1 dueling in a top down space combat game and keep playing it just for itself. The three most popular multiplayer "zones" (or sce
Subspace centered the map on each players ship, so this issue doesn't exist in Subspace. We had discovered this issue decades ago in SFB with the "float marker" idea that only ever truly worked for 1v1 fights. The SC camera will have trouble with just 3 ships, let alone 8 in a 4v4 fight. You can see this with Jeff. If you try to focus the view, and size the "visual range" on three objects you wind up having the "Jeff problem" of SCO. With 8 or 12 players, trying
After playing SCO for 3 or 4 hours the last two days, here are some comments on the current state of the ships... Tywom – You can really see and feel the difference of having acceleration present with this ship. All of the ships have a much better feel too them. They look better in the way that they are moving on the screen, too. This is a big part of what is making feel “more fun” now. The ships are moving in a better way that “looks and feels” better to
There are serious issues with having multiple ships ships on the screen at the same time with the way the SC camera works. In SFB we had the concept of the "floating map". This most often mean that you could move everything the same number of hexes in the same direction to represent infinite space with one map. This led to the idea of putting counter in the center of the map, and not being allowed to float that counter off of the map, which created a map 4x bigger than the s
I've finally found the time to play the new patch a little. I will play it some tomorrow, too. I've only played it a little so far. It seems to be moving faster than it was, or maybe it just feels fast because I haven't played it in a month. If it is moving faster now that is probably a good thing. I am TERRIBLE with a keyboard, and on top of that you can do different things with a gamepad or keyboard. “Equal but different.” So I can't do a lot of the things that I am want
After thinking about this as if I was adding a new game to my own universe and just starting to work out the music/movies for it, here is how I see this. There are four good candidates for this "second intro" movie and I like all four movies well enough to use all of them. Maybe in the future one or more of these might get bumped out of the game for a better idea, where the story winds up going once the rest of the movies have been worked out, or just because I've gone of the 90-m
Yes, I actually like Whitepaint's idea, too. So that makes three that I think could all be done really well. I've spent many years making "5-minute movies" like this. Literally a few hundred of them over the years. And one thing I learned long ago is that there are, very often, half-a-dozen REALLY GOOD "movies" that might tell the same exact story. Just in different ways. Sometimes it can be very hard to pick between many different good ways of telling a pa
I think you can make something like the Worm-X thing work. You would only interview a few of the aliens that are met early, the most prominent ones, and maybe 2 or 3 star characters from the human ship like the commander. I call this general concept a "premonition video". You might even show some brief clips of very memorable things that will happen in the future, by finding good ways too use them. Like the interviewing asking about something that will happen in
After watching the Wormhole Extreme video a few times... Whenever I take inspiration from something like this I always include at least one direct reference too it as a kind of tribute to the original inspiration. If you wind up deciding to go this way with it, my favorite part of this video is when he says "Does my agent know about this?". It's not just the line that makes it work so well, but the look on his face when he says it. It seems like this line/scene cou
No, me and social media don't mix well. I don't speak Twitter;-) Good ideas often independently come from multiple sources at the same time. The telephone, for example.
I like the idea of it being inspired by the Starship Trooper recruitment commercial a lot, but I also like the example below a lot too. Star Control is supposed to be funny. As I understand it you have your story intro, followed by this second movie. So the player just saw a "serious" introduction to SCO. Instead of another "serious" movie, maybe the second one should introduce the player to the concept that SCO is partly a comedy through a movie inspired by this one.&
You can always create any story around how, what, and why any resource in the game is. Without knowing the story of SCO, it's hard to come up with any good suggestions for that out of the blue. You'd have to know the overall story to think up a good/interersting story that they might be collecting genetic/organic samples for. Maybe there is some type of "research program" taking place within the story that they are collecting all of these life forms for. There should
The only place I see any kind of "research" fitting into Star Control is in the enhancement of the mothership and satellite ships it carries. This went away in the modern era, but in the earlier days of wooden sailing ships, especially during the age of piracy, the crew would often make many modifications to the ships over the course of their journey. So it could fit into SCO in that way, but it shouldn't be just the same typical Civilization like research that other games use.&nb
Damn robots! ;-)
I've never mentioned the music before, because it's all been so perfectly "Star Controlly" to my ears. Just like these two are. As a tribute to the original cartoony look, at some point along the way in the adventure game you should drop an anvil on something!
It doesn't have to turn into a can. You could be shooting a kind of "energy net" that encases them, then you pick them up when you run them over. I've only seen Fleet Battles and the screen shots they've shown us, so I don't really know how the lander or adventure games layers work.
Alverez, I don't think that there is research in SCO, that is why I mentioned that. But I don't know for certain. I don't think research really fits too well into SC either.
This is a very interesting idea for Star Control. I like the concept a lot, but they should be completely different rewards for tagging for purposes of research and killing and taking the bodies. Obviously, tagging would give pure knowledge and no resource. Killing would then have to give resource and no knowledge. I know it is logical that killing might, not necessarily should, but might also give knowledge, but this is a game and the whole point here is for it to be
I actually liked the old "cartoony look", but was clearly in a large minority there. I like this new "more real" look, too, and if it means more people like the look then it is a better look. I'll add that, I keep seeing that text, "if it is an alien you are ordered not to die", which really doesn't read very well. It's sounds like kids playing with little green army men. You could use the classic military joke "you do not have permission to die". Or maybe just
I understand your view of what the editor should be, I would never lobby for my suggestions. That's what this process is about. We just make suggestions to give you ideas for your game. Your audience likes your style, and that is what they are expecting. SVC and I only rarely see eye-to-eye, and when his vision of the SFU is different than mine his opinion is, by definition, the right one. The audience loves his games, and his vision, not mine. You are no different. So I would never lob
The NSA has had two very powerful things on internet for a very long time now, Echelon and Spider. Both are very powerful and can do a lot of things that most people wouldn't think are possible. It's not just Google that has been manipulating your internet experience. I noticed this begin during the health care disaster. It was like an iron curtain fell onto the internet and everything started working a lot differently than it had in the past. As just one examp
I didn't mention before that more powerful weapons and devices would be larger, because it is so obvious. A thing you can do that is not so obvious is to allow the player to place more than one of whatever one weapon or device they can have in their "bay". There are two ways of representing this in the game, as I do in Space Hockey, what I call "side-by-side" and "inline". Side-by-side, having multifire, doesn't work for Star Control for most weapons or devices. But "I
If I am remembering right, you were thinking of using check boxes to exclude certain weapons and devices from certain ships. It might seem as though a SwoT or MWO-like ship editor wouldn't work for SCO because the ships are so simple, but it does work because the key elements in are, due to the laws of physics, present in SCO. You have engines, maneuvering thrusters, and the weapons and devices. These are the key components of the system, so you have everything needed to mak