[quote who="HenriHakl" reply="18" id="3642186"] Quoting Frogboy, reply 17 Nothing will be off the table with regards to how it looks, how it acts, etc. FPS-styled base-building SuperMelee, here we come!! [/quote] My take on the statement and response... I
Kavik_Kang
I have no idea why it is dark...
I have been doing a LOT of writing for the last 5 weeks or so and don't plan to stop for months. I thought everyone here would like this, from my "27-year-old-hobby 9-game sci-fi trilogy"... </span
[quote who="HenriHakl" reply="12" id="3641865"] ^^ -- ofcoz you want to see an Urquan Dreadnought do a barrelroll [/quote] Of course not. I have thought about that more actually, because it was such a great idea (Hunam!). So I've had time to think of a great example. What is the difference between a secondary ability that puts up an energy barrier for 4 seconds of temporary invulnerability or Hunam's Loop that does the same thing
Yes, Hunam, exactly. It needs to be represented artificially in some way, like your "utilitarian" ideas or my "accuracy modification", they just don't actually do anything in and of themselves. I don't like accuracy modification for Star Control, but I do like your utilitarian way of using them. Using ACM in a utilitarian way like you propose for SC would be very cool. I actually like all three of the examples you gave a lot. It could even just be a ships
Patton and Rommel are very similar. They were among the very few who understood how the "next generation" of war worked. The vast majority of generals in WWII were still fighting WWI. There might have been a dozen or so in the world who actually even understood which war they were fighting. Even MacArthur thought in the old school way. Patton, Rommel and German Field Marshal Erich von Manstein were the absolute best of them. Erich von Manstein was probably
You have a good point, Vaelzad. If the sequence is short enough, and it has real meaning, this could work in a good way. You could even keep the classic "Whoosh" sound as the lander is first leaving the ship. The sequence has to be very short though, probably like 8-12 seconds or so at most (i'd probably be trying to make it happen in 6 seconds). If it is taking 30 seconds or more people are going to grow to hate it over time. The speed that it happens can be
In 2D, 3D maneuvers like a loop or corkscrew have no actually effect on the situation. A corkscrew would simply be an animated effect with no meaning. The only way to give it meaning would be to have it create a negative modifier to weapon accuracy... but to have there be a thing called "weapon accuracy" you would have to create a combat environment that was for more complex then they are likely be planning to create for SC2. I imagine that SC2 will have "dumb fire" weapons
I really think this landing sequence is a mistake. For one thing, the unique "Woosh" sound as your lander left for the planet while your finger was still on the button was actually one of the more memorable things from SC2 for many people. But that really is a small issue. The really issue I have with this is more of a game design philosophy thing again. There is a *perfect* example of what I am talking about here, Elite: Dangerous. Elite: Dangerous is a perfect
[quote who="SavageMind1" reply="1" id="3641619"] In the words of George C. Scott, "Rommel you magnificent bastard, I read your book!" [/quote] That's an actual book, you know, you can read it as well. It was an unfinished book called "The Tank in Attack" by Erwin Rommel. Most of it is re-printed in "The Rommel Papers" which is very much like the book "Patton" that the movie was based on, only much better.
If you want to retain "that irresistibly fun" aspect of this genre that most " just can't put their finger on", then you have to retain the pure top down view because it is that "perfect un-distorted vision of the action" that creates that "irresistibly fun" aspect that most can't identify. I can, as I've mentioned before, it's the Pattern Recognition Addiction that you lose if you angle the camera and destroy that "perfect un-distorted vision of the action". Per
Henri: That would make sense, I hadn't been thinking of it that way. There could be two separate map modes with the music change and maybe some "combat HUD" added so you know when you have entered combat mode. But then it seems odd for the gravity to be toggling on and off. I don't know, they must have some way around it like my "ED into a planet map" way. I'm sure however they are doing it works for what they are doing. Cuorebrave: Y
Ok, I deleted these extra things. I'll just stick with what Windows Media Player can view. The one thing that confuses me about the May stuff was the mention that you will send down landers seamlessly from the solar system map. I must be missing something because if the planets and stars have the comically powerful gravity wells of the genre that they have mentioned before, then you can't really send a lander down from that screen. If you get n
I downloaded the mpc thing, but I still get the same exact message that my trial version of Switch Sound has expired. Is there some reason this has to be in some kind of non-standard format that Windows Media Player can't use? I think I'm done downloading unknown things, I don't like doing that. Now I have 2 things on my computer that I have no idea what they are and aren't doing anything for me.
Is there any chance of uploading these videos in some kind of standard windows format? I couldn't see the two from last month because they wanted some type of viewer that I don't have. Can you put them into a format that Windows Media Player can view? I don't have any add-ons or whatever it is last months videos were wanting me to have. EDIT: I just went and checked. If I try to view them it says that my "trial copy of Switch Sound fi
Exactly. Having pre-established categories like these allow anyone, even little kids, to mess around creating stuff that works. Then they are sometimes just fine for something a modder/dev wants to do as well, but if not they of course have the option of doing up something "custom" for the exact effect that they want to get.
The weapons section was easy to slightly edit for Star Control. The devices of my top down shooter are... too specific... to that game and part of how it works. I would have to re-write a similar thing from scratch for SC. But it is really simple, actually, just like the weapons you create categories that can represent almost any device between them. These "pre-categorized game mechanics" then allow modders to very easily create almost any weapon or device they want. &
That is good... There are a lot of things you can do with it. It goes against the grain of modern thinking in game design in many ways, but it really is a good thing that you can use in a lot of ways. The point system for SuperMelee is a good example. You buy a lineup of ships, so you get to pick which ships you will cycle through. But the balance should be that even if, for example, I am an ace veteran and you are a noob, you are still going to kill me at leas
[quote who="SavageMind1" reply="9" id="3639096"] Quoting Kavik_Kang, reply 8 Quoting HenriHakl, reply 5 Thank you Vaelzad - I'm
I can't see the big OGG files, it wants some type of converter that I don't have. One thing that you need to keep in mind is how Star Control works. The fact that you only have a little bit of life, and it doesn't regenerate, is actually a part of how Star Control works. You have a line-up of ships, you are expected to lose ships. The whole idea is that you can only sustain yourself away from the base as long as you can keep your supply of ships alive. &n
[quote who="HenriHakl" reply="5" id="3637504"] Thank you Vaelzad - I'm perfectly happy to wait for good modding tools, as long as I can rest assured that they will come eventually. That said; I'm a little concerned that the ship designer isn't powerful enough for my needs if it only caters for pre-fabricated parts. I'd like to strongly advocate a robust scripting system that allows for custom-crafted ships. I've extensive experience in the Warcraft 3 script
I think the "gremlin" looking version might be a good look, if he is supposed to be an obvious bad guy. Their alien looks "shifty". Like he is going to act like a good guy, but turn out to be a bad guy in some "Romulan-like" deceptive way. At least that is the impression I get from him.
The most interesting thing to me in the April update was the silhouette of the ship that is 3 pieces not connected together, there are so many different things that I could do with that I can't even begin to try and guess what they might be doing with that. There are a lot of really cool things that ship might do. I like the little alien as a concept, but he seems incomplete. Like a "flat" original series Star Trek ship with no hull plate seams, or ridges, or "porthole
How about a brief scene with Gil Gerard as a glitter covered girl on roller skates glides by... back then, everything futuristic was on roller skates! [e digicons]:grin:[/e]
More inspirational words for the week... "In softest voice there's an acid tongue In the oldest eyes there's a soul so young In the shakiest will there's a core of steel On the smoothest ride there's a squeaky wheel" "In the sweetest child there's a vicious streak In the strongest man there's a child so weak In the whole wide world there's no magic place So you might as well rise put on your bravest