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Babylon 5 Starship Commander

by Cyberkada · 11/06/2007 (6:12 pm) · 13 comments

Initial screenshots of the latest iteration of the Babylon 5 Starship Commander game.

img453.imageshack.us/img453/9287/screenshot00400001mf0.pngThe mission selection screen

img453.imageshack.us/img453/3299/screenshot00400003bz5.pngBattle #1

img451.imageshack.us/img451/8676/screenshot00400004xx8.pngBattle #2

#1
11/06/2007 (6:20 pm)
Pictures look good, im sure your more then aware of the whole copyright infringement using the Babylon 5 name so i wont go into it too much.

Nice pictures and space backdrop though. look forward to seeing more.
#2
11/06/2007 (9:37 pm)
Looks fantastic :)
#3
11/06/2007 (10:27 pm)
It will be released similar to how "I've Found Her" and "The Babylon Project" were released. I might try to have Mongoose Publishing release it, as they are the current license holders. It will be somewhat of a clone of the Starfleet Command Series, but based on the Babylon 5 Wars ruleset.

Got the fighters in the game for the major races, adding capital ships now.

The backgrounds were from a skybox set I bought for (originally) 3DGS. Stars are from the stars resource.

The MFD on the left is just a very crude mockup until I can get it working.

The Flight Game Example is a very good "kit" to purchase.

edit: Updated the pictures.
#4
11/07/2007 (6:38 am)
Awesome work. Got a demo? The more space shooters the better. Are you doing the velocity vectoring as in the series? For example being able to fly real fast in one direction, spin the ship around and fire backward while still moving on the old direction?
#5
11/07/2007 (7:14 am)
As soon as I can figure out proper multiplayer I'll have a basic fighter demo.

Right now its just modified TGE 1.5.2 + FGE + AFX + lots of resources. (I'm waiting on TGEA to fix the GUIObjectView Issues and the LOD issues). It works except for the ship selection issue (whatever the first ship selected is, everyone has that ship - and I've been through the forums. Any assistance will earn a place in the credits. (I might strip out the B5 stuff and release the game using custm races and ships - good for a SFB MOD or a Galactica MOD) - with the added advantages of planetside missions. I'll post my code in the private TGE forums to see if someone can look at it.

I just added target heading to the GUICrosshair. Have to play SFC II to see what else I can rewrite using TGE. I have damage split up (in code) to fwd, aft, starboard, port and primary for capships, and fwd and aft hull for fighters (but no multiple collision hulls or LODs yet)

Velocity vectoring... yes. Getting that working. I even got all engines doing the right particle things with exhaust.

Whats next... Getting more capships in game, jumpgates, and making the Left MFD operational.

In other news, week #1 for DeVry's GPS420 is over. Off to grade some projects...
#6
11/07/2007 (7:45 am)
there was a mod for a simple player select using the common folder and player databases, its almost impossible to find now, it was by a person named JT (or atleast thats the initials).

under common/server/clientConnection.cs
find
function GameConnection::onConnect( %client, %name )
add
function GameConnection::onConnect( %client, %name, %vehicle )
at the top of that function add
function GameConnection::onConnect( %client, %name, %vehicle )
{

//find out what was passed so we can work with it
switch$(%vehicle)
{
   case "Starship":
	   %client.character="PlayerBody";
	
   case "Fighter":
           %client.character="PlayerBody2";
	
   case "Bomber":
           %client.character="PlayerBody3";
   default:
	   %client.character="PlayerBody";
}
#7
11/07/2007 (7:50 am)
then in your vehicle slection gui create a new drop down box (popup menu)

and in the cs file for your vehicle script where your doing your gui object view add
vehicleChoice.add("Starship",0);
vehicleChoice.add("Fighter",1);
vehicleChoice.add("Bomber",2);

function vehicleChoice::onSelect(%this, %id, %text)
{
   echo("ID = " @ %id);
   if(%id != -1)
   {
      if(%id == 0)
	  {

         vehicleChoice.setText("Starship");
         vehiclePreview.setObject("Starship", "game/data/shapes/vehicle/starship.dts", "game/data/shapes/vehicle/starship.png", 0);
                          
      } else if(%id == 1)
      {
         vehicleChoice.setText("Fighter");
         vehiclePreview.setObject("Fighter", "game/data/shapes/vehicle/fighter.dts", "game/data/shapes//vehicle/fighter.png", 0);
                
      } else if(%id == 2)
      {
         vehicleChoice.setText("Bomber");
         vehiclePreview.setObject("Bomber", "game/data/shapes/vehicle/bomber.dts", "game/data/shapes/vehicle/bomber.png", 0);
                
      }
   }
}

I will repost this as a resource soon, with full animated guiobject view code and all.

{edit} This does work over network. my brother and I have been using this for our player select since we found it in early 06. Still if anyone knows the original poster please let me know so we can give proper credits.
#8
11/07/2007 (7:59 am)
[url = "http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11733"] Multiplayer Class Select[/url]

This is very similar and has team select in it. Havent tested it yet but It looks extremely similar. Its got some different features too.
#9
11/10/2007 (7:00 am)
The link fairy helps again... (for those who don't want to copy and paste)
Multiplayer Class Select
#10
11/16/2007 (12:59 am)
Found my problem with team selection. Update: got engine glow and running/spotlights to work. I can now have 36 bots and myself in game with no crashing (used to crash after only 12 or so).
#11
03/18/2008 (6:35 am)
Cyberkada.... Does all your projectiles and explosions show up? I'm having trouble when there's more than 16 players in TGEA.
#12
03/18/2008 (9:03 pm)
James: I'm using TGE 1.5.2 right now, because of GUIObjectView and a previous LOD bug. I do (can) have over 40 high poly objects on screen without crashing (it does crash upon exit sometimes - argh!)
#13
07/27/2008 (5:57 pm)
great! good work man! =)