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Plan for Doyoon Kim

by Doyoon Kim · 09/07/2002 (8:06 am) · 6 comments

Here's the latest development screenshot:

Moon

Right now, the gameplay involves trying to destroy the other team's home ship. It's fun to get caught up in the laser shower if you get too close.

#1
09/07/2002 (9:06 am)
Thats really cool, a whole different look to torque :)
#2
09/07/2002 (9:44 am)
Nice, very nice!

A very appropriate synopsis!

- Melv.
#3
09/07/2002 (10:57 am)
Very, very nice looking.

I was just thinking, I would LOVE to see a game where they use REAL physics for outer-space flight . . . where you don't make a banking turn when there's no atmosphere; where you can rotate your ship on its axes regardless of what direction you're moving and how fast. You know, like the Babylon 5 combat sim was going to have . . .

It'd be really cool, though, in an environment with some gravity. :) Man oh man I can see how that would be a blast . . .
#4
09/07/2002 (11:21 am)
We're implementing something similar in our space sim, Luc.

Should be done in a few months... (not the game, the physics)

We call it the Tranquility Flight Model.

And that's a cool screenie. Are you guys using Wendell Brown's space environment code?
#5
09/07/2002 (4:25 pm)
Neat stuff! It's sounding more and more like mine, though. Tsk tsk. ;-)

Real physics in space isn't much fun for games, IMHO. Try the ORBITER simulator and I think you'll see what I mean. My preference (and actually what I've done) is to try and come up with something that's a little more arcade-like, but that still conveys a feeling of mass. What I did was make use of the rigid body system in torque, but added simple force and constant drag properties (might change the drag if I want to make atmospheric combat a little more realistic).
#6
09/07/2002 (5:51 pm)
I'm not using wendell brown's space code.

Anyways, it's not going to be a real 'sim' so I'm not really interested in creating realistic physics. Just something flyable and easy to control. In fact, that's a main reason for doing a 'space' game, since you're not restricted to the real-world.

I also found that having an 'asteroids'-like physics where you can rotate freely in all directions results in rather boring dogfights because every match turns into a simple staring contest. :)