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.
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.
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#3
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 . . .
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
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?
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
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).
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
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. :)
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. :)

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