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Plan for Michael Manos

by Michael Manos · 01/09/2004 (11:10 am) · 5 comments

In the Space Combat Simulator category, there must be literally more than 20 games from respectable game developers and independent game teams. There must also be at least 1000 more unfinished, rejected or abandoned projects.

Have you ever player Elite (1, 2, FE), Wing Commander, Star Wars?

These are all great games because they had exceptional concept and very clever implementation of real life & believable scenario & missions.

As much as many great game development teams, groups & houses want they find it very difficult to create the next game that will continue the line of the finest space flight sims. This is so because such a project would be either too time consuming or would require a very high budget. Budget that would go skyhigh when they would want the BEST & most impressive graphics, intros, animated scenes, textures, models & other time consuming & expensive content.

Above that there is always their reputation to protect. Reputation that can be damaged if they release a game with Medium quality content, even if the gameplay, plot, scenario, missions, multiplay and other stuff is at the highest level possible.

Personally, i'm tired of purchasing games with the GREATEST graphics but so unimaginably predictable scenario & missions. I mean, come on !! Let's face it. Almost all the games have 4 things in common that makes them quite the same and quite boring too.

1. There are always the GOOD guys.
2. There are always the BAD guys (If you're lucky you get to pick the side you're on).
3. The BAD guys are trying to kill the GOOD guys and vice versa.
4. If you finish the game the only thrill would be to play the game again at a different dificculty level.

I have been playing space simulator games quite a lot and as a customer i would very much like to see the followings:

1. Real AI on space flight (and i mean REAL !!!)

2. Open world scenario that is trully free (and i mean TRULLY !!)

3. Ships & weapons that can actually make a difference.

4. Real life marketing & clever customer / client reactions. Imagine clicking on a question you want to ask the client (computer) and for the 100th time the computers replies with the same answer !!!

5. REAL PLANETS & not some planets in a different galaxy, some trillions light years from ours.

6. Real space physics & not some imaginary laws that the game team has come up to increase the gameplay (An X-Wing performing a tight turn without having directional thrusters is quite a joke in real life)

7. Careers, Careers & Careers. I don't like games where the only thing that you can become from a Cadet is a Leutenant !!!

8. MOD / MISSION / CAMPAIGN editors.

9. There are som much that i can state about what me and others want but there is not enough space here and you probably don't have the time to hear them !!!

EPILOGUE .....
My plan is to gather as much Information, Designs, Scenarios, AI design concepts, Real space data, Physics data, GUI concepts & many more to create the basis for designing the main game guidelines. A game that i want to fill in the gaps and limitations of all other games of this type.

Currently i'm on my own (Jan 09 2004) but i've been working on this concept for quite sometime (1.2 Years).
I'm not actively seeking anyone to work or commit to this project but i'm open to all suggestions (from individuals or amateur teams only NOT companies).

After the specific guidelines are finished, my interest will be focused in the actual development, content design & implementation.

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#2
01/09/2004 (3:11 pm)
Erm, the real space physics, whilst a good conceptual idea, is basically complete and utter arse in real life games :)

As far as the number of quality space games? I'd say its more approaching around 40 or so. With perhaps the top 5 or so of those being playable.

If you want to try out the "real" physics, get "Ive Found Her" from www.firstones.com and give it a try.. oh my its horrid! :)

The other stuff. well, real planets? how real do you want? who are you to say what is "real" anyway? :)
#3
01/09/2004 (4:07 pm)
or for free, and quite serious simulation of both past, present and future spacecraft, try orbitersim.com
#4
01/09/2004 (5:13 pm)
Rather than go for the real space physics, why not just go with what is more likely anyway: That humans would want their ships to control like an airplane/car/boat/unicycle and set up the ship to do so?

At least, in my future that's what would happen. :-P The computer would fire necessary thrusters, and all would be fine in the world--as long as it doesn't give a BSOD. lol

-Eric
#5
01/09/2004 (9:06 pm)
I agree - realistic space flight physics suck. In fact, realistic space simulation in general sucks - let's face it, it's a big, BIG open empty space. If you want to get from point A to point B, it takes a long time unless you have some serious high-velocity goin'. Then if you do - don't blink, you just passed your planet. Oh, and did I mention that it adjusted your course? And that it's 3 moons also adjusted your course too?

Read up on the launch of Beagle 2 and NASA's recent launches - while they were doing it with minimal thrust, it gives you an idea of the true complexity of the situation. It's nasty.

And realistic combat in space? Oh wow that's really ugly.