I got one problems here?
by Henning Martinsen · in General Discussion · 07/30/2005 (9:59 am) · 14 replies
I writing down this to my;
The Physical World
Overview
Our known universe and more. In our sol system we have; Mercury: nearest planet to the sun. we have ten galaxy base there for government, and public. Venus: we have ten galaxy base there for government, and public. And also planet Venus is make to live on in the free. Earth; we have ten galaxy base, a ring of galaxy base as one ring the inner ring, the middle ring, the outer ring, and one bigger ring as a platform ring. All this is more to government then is for public, and some area is for public. Asteroid belt (1000 galaxy base (for government, and public), and all other asteroid objects.), Mars (Phobos, Deimos), Jupiter (Metis, Adrastea, Amalthea, Thebe, Io, Europa, Ganymedes, Callisto, Leda, Himalia, Lysithea, Elara, Ananke, Carme, Pasiphae, Sinope), Saturn (Mimas, Enceladus, Tetthys, Dione, Rhea, Titan, Hyperion, Lapetus, Phoebe), Uranus (Miranda, Ariel, Umbriel, Titania, Oberon), Neptune (Triton, Nereid), Pluto (Charon), all other have also galaxy base for government and public. Outside our sol system we have: galaxy ship base, 2 yr outside the galaxy ship base path, we have a biggest colonizer galaxy base ship city (12800 mil in diameter with 12800 Mila pop). We have also such at 10 yr outside the 2nd path outside the sol system, to nearest sun system. Every path is 10 time bigger then the first one and so on.
Can I do that?????
And then this showing up:
The following describes the key components of the physical world.
Then I lostet it all. I believe I did that, so know what?????
Some one who can help me?????
The Physical World
Overview
Our known universe and more. In our sol system we have; Mercury: nearest planet to the sun. we have ten galaxy base there for government, and public. Venus: we have ten galaxy base there for government, and public. And also planet Venus is make to live on in the free. Earth; we have ten galaxy base, a ring of galaxy base as one ring the inner ring, the middle ring, the outer ring, and one bigger ring as a platform ring. All this is more to government then is for public, and some area is for public. Asteroid belt (1000 galaxy base (for government, and public), and all other asteroid objects.), Mars (Phobos, Deimos), Jupiter (Metis, Adrastea, Amalthea, Thebe, Io, Europa, Ganymedes, Callisto, Leda, Himalia, Lysithea, Elara, Ananke, Carme, Pasiphae, Sinope), Saturn (Mimas, Enceladus, Tetthys, Dione, Rhea, Titan, Hyperion, Lapetus, Phoebe), Uranus (Miranda, Ariel, Umbriel, Titania, Oberon), Neptune (Triton, Nereid), Pluto (Charon), all other have also galaxy base for government and public. Outside our sol system we have: galaxy ship base, 2 yr outside the galaxy ship base path, we have a biggest colonizer galaxy base ship city (12800 mil in diameter with 12800 Mila pop). We have also such at 10 yr outside the 2nd path outside the sol system, to nearest sun system. Every path is 10 time bigger then the first one and so on.
Can I do that?????
And then this showing up:
The following describes the key components of the physical world.
Then I lostet it all. I believe I did that, so know what?????
Some one who can help me?????
About the author
#2
So what is a normal game time??
Maybe I must use one time for space travelling between sun systems or something. And another one in the planet/moon/space station or in the solar system. All this am not sure yet. One thing what I want to have in the game and what player want. But if you thing I can have my game in real time, then I maybe havet.
07/30/2005 (11:33 am)
Thanks, all components you can visit, and used if you want. Time scale is also one other problems I have. To begin with I intend to have a real time, but am not sure that is a good idea, in this game. I wanted to be real as it can be in my game. But I beginning to see that is not possible, for a player will not travell if it's to far to travelling in the game. Am using a link (server) so every player can use if he/she want to travell in time (about a 100 yr), parallel world, or something like that.So what is a normal game time??
Maybe I must use one time for space travelling between sun systems or something. And another one in the planet/moon/space station or in the solar system. All this am not sure yet. One thing what I want to have in the game and what player want. But if you thing I can have my game in real time, then I maybe havet.
#3
I'm not sure how you would do different time scales for people traveling between systems, because the universal time must always be the same for all online players... (besides your "alternate" or "linked" universe times.... which would still have to be synchronized with each other).
So I would say that the "space" scale or speed would change, rather than time, or just have vast distances be nearly instantaneous.
07/30/2005 (8:21 pm)
You could have your game in realtime if you wanted. Most games will use some sort of scale... the most used scale I have seen (if the game has day/night at all) 1 minute = 1 hour, so a day would last 24 minutes. Of course, in a game where there are many different stations and planets, you would have all kinds of day lengths (and some places that never had day/nights) so realtime would be a good way to go. Then you would also have the dramatic differences in planets as well.I'm not sure how you would do different time scales for people traveling between systems, because the universal time must always be the same for all online players... (besides your "alternate" or "linked" universe times.... which would still have to be synchronized with each other).
So I would say that the "space" scale or speed would change, rather than time, or just have vast distances be nearly instantaneous.
#4
Thanks for all help you are giving to me, am grateful.
07/31/2005 (4:04 am)
Thanks David Looms. Ok if I do this way; In solar systems and neighbor systems (this I don't mean other solar system, but area outside the solar system) have a same scale (lets say, 1 minute = 1 day or month), and all in this field (like a planet or something, in realtime). But when you travelling with help of gate/portel or warp speed of something so you get to your destination fast (lets say, 1 minute = 1 yr). Will that be acceptable?? Or will I destroy the game??Thanks for all help you are giving to me, am grateful.
#5
singleplayer game.
(EDIT: Just a thought, it would be a great multiplayer game if all players were in the same ship. =)
07/31/2005 (4:37 am)
That probably wouldn't be feasible in a multiplayer game, but it sounds like it would work well for asingleplayer game.
(EDIT: Just a thought, it would be a great multiplayer game if all players were in the same ship. =)
#6
It also appear we have a somewhat similar although different game design we're working on (Check out our project)
We've currently got a 180 page design document ourselves. We're still refining it and adding things, but we're also trying to keep the page count down. Our main features are by now set in stone, and we're also working on simplifying things so we don't get caught developing a reality simulator, because those are prone to never being finished :)
Also nice to see someone from Norway on here :) Lykke til.
07/31/2005 (8:29 am)
Is the design document on your website the actual design document? If it is, you're going to have trouble finishing that game I think.It also appear we have a somewhat similar although different game design we're working on (Check out our project)
We've currently got a 180 page design document ourselves. We're still refining it and adding things, but we're also trying to keep the page count down. Our main features are by now set in stone, and we're also working on simplifying things so we don't get caught developing a reality simulator, because those are prone to never being finished :)
Also nice to see someone from Norway on here :) Lykke til.
#7
If player A then went back to player B's system, for player B, 2 years have passed while for player A, 24 have passed. In player A's view, player B ought to be 12 times older than player B thinks he is.
Maybe you could use your links somehow. If I wanted to travel to System B in Time-Stream B (which is 100 distance-years away in my current time) I would first travel back to Time-Stream A and then travel... but it seems like it would be nearly impossible to reconcile relativistic times in a mulitplayer game.
07/31/2005 (3:54 pm)
The problem definitely still remains that all the players would be unsynchronized. Imagine if player A flew to a nearby system and player B stayed in the same system. They both play for 12 minutes. For player A, 12 years have passed. For player B, only 12 months. How would the game reconcile this?If player A then went back to player B's system, for player B, 2 years have passed while for player A, 24 have passed. In player A's view, player B ought to be 12 times older than player B thinks he is.
Maybe you could use your links somehow. If I wanted to travel to System B in Time-Stream B (which is 100 distance-years away in my current time) I would first travel back to Time-Stream A and then travel... but it seems like it would be nearly impossible to reconcile relativistic times in a mulitplayer game.
#8
But I don't know if this will fit with the design he has got in mind.
07/31/2005 (4:35 pm)
Well... if you 'gain' time by traveling to one place, then you should 'loose' time traveling back, that's the only way, and it would work.But I don't know if this will fit with the design he has got in mind.
#9
Midhir; yes I know, I have't all that, but not in singel pilot ship design or something like that. But I have a shuttle ship design or something like that, where you are waiting for it, and then walk in to the shuttle and take a seat. Am not using a loading area at all.
Anders Jacobsen; not to worry, it's not similar at all. Your game is about combat/fighting, my game is not at all. For I give the players a chance to do something else then do fighting. Have you also read in feature? There is my first design document, this is my second, have more detail. It's begin from other world, like a god world or something like that. And evacuate to mortals world to Earth in London in England (anno 1900 ?? or something).
David Loomis; yes, you right of course, therefore am keeping the link system. So the link have a solar system, another one have in time, or parallel world, or god world, or something like that. But it's one still bother me, if you using worm hole, or black hole, or gate/portal to travell instant (and some reason you are not ageing), so you take a second to travell lightyears away. Will this work more credible?
07/31/2005 (5:25 pm)
Thanks guys, for all help.Midhir; yes I know, I have't all that, but not in singel pilot ship design or something like that. But I have a shuttle ship design or something like that, where you are waiting for it, and then walk in to the shuttle and take a seat. Am not using a loading area at all.
Anders Jacobsen; not to worry, it's not similar at all. Your game is about combat/fighting, my game is not at all. For I give the players a chance to do something else then do fighting. Have you also read in feature? There is my first design document, this is my second, have more detail. It's begin from other world, like a god world or something like that. And evacuate to mortals world to Earth in London in England (anno 1900 ?? or something).
David Loomis; yes, you right of course, therefore am keeping the link system. So the link have a solar system, another one have in time, or parallel world, or god world, or something like that. But it's one still bother me, if you using worm hole, or black hole, or gate/portal to travell instant (and some reason you are not ageing), so you take a second to travell lightyears away. Will this work more credible?
#10
07/31/2005 (5:31 pm)
Instant travel keeps all the players from having completely different times. : )
#11
I like your idea for a game, but it still look a bit confusing, especially with the different time frames. Which probably identifies the biggest problem so far. How to sell the idea to the consumer. But I guess I'm grasping this a little bit better. What you're thinking of is having copies of each 'world' where one is set in a certain time, while the other is in another time, and then you can travel between them?
So traveling one direction (or link) will take you to London anno 1900 and traveling another link might take you to London anno 2400?
Or to some other solar system or galaxy etc?
07/31/2005 (6:42 pm)
Hehe, it'll be quite impossible to get the full idea from that small 'sale pitch' described in the project, but there is a lot more going on in my game than just combat, not to worry :)I like your idea for a game, but it still look a bit confusing, especially with the different time frames. Which probably identifies the biggest problem so far. How to sell the idea to the consumer. But I guess I'm grasping this a little bit better. What you're thinking of is having copies of each 'world' where one is set in a certain time, while the other is in another time, and then you can travel between them?
So traveling one direction (or link) will take you to London anno 1900 and traveling another link might take you to London anno 2400?
Or to some other solar system or galaxy etc?
#12
08/01/2005 (12:10 am)
Thanks guys. yup you got it, Anders Jacobsen. Do you have a better idear how to have a realtime on planets, in solar system, different solar system, different world or parallel world. I still have a problem how to solved. But for now am going for the link. And some places in aliens area we having some gate/portal, worm hole/black hole or something like that. Of course if I just don't care of ageing, realistic or something like that, then the problem was solved for long time ago. And if you think you going to exploit it, you can't, for the link strip you all technology if is better then in the link you are going to.
#13
It does look like it will take a lot of time to develop though (more than the usual 2-4 years of a funded mmorpg)
There is a few things you will have to consider while designing this.
1) Infrastructure. What kind of hardware will you require to run the servers.
From what I can see, this will atleast be very memory intensive. If you find good ways to minimize this burden, that will be the key.
2) Market. Who will play your game? This might look like a simple question but can prove the hardest to answer.
3) Development. How long are you prepared to spend on development. And perhaps more importantly, how much?
This doesn't look like a one man project, and it can prove difficult to recruit enough people to work for free on a project.
If you plan on making this a product to be sold to customers I'd start writing down numbers by now and drawing up some kind of business plan to show if this is a viable commercial product. Even if you're developing this at no cost, the hardware to run it once you want to launch is going to cost, so you will need some kind of funding in the end of the project. :)
08/01/2005 (5:24 am)
That sounds like it should work fine :)It does look like it will take a lot of time to develop though (more than the usual 2-4 years of a funded mmorpg)
There is a few things you will have to consider while designing this.
1) Infrastructure. What kind of hardware will you require to run the servers.
From what I can see, this will atleast be very memory intensive. If you find good ways to minimize this burden, that will be the key.
2) Market. Who will play your game? This might look like a simple question but can prove the hardest to answer.
3) Development. How long are you prepared to spend on development. And perhaps more importantly, how much?
This doesn't look like a one man project, and it can prove difficult to recruit enough people to work for free on a project.
If you plan on making this a product to be sold to customers I'd start writing down numbers by now and drawing up some kind of business plan to show if this is a viable commercial product. Even if you're developing this at no cost, the hardware to run it once you want to launch is going to cost, so you will need some kind of funding in the end of the project. :)
#14
08/01/2005 (6:26 pm)
Hi, Anders Jacobsen - how do you do?Quote:It does look like it will take a lot of time to develop though (more than the usual 2-4 years of a funded mmorpg)yes if am not using Torque engine. When I got funding, I guess I must be finish fast as possible, so we can pay back and working further on my game. With Torque engine I guess it's will take me about 1-2 yr to be finish as roe prototype of the game. And invite only special guest to play and pay for it, and have in mine this is not a finish product.
Quote:1) Infrastructure. What kind of hardware will you require to run the servers.Now are you moving to an area I have no idea off. But if I shall guess - I will use a virtual network build up from a computer network. I did read something interest in Norwegian Linux magazine about an article they had about IBM Open Power, to run my virtual game world. But what do I know about it. If you got some great idea - please tell me.
From what I can see, this will atleast be very memory intensive. If you find good ways to minimize this burden, that will be the key.
Quote:2) Market. Who will play your game? This might look like a simple question but can prove the hardest to answer.I think every one who is sick of combat/fighting only game, like this is your only choice you have to evolve your character, and that is to bad, for them that is.
Quote:3) Development. How long are you prepared to spend on development. And perhaps more importantly, how much?yes you right when you are right. I live in Norway and that is not a land for free workers, at all. So I do what I can do when I can do it. I can work with this game design document and do so detail as I can. And hope to persuade investor with my game design document. To begin with I only need 1 programmer, 1 artist, 1 sound design/composer to do some work of my game. And I work with my game as long I live.
This doesn't look like a one man project, and it can prove difficult to recruit enough people to work for free on a project.
Quote:If you plan on making this a product to be sold to customers I'd start writing down numbers by now and drawing up some kind of business plan to show if this is a viable commercial product. Even if you're developing this at no cost, the hardware to run it once you want to launch is going to cost, so you will need some kind of funding in the end of the project. :)I will use this game design document and hope to persuade investor with my game design document. Yes I need funding.
David Loomis
Edit: Also, you ask whether things of this scale are possible with torque... The answer is most likely yes, but you might also want to consider how you would actually travel between these bases, your time scale, and how dynamic your "universe" *needs* to be. If the game takes place over several months of game time, you probably wouldn't have to worry about moving the planets. If you use warp jumps and hyperspace then you don't need to actually model the space between bases, that hyperspace jump would be a good time to change missions (ie levels).