Game Development Community

0 Gravity Combat Game

by Tyler Walton · in Torque Game Engine · 02/22/2003 (9:27 pm) · 8 replies

A fellow Ender's game reader! :) I'll pass the regards on to OSC. He's already given the go ahead to do the game. Technically he actually gave me ideas so it wouldn't be his ideas. He's pretty supportive of the game idea. I'm also doing a RTS/FPS/RPG game based on the Books AFTER Ender's Game. "Battle For Luistania" is my initial working title. I may change the name to one of the other 'hundred worlds' that may have a war and such.

First thing first tho. This Ender's game mockup is mainly a test game. I was thinking that maybe there would be a way to just do a new vehicle or something that look like people instead of having to code an entirely new shapebase...:\

What you guys are talking about is entirely way over my head so I'm not entirely sure even where to start!

GokouZWAR

About the author

Originally from Beaverton, OR I'm hoping to leave this online so my old friends from there can find me. Real name is Tyler Walton Find me on facebook: www.facebook.com/gokouzwar


#1
02/22/2003 (9:27 pm)
I'd suggest taking a cue from ThinkTanks and taking everything back to ShapeBases would be good, since you need to redo the way things work in such a fundamental way.

Ie... instead of trying to modify everything to work like you want, it might be better to build up from the ShapeBase class.
#2
02/22/2003 (9:41 pm)
Ben is right, you would have to code this in at the C++ level and create a sub-class of ShapeBase as all the other classes have their physics models pretty hardcoded to NOT do any of the things you are talking about.
#3
02/23/2003 (5:13 am)
And give my regards to Orsonn Scott Card ;)
#4
02/23/2003 (6:52 am)
Sounds like they are like DragonballZ characters being able to "fly". It would probably easier to do it that way, but you'd be copying...
#5
02/23/2003 (2:25 pm)
Go read "Ender's Game". If you don't have ideas for at least three games when you're done, you should probably go write corporate database software for a living or something...

(No offense to all you people who do db work as a day job! :)
#6
02/23/2003 (6:45 pm)
hey i had an idea like this sometime back.... instead of Zero G...make the Players have "Gravitron Gliders" (basically something that makes them weightless).... advantage being..you can choose different gliders with different attributes...like speed,maneuverability etc...

may i suggest a name for this game.... (the same one i had thought of... :) ) 360 - a whole new revolution :)


good luck..
#7
02/25/2003 (2:26 pm)
I'll note that you can add a PhysicalZone to the mission file to completely overlay the map, or maybe just the room itself, and change the constant of gravity within that zone. I don't think you can change the vector of gravity though.

The standard player model won't move if he's not in contact with the ground, and you want him to be able to be able to spin around and contact other sides as well, so you may want to do more programming. But, why not try implementing a limited version of this as 'lunar combat' with very low gravity? That should be enough to get a start and a feel for how well it will play. Then you can work on making a more refined zero-G enclosed combat arena later.
#8
02/26/2003 (11:23 am)
I thought they added in a way to edit the gravity as a variable? In contact with surfaces should not be to much of a problem, since each wall of this "box" is a single entitiy. If I was oriented where that wall was "down" wouldn't I be in contact with it? Or are we talking only the "top" of the wall being a friction surface?

GokouZWAR