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Posted

Yesturday i decided to begin the ships of Subspace 2, so i started adding some variables. I added thrust, ...speed...rotation...wait! This feels like making a zone in ss... So I need if what i'm doing is right. Will we have similiar ships and physics/gameplay as in ss? Will we have the thrust speed rotation idea?

 

Basically just asking how everyone else thinks ships should be like.

Posted

What you're doing would be a ShipProperties object I guess

And yeah, thrust, speed, rotation, all that crap... friction probably. Maybe rotation acceleration. Pitch rotation, ... list of weapons it can carry... all that stuff I guess.

But don't add too many stuff that we have no idea about yet

Posted

because there are alot of developpers who'd love to be able to have friction. Of course it can be 0... And some areas could increase / multiply friction... that'd be nice.

If we just applied all physics, there wouldn't be any top speed either (except for the speed of light... )

Posted
because there are alot of developpers who'd love to be able to have friction. Of course it can be 0... And some areas could increase / multiply friction... that'd be nice.

well i guess if u add friction. you could still make zones like MG and DS possible in the new game

Posted (edited)

Yes it would be ShipProperties. What about max(thrust, speed, etc.) and min(thrust, etc.) values? I think that we should only have them. Rotatoin acceleration? Pitch? Is pitch to point your ship up...? i was under the idea that you couldn't fly up or down..

 

Anyways...i have these items so far:

Thrust

Speed

Rotation

(I KNOW there were to other ones that i remember seeing when making a zone...)

Rotation Acceleration?

 

 

And samapico, i'm pretty sure that weapons were going to be like ships...customizable and unlimited. Take a look at the Weapon class i made. It has different properties and such, but i'm still working on it.

 

Speaking of Weapons, any ideas on weapons. I have these variables:

 

private string displayName;
private string key;
private Bitmap image;
private int xFrames;
private int yFrames;
/*How about some physics and such*/
private int speed;
private int damage;
private int distance;
private int delay;/*Delay b/w firing bullets*/
private int accuracy;/*How accurate the bullets are fired*/
/*Specials*/
private bool heatSeeking;/*Follows closest player/ship*/
private bool autoTrigger;/*Proximity's new name*/ 
/*Multi*/
private bool multi;
private int multiCount;/*How many "bullets" are shot w/ multi*/
private int multiSpread;/*Spread b/w bullets on multi*/
private int multiSpeed;/*Speed of bullets w/ multi*/
private int multiDamage;/*Damage a bullet does w/multi*/
private int multiDistance;/*Distance a bullet travels w/ multi*/
private int multiDelay;/*Delay b/w firing bullets w/multi*/
private int multiAccuracy;/*How accureate the bulets are fired w/ multi*/

private int maxUsed;/*Maximum of weapon that can be used at once(like with mines)*/

Edited by tcsoccerman
Posted

the ship properties should only hold the min/max value settings for the ship, it should not hold any information on the player

 

current speed, current heading, current number of weapon X, etc. should be a separate object. These things will probably be part of Player, just like in the current mervBot system, for example.

 

Yes, pitch would be the up/down rotation speed. As flabby suggested, multiple modes should be available for the servers, either 2D style, full 3D, limited 3D, perhaps 2D with multiple "floors" or layers...

Posted (edited)
One thing you might want to consider is that weapons also need the propeties of mass IE how much the bomb/bullet weights if anything. Also consider other types of weapon that don't exist in ss (well they do kinda) for example lasers or timed mines Edited by doc flabby
Posted

i agree on everything sam said especially. i was thinking the same way with the layers or floors. You should be a ble to fly/drive/hover up onto a lifted road or stuff like that.

 

i agree with doc too.

 

i'll try and think of special weapons as well.

Posted (edited)
Another idea i had in mind was to create some sort of home screen for each zone, and in each zone you would have a shipyard with all your ships that you have earned through points, money, or missions. That would most likely be choosen by the zone itself. This would give that rpg addiction/fun. Edited by tcsoccerman
fix
Posted
What about my shipyard idea?

maybe a zone can have that

having all zones like that is dumb... cause your basically making a bunch of hyperspace's...

what about the TW, and the EG style gameplay?

 

(you know, maybe im over-comparing it to Continuum as of now... but then again, i thought this is basically continuum, with updated graphics, updated gameplay, and updated usability... etc..)

Posted

I understand what tcsoccerman means, and I do agree that it should be available. Whether or not you decide to make it available before playing, or in-game by pressing a specific key (or both - but preferably in-game only), it would be useful. A zone however, should be able to disable the function per arena settings or a command, so that you can force players into specific ships and settings, at any time during events. Similar to *lock, which doesn't allow you to change ships.

 

Random ideas and suggestions : (although not expecting much or any to be implemented, since I don't know how plausible or difficult they are to implement)

 

As for weapons, guns could be slightly different than Continuum, and you may want to consider alternate configurations :

- by single bullet id, for example {guns} [bullet 1] ... [bullet 2]... (and its settings below, rather than having vague settings such as spread, or ammount of bullets -- would allow more freedom on settings such as angles allowed, and could create unique weapons)

- position relative to the center of the ship (e.g. (5,5) would place the initial starting point of the bullet 5 pixels up and rightwards)

- angle/direction of the bullet (e.g. '270' shoots towards the rear of the ship) : You may want to specify in {guns} whether bullets are fixed (only one direction relative to the screen/map), relative to the ship (only one direction relative to the ship's angle), or control dependant/turret style (which would ignore the direction setting, but you could specify how fast the rotation of the turret/weapon is elsewhere)

- in each [bullet #] setting, you could specify which ones exist with multi off, on, or both

 

For general {gun} settings:

- bullet speed (-1 = no speed, 0 = ship speed)

- bullet distance

- bounce (and how many before it dies)

- weight

- damage (ammount, and whether approximate or not)

- proximity trigger

- ammount of energy required (per bullet, per time, or ammunition style?)

- delay between bullets

- whether default setting, greenable setting, green&buy, or buy-only setting (or all)

- How much the weapon costs in buy menu if available

 

Bombs would generally follow the same pattern as bullets. Thors as well, but if immitating Continuum, then less options will be available (e.g. only 1 thor id).

 

Mines could be specified for : Whether they become bombs when repped or not. If not: whether the mine moves, explodes, or remains fixed when repped. Whether they explode or not when a bomb is shot at the wall nearby (and how far between the wall). Whether they're timed (bombs) or not, and whether they're affected by friction or not. - You could also specify the range of damage once triggered, and whether or not the bomb affects player movement (could allow electric-style mines or explosive mines)

 

As for other weapons, a laser could be a choice. You could add most of the same options as bullets (including things like bounce - could reflect off certain objects). You could also include autotargeting turrets (similar to seaking missiles). Unmanned seeking missiles, and manned missiles (player controls trajectory, wereas a setting could specify how easy movement is) which would leave the player's ship vulnerable meanwhile. To expand on the gravity gun, you could have mines or even bombs with a gravitational pull. Other kinetic weapons, as Samapico mentioned, could include weapons that fire things such as weapon shutdown, or repair/aid weapons which can be used on other team ships.

 

And elsewhere tiles/objects could be specified if they are destructible (perhaps by a specific weapon/weapon id). Which could allow for weapons that perhaps temporarily destroy tiles/objects such as wormholes or doors. Perhaps finally add the keys that SubSpace never used (to open doors).

Posted

Possibly a green setting rather than a ship one, but still.. ability for each ship to have their own PrizeWeight would be nice. Individual wall bounce, flag bonuses, weapon alive time, etc.

Unfortunately, I know next to nothing about ASSS, so I can't tell if my suggestions are already possible with that.

Definately a setting to adjust the BulletUpgradeEnergy (or whatever) for each ship.

  • 1 month later...
Posted
Friction is pretty easy to add... so it will most likely be possible to have friction. Some areas could have a different friction too, so you could have a sticky area that slows you down.
  • 2 weeks later...
Posted (edited)

hi , were in space? what friction

 

lets not re-invent the game here... why not focus on making subspace better rather than making subspace 2.

Edited by JDS
Posted

Add friction.

 

Very simple. By default leave it off. It'll come into extremely good use whether you can think of a good example or not. Just because one person doesn't want it and thinks it is totally useless doesn't mean it is. It'll save you the trouble in the future to add it now, and there isn't any one legitimate reason not to add it and have it disabled by default.

 

The idea of a game is to please the customer, and one of the ways of doing that is adding flexibility to what the game can do.

Posted
hi , were in space? what friction

 

lets not re-invent the game here... why not focus on making subspace better rather than making subspace 2.

you've completely misunderstood the point of this project, STF is about creating a new online world, its a new game. Inspired by subspace, but it will not be subspace.

 

If you want to make subspace better, help discretion, that is the future for subspace in the short-medium term :D

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