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DavidAdas

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Everything posted by DavidAdas

  1. Hey all! Long time no see! It's been an interesting decade on my side to be sure, but I have very, very, very slowly been updating Rebellion 2. I had initially written some stuff in Java but given the age of the code and my growth as an engineer over the years (I initially started working on it while a Junior in college) I decided to start again using Unity: https://github.com/davidadas/rebellion2 Sadly, I did this before we all discovered that the company behind Unity is untrustworthy, but such is life. I am continuing to work on this as I can, though as stated in the README, it may never be completed. Unfortunately, it's hard to make room with a full time job, kids, dogs, a house, etc to take care of . That said, I have recently started working on the missions and events for the game. For now, I'm just trying to emulate the original as much as possible. We can always change it later. Few questions on that though, if anyone happens to know offhand... How is mission success calculated? It's not clear how probabilities are determined/how multiple participants affect the outcome. The original game was vague as hell on that topic. How is mission failure (i.e. 'Mission Foiled') calculated? Also, what factors determine whether it ends in capture, death, etc? Are there any factors which reduce the chance of success/failure? For instance, are assassination missions tougher on planets with officers (e.g. Han Solo) stationed there? What's the probability for Jedi Discovery? Also, what, if anything, affects that (e.g. Jedi Level, certain mission types, etc)? Are mission lengths randomized or are they calculated? I never honestly could tell. Any help here would be great. I have other questions, but let's start there!
  2. Unfortunately, Evaders is correct here. Just prior to the game's development, there had been a huge shakeup in the graphics industry which allowed Microsoft's DirectX platform to take the lead on OpenGL (even despite the fact that OpenGL was, at the time, clearly the more reliable of the two). The effect of this became rather apparent -- most games developed in the DX5 to DX6 era were rather unstable and fraught with design flaws as developers had insufficient time to learn a new graphics framework. Sadly, Rebellion was a victim of this as well :\ While it may yet be possible to port the game through desktop virtualization software, it would still be plagued by the same issues we're running into now. But I may give it a shot anyway.... Just to see what happens.
  3. Yup! The ultimate goal here is to make the game 100% the spiritual successor of its predecessor. In short, Rebellion 2 is simply my contribution to the original Rebellion's mod community (this community, really). Since 1998 you guys have fought impressively hard to expand the depth of the first Rebellion - and my aim here is to finish the job.
  4. Even though I've actually spoken to both Steel and Antonius ex forum but decided to answer their questions again for public record Yes, many of the 3D models are complete. You can see some sample screen shots of the models (and the working 3D engine) here, here, and here. As I mentioned to Steel earlier, though, I don't plan on making any more models as they take me a considerable amount of time to make. Almost ~75+ hours each! When ships are finalized, though, I will likely start a modeler hunt. As I mentioned to Steel earlier, I do not yet have my code up on a repository. I am currently working on getting a website set up for the game. Once completed, I will likely host the code there (as well as on Google's repository).
  5. Hello again everyone! As always, apologies for the absence. Long weekends, heh. After considerable planning and polishing, though, my data and script engines are complete. All game data is stored in XML files and all game scripts are written in Python. Both are really easy to navigate and work with. Even for non-programmers. But anyway. I'm now going through each section and creating/completing the game data itself. As I go through each section, I will likely make a post requesting suggestions. This time, specifically, I am looking for starship and starfighter suggestions. While a lot of the previous game's data can remain, some ships (e.g. the Bulwark) could use retooling. If you have any suggestions, feel free to post them here or (better yet) email me: djadams2007@gmail.com The current goal is to have at least 7-8 starfighters and 12-15+ capital ships per faction.
  6. Hey guys! I've read through your ideas (even yours, DarthTex ) and am currently writing up a response. I've got midterms this week, though, so I may not be able to properly respond until Friday. Just wanted to give you guys a heads up. Haven't ignored it
  7. Yanno, that's actually a good question. I'll be honest, I am indeed using the old images and data from the previous game in my current build. It's not something I plan to continue doing, however. It's just a matter of finding someone with more... artistic talent than myself who's willing to assist There are some notable changes in the layout, though. While planet systems, for instance, are essentially the same, the planets themselves have been reorganized. There were some placement mistakes in the previous game that couldn't be ignored. Most of the officers from Rebellion will be making a reappearance as well. No real changes there, only additions. I've appended the pool of characters for each faction to include some later recruitables such as Corran Horn, Winter, Ysanne, and so on. I'm also debating adding event-unlocked officers such as Jacen and Jaina as well, but I'm nowheres near a decision on that one. Need to make sure I can do so without unbalancing the game. But anyway. Off topic again. Recon is another thing I'm still working out. Java's lack of memory management makes it hard to continue the previous games 'ghost' fleet system (where you'd see fleets on a planet that weren't actually there). I'm sure I'll come up with a solid compromise, though. And thank you! Honestly, I can't remember the last day I didn't spend at least an hour working on it. Of course, because I'm the sole programmer on it, I hardly have as much finished as I would like. And it doesn't help that I've taken a back track to re-program some areas I felt too weak. In fact, just yesterday I scrapped the entire event system in lieu of a new script-based interface that (I hope) will allow you to build your own in game events. Sort of a step backwards but, at the same time, sort of a step forwards. I'm hoping to post a MUCH bigger update soon though
  8. Oh, there's a couple of parameters/changes I should mention to help you guide your thoughts. I didn't want to 'unveil' them until later but now is a good a time as any. Yes, a bit of a long read but hopefully these will help you come up with some ideas. No limit. Create a new building if you'd like or use the new generic officers or galactic credits if you desire.
  9. Hey guys! I had hoped to wait a bit longer before revealing any of the new stuff I've done with Rebellion 2 but... I got caught up with something and am in need of suggestions. Here's the problem. I'm currently working on the technology tree and the researching and unlocking of technologies (new fighters, units, etc). I've long since completed the tree itself, but I'm not sure if I want to use the previous research system or not. In the first Rebellion, from my understanding, research was handled automatically. The speed of research per technology branch (regiments, starfighters, starships) was increased via missions. The player did not choose what to research, rather, it was chosen sequentially from a pre-determined order. So what I need from you guys is some ideas on what you'd like to see (either keep the old or suggest a new). I'll take... let's say the top four and post them up/have you guys vote on them.
  10. Hey guys! Sorry it took so long to get back with you guys. Just wanted you to know that Rebellion 2 is hardly dead and I've hardly given up on her. As you guys may recall, I mentioned earlier that I was working for Bethesda Softworks this summer (on the FO3 expansions). I was only supposed to work about 20 hours tops a week but ended up working more like 50. Thus, I wasn't able to do as much on Rebellion 2 as I wanted. I returned to campus, though, this Sunday and have a considerable amount of work to focus on. The bright side is -- most of that work is on a research assignment I've been given which is to essentially build a 3D engine in Java. And, in the following semester, I've been asked to make a game demonstrating the functions of the 3D engine. How coincidental! I have a pretty good idea what that will end up being... Obviously, it wont be full-scale Rebellion, but it will likely be a simplified version of the Rebellion RTS. It's really pure dumb luck, honestly. I'll try to keep everyone up to date in the future, though. For now, I'll leave with this: http://photos-e.ak.fbcdn.net/hphotos-ak-snc1/hs038.snc1/4340_543509196311_26005819_32476324_4294648_n.jpg Just something I did a while back using my file loading system. I may have posted this already.
  11. Hey guys I wanted to post a quick update on me and Rebellion 2. I want to apologize to everyone for my recent absence and explain why I disappeared. I was born with a dopamine deficiency disorder which (while isn't life threatening or even all that life hindering) makes motor control somewhat difficult for me -- among other things. Over the last few years I've taken a drug called L-Dopa to counter it. As with all dopamine increasing drugs, it's highly addictive... so when the semester ended I decided to go off of it for a month to lessen my dependence on it. I soon realized that going cold turkey wasn't exactly something you do from home, so I grabbed my laptop, some clothes, and headed to a rehab center. Don't worry though, I was fine. I wasn't puking and going ape like you see on TV. One usually checks in for the seclusion. You go so you don't have external problems (such as family, work, and other life stuff) to interfere with recovery. After about three weeks I was plenty fine! But anyway. Obviously my work on Rebellion 2 came to a dead halt. I'm just starting to pick it up again and I'll post some updates soon. I've read through some of your ideas you've posted on my other threads and I'll be replying to those as well Again, apologies for disappearing. I've missed you guys!
  12. Oh! And aside from what's above, today is officially the one year anniversary of Rebellion 2!! So happy birthday, Reb2! Who the heck ever thought I'd spend this amount of time on any one thing? I must really, really miss this game. Or maybe I'm just crazy.
  13. Actually I've got some stuff on that which I recently wrote up but... I've got exams so I'm trying to keep my free time as limited as possible (heh). For now though I've got a quick update on the game. Sadly, I don't have time to really get into that either So! I'll just post a simple picture: http://img403.imageshack.us/img403/527/reb2awessome.th.png Obviously it's hardly complete but it is well on its way. If I hadn't mentioned this before, though, I'll say it again: I don't intend to keep the stuff from the previous game. It's just to test my methods. Once I've got the game working and fleshed the bugs out I'll be designing a totally new interface -- and I'll be relying on you guys to help me with that. I'm just not that great with anything 2D. I know we've got some extremely talented artists here, and if you've got anything you'd like to see in the game, feel free to send it: dadams2(at)umw.edu !!!
  14. I thought to give limited range to the Rebel (or Empire's hyperdrive capable such as the Defender) starfighters. Maybe as long as there is room on the escort carrier in a particular sector, then they could conduct raids within that sector's system of planets, but they would have to return to their carrier as a base; and if it is destroyed, they would hyperdrive back to a friendly nearest Rebel planet somewhere else. Your two ideas are pretty damn good... I'll need to mull it around and see how well it can be balanced but so far I like it. It would really make the game FEEL more like Star Wars. Hrmm. I built Reb2-3D with a class that could likely do just that. It wouldn't be resource consuming though if I can find a way to JUST move the camera orientation. It will be a bit of a brain burner though... I'll keep this in mind as I develop the 3D stuff. For now I've got a lot of interface to finish Actually, that's not a bad idea at all either. That'd be good for a given unit's background or the background of a planet's info pane. Hrm, actually that might also be a good RebEd2 idea. I'll be sure to put that in there when I get a chance. Furthermore, if you've got images you'd like to donate -- we're always in need of more! While I am on that topic, though, here's a little sneak peak at RebEd2: http://img246.imageshack.us/img246/597/rebed2.th.jpg Just Planet System creation and Planet placement for now. A considerable amount more to come, though.
  15. Noice! Tell you what though. I'd much rather use something like this instead of the old Bulwark cruiser, bless its mechanical heart... If you've got a working model, I'd be glad to place it into Rebellion 2
  16. Ahh it's no sweat! My comment was more or less poking fun at the sluggish forum discussions as of late. That is good to know, though, that people are checking in! They really should because very soon I'll need some new ideas and interface suggestions. I'll need as many as I can get! You always make my day, Slocket. Seriously I just put your comment on my Facebook wall and titled it: Things which make my day. As for Lucas, though, I think I'd be able to convince him of the market value in this game if he were to ever contact me. One small goal is to make this game impressive enough to attract his attention. Because LucasArts is looking to outsource their games, it's very possible he might actually consider publishing it. Of course, at that point though, it'd no longer be open source
  17. Haha, thanks Honestly though I may just be able to have the interface done by the time December rolls around. That would essentially mean everything except the 3D space battles and the enemy AI (and all the networking garbage). At that point I will likely finish the AI and the decision generator for space and ground battles, release that as a beta, then dive right into the 3D stuff. I'm hoping to have something impressive enough at that point, though, to have someone come along and say -- "Sweet game! Let me draw some stuff for ya!" Because damn I could use an artist.
  18. Well don't everyone reply at once But hey good news got the move functions to work. Characters can now freely move from planet to planet
  19. HAPPY BIRTHDAY REBELLION 2 Because you guys have been so patient and awesome, I've decided to post a screenshot of what I've got thus far: ((Take note that what you see is not an indication of what's completed, only those INTERFACE features which are completed.)) ((Oh, and also... this interface isn't canon and is likely to change. ESPECIALLY those boxes representing the planets. What was I thinking?)) http://img218.imageshack.us/img218/6489/reb2ss.th.png Come the 29th of April, I will have officially been working on this game for a year. I'm extremely proud of what I have thus far... especially considering the fact that I've done this in my free time and have been the only programmer Without getting too mushy, though, I want to thank you guys for your support. Certainly it's taken a grueling @$$load of work to get this far and will take three times that to finish, but your all's patience and support has gone a looonnggg way. I've really appreciated it, guys! *Coughs* But erm... anywho... At the moment I'm starting on the missions. Getting the 'Move' and 'Build" functions to work will really be a huge grand-slam in terms of progress. Sadly, though, while the 'Move' class may not be too much trouble, the 'Build' will be because it requires me to do the one thing I hate more than ANYTHING else: making more in-game windows. Either way, I will be posting up all my code thus far soon. So be looking for that! Have a wonderful day kiddos!
  20. I've been looking into many different option and I know for a fact, though, that population WILL be a game factor either way. I think the Civilization and Total War series knocked it right on the head. "Occupy Settlement/Install new Governor"/"Exterminate Population." Population will definitely help production in some way and will also determine how easily you can sway a planet to your side after you've captured it. This is going to take quite a bit of thought, though -- so I've put that on hold for now, though, and am working on implementing missions and some of the game windows (to test the missions). I'll come back to this though. That should give you guys some time to come up with whatever other ideas may hit you
  21. Heh, or just wait for Rebellion 2 to come out and help me make a poster Naw, I have the poster around somewhere. When I dig it up I'll make a very clean copy of it.
  22. Slocket that was the MOST HELPFUL SITE POSSIBLE! That's fantastic! I mean I want all new visuals for the game but for now these will do. EXCELLENT! You have NO idea what you've just allowed me to do
  23. I've always been known for taking on and accomplishing the most mundane tasks. In high school especially, I got picked on for being an over-achiever although everyone knew that wasn't actually true. In fact, the truth is that I am fiercely competitive, and with that I have nearly endless motivation. In fact, that is why I've been able to continue my work on Rebellion 2 for as long as I have and will continue to do so until it is completed! That hasn't changed since I've gotten to college, but I'm more or less seen nowadays as the older brother. I'm a resident assistant in a freshman dorm, so if I am not kicking their asses one moment, I'm bailing them out of an awful situation the next. I'm also the go-to guy for advice (which has kinda gotten a bit annoying) or homework help.
  24. Hrmm, I had once considered population as a variable of some effect in game. It didn't seem right that some planets, totally worthless in their own respect, should have just as much to offer as highly populated ones. I think that is definitely worth implementing. I think that would really add some depth to the game that it seemed to lack previously. It would take a bit of time to implement properly though, so for now I think I'll just set the player's funds to 5000 and work on the random generators which produce your start-up units and planets and the like. A lot going on. It's hard to believe I've been working on this for a solid year straight now!
  25. Okay. So I've got the building part of the game done, and I go to build my first building and what do I discover? Whoops! I don't have my raw materials set to anything, so obviously I can't fork the credits for it. So I best get the initial raw materials generator up so I can have that ready to go as well. But then I think about it -- and I decide I really kinda dislike the old system of mines and refineries. It wasn't very intuitive and very hard to calculate on hand. Thus, it needs modifying, and that's where I need you. So if you guys could, hit me with some ideas. Anything at all. Try to be simplistic though nothing too fancy -- remember we don't want to give the player TOO much to micromanage!

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