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DavidAdas

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Everything posted by DavidAdas

  1. Has there ever been a decision? I start recruiting immediately every game, the only thing to decide is how many people are going to be tasked to do it. Why would you want to wait? You need those characters for vital functions (especially R&D)! The choice I see is whether you put a number limit per side to keep things balanced, or make it get as many as you can. Which works out well if you have characters that could be recruited by either side. Note to self: Update journal immediately. Yes, the game will have a game-type which will mix up diplomacy a bit. Some will be recruitable by both sides and some wont. You'll also be able to mod who can and who cannot, but this is only an additional game-type as it is (an extra option) but it will be there Yes. We are actually exploring some AI ideas here. Lots of fun stuff to come soon. I hope to have a small package to demonstrate what we have together very soon. Aesthetics are kinda making things difficult (frames and pretty pictures) so it'll be a few. Keep a light out for us though!
  2. That's a pretty good idea. Instead of just having frame-based planet clusters, have them built as animation. Thus you could "zoom" in to each sector and make your game choices as the planets revolve and rotate, then zoom out to see the galaxy as a whole. That'd be neat. I wont be able to do that, though, until I've finished all the other classes. I'll need to stick with frames to test out the other features first. And of course it'll have editing capabilities! Everything from removing and adding players and planets (and sectors) to... making your own events. If you've got any more ideas on what should be editable, let me know. Anyone else? Don't leave me hanging here
  3. Hey guys! First off, is there anyone here who is a talented artist or graphic designer? I need some fresh new images for characters, ships, events, menus, et cetera. Please just PM me if you have any experience, we could use the help! Also, I'd like to take a moment now to explore your creative minds. What ideas do you have for the game? Shoot them all at me at once. I'll try to respond to you via a PM and perhaps pick your brain further. What characters do you want to see and why? Are there any events you'd like to add to the game? New units? What about the game's previous mechanics did annoyed you and what do you think could add more depth to the game? While I'm in the process of building the previous game I should be thinking about changes to it, so give me what you've got!
  4. Heh, it's okay. It's input nevertheless, and it's always welcome I find that other's ideas are what best inspire my own. That's not to say I steal ideas... but simply that, in programming, there's always just one or two blocks that we can't get passed without some inspiration. There will certainly be no limit to the number of characters per side. In fact, I'll just go ahead and start up the GUI that'll allow you to modify/add more characters to the game. As for multiple factions, though, I very well could add multiple factions, but I'd do that simply as a game modification once the entire game is complete (as it would take a considerable amount of time to code that). I'm a bit indifferent about making a few characters recruitable by either side because it'd take away the player's option to decide at when to start recruiting. I may add it as an additional game option though for sure! I do like the idea of pirates in the outer rim though. Very much like the barbarians in Civilization 4. Would make colonization a bit harder, which I think the game does need. I'd make that an additional option as well.
  5. http://www.adasgames.com/sitebuildercontent/sitebuilderfiles/rebellion2.rar Extract the program to Program Files, else it wont work right. And I hope that the program files folder is on your C:/ drive lol. Find the dist file folder inside the Rebellion 2 folder and click on the .JAR file there. It should open up. The code itself is quite ugly and is in need of a revamp. If you hit options though you'll see what I'm doing with the characters. Had to change my original idea for the .CSVs because they slowed the program down. I was hoping to avoid showing it as it is now because it's somewhat sloppy, but I needed to prove I wasn't being lazy lol. Any improvements or suggestions to the code? Would be glad to hear it! If it doesn't work... cut me some slack heh. Super-duper-way-before-beta-alpha-gamma testing here, yanno?
  6. http://swrebellion2.blogspot.com/ This is a makeshift blog I have up for now. My code is not yet up mainly because I need to properly comment it. Once it is, everyone is free to have a field day. Also, is there any character you'd specifically like to see in the game? Just want some ideas.
  7. I have good news. Characters are almost completed. I've merely used the characters from the previous game, but I'm loading their information using .CSV files (meaning you will be able to make your own in the future). I will have a blog and the code up in a day or two. It will be built like this inside the .CSV: boolean isKnownJedi; int Diplomacy; int Combat; int Espionage; ... You'll be able to make your own by just inserting the information you want into a text file
  8. ENIAC? Heh, Turing-machines are always bad ass, no matter what generation you are from Now that I think about it, though, you're right. Diplomacy will need to be re-evaluated for sure. I like your idea of using your fleet as the classic "big stick," that is quite good and wouldn't affect balance. After that, though, we need to decide how effective diplomacy should be or for whom it should be used. I always felt that the Imperials should have an alternative to diplomacy (let's be realistic here...) but again, that'd be a change I could only make if the community agreed. And yes, I certainly am biting off more than I can chew, but that is why this will be open source. I'm also hoping to rely on the community for other things. For instance, I suck royally with photoshop. If someone here can help me make event photos, menus, character portraits, et cetera... It'd save me hours of frustration There's also modeling, sound clips, and of course those who have a wealth of ideas to capitalize on (such as yourself). So feel free to pitch in whatever you can!
  9. Well, you are certainly right I only put in there what I felt was necessary to prove my point. There are other considerations that were not put there such as the code to handle multiple methods (for the while loop). As for the network aspect, I'm not entirely sure how to approach that quite yet. There's multiple ideas but I'll wait and see how large the game gets. Well, I agree with the natural disaster part. But seeing as how the planets will have static resources, there wouldn't be a reason for those anyway. And as for Heavy Transport blocks, while I do agree, I'd have to see how everyone else feels about that before I go doing it. It's a game mechanic at this point and thus can be a touchy subject. First off, nice code! Some great ideas I hadn't thought of. I will be posting it all up on a site once finals are over with They end this Friday. By that Monday I hope to have the classic "auto-load" menu (with Imperial March) working and maybe even have it open the GUI for the game.
  10. I honestly suggest Java, like we are doing. The game itself is made up of multiple forms. Your sidebar and your personnel menu are both lists, your planet and fleet are in frames, all your icons and all your selectable are action-click able events (withing panels). The easiest way to build the GUI is with Java, which has more frame implementation than the others. Also, you've got ray tracers which you can build models with... event and sound editors that are explained in the API, OpenGL documentation (if you want it) and they might even have DX9/10 documentation available. I'll post an example of mine once finals are done
  11. Me being the coder I am... I cannot help but offer a solution. Please forgive me, this is a bad habit Each ship has a speed attached to it as a variable. To decide how long a fleet will take, upon moving the fleet, you run an loop that checks the speed variable of each ship and finds the slowest speed. Then the speed of the fleet is set to that speed. And organization? You can't put them inside of an array? o.o
  12. I find your lack of faith... disturbing. No, but seriously. If there are any programmers in this community, they can agree with me in saying that 90% of Rebellions methods are very simple in design and easy to recreate. I suppose I should wow you with an example though. Below, I will write up a quick method that'll be a rubric for diplomacy missions. It is going to call on other methods of the missions class which obviously aren't present, but you'll get the general idea: //Method to return the success or failure of diplomacy mission public void diplomacyCheck() { int diplomacy = character.getDipomacyRating(); success = chanceMethod(diplomacy); while (character.isOnMission){ boolean success; if (success = true) { int planetDiplomacy = planet.getDiplomacy(); planetDiplomacy++; //Planet's rating goes up. diplomacy++; //Character's rating goes up. SuccessMessage message = new SuccessMessage(); //Success message. } else (success = false) { FailureMessage message = new FailureMessage(); //Failure Message. } } } Bam! We've just finished making diplomacy missions. Of course, there's tweaking to be done, but still. I will be posting up every inch of my code once we're officially started. It'll be completely open source, so you are all free to contribute. But for whomever said that all we have is total conversions? Not anymore.
  13. Without further adieu, I'd like to officially announce that development has begun on "Rebellion 2" (name subject to change). As of now, it is currently being programmed in Java, as I personally feel as though Java can best handle the addiction to frames the original seemed to have This is what we have planned: 1. Ground Units - We would like to see all combat units, not just main characters, gain experience upon success. We would like for you to be able to name your units, too. 2. Starships - You will be able to add main characters to flight groups. For instance, you can attach Wedge to an X-Wing, and that X-Wing will gain a significant bonus. You will also be able to set which fighters will be in which flight groups now, too. And yes, we're also adding Gunboats. 3. Capital Ships - We want to add more (maybe 4-5 for each side). Also, you'll be able to set up their formation and which flight group they will belong to beforehand. Other suggestions? 4. Resource Management - Each planet will now display how much of a given resource it produces per turn and we will have a separate window to tell you where those resources are going. Sadly, no more limited minerals. There's a essay's worth in why, so if you want to know just PM me. The code itself will be posted by mid-June on our SourceForge page for the game. I will announce it at that time but for now: https://sourceforge.net/projects/swrebellion2/ Is the official link!

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