
steel
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Game Critics - A Rebellion Review 10 Years Later
steel replied to budious's topic in General Discussion
Yer seems like that 13 year old boy still exists in his reviews. An unlucky event and he loses his shipyards... Thats part and parcel of the game and the back and forth is what I loved about Rebellion. As for my project. Well, most of the backend is done, Ive brought in a guy to do content creation(units and such), and someone to help me with ideas/code. Its getting close to the stage where it is a playable MP game with some minor pretties. Big thing that will be needed is an artist some time soon. Modelling and 2D. Assuming everything goes well with my coding, and no further major setbacks, I hope to have a playable game by Xmas. At a minimum, the 2D part should be completed. Ill speak to the guys who did the TC for Rebellion 1 about using some of their artwork as Im not an artist and finding one is hell. -
Hmm, certainly seems doable. Ill look into it. Makes more sense that fighters will at least be attached to starbases. I also wanted to check on the wants of an encyclopedia... Is a fair bit more work for little to no reward which is at the wrong end of ease of code - reward scale.
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So rather than holding the fighters on planets as well, make them only attached to carriers? The problem is still there for troops however. I tried a compromise though Im not sure how people will like it. The basic idea is that it the units are shown in a more general form than they were in Reb1. Its a stop gap measure at current however this is what it currently looks like. I know the units arent correct however I dont have any current troops to test with so I used some other units. You can add these units to a transport to move between planets rather than individually. Once created and a destination chosen, a temporary fleet is created and you can watch it go on its merry way to its objective. This can be intercepted(or I have to allow it) and destroyed without adequate defence. Bear in mind, this is still pre-Alpha work. There is limited artwork and units so dont judge it too harshly. Those red splotches are where the images of the troops will go. http://img842.imageshack.us/f/designidea.jpg/ With regards to DarthTex's idea, if I was working on a SOASE approach, I would definately consider that approach however this is still like traditional Rebellion in a sense.
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So its come to the fun stage of UI design. Due to complications with the UI library assisting me, I am unable to adequately show off say more than about 60 units per tab. I know back in the day, I would regular have 100+ fighters at certain systems and what not so obviously the old way is unusable to me. I need some ideas or thoughts on ways to redo the UI. Ive kept it pretty similar to the original Rebellion however this latest problem is a hard one to deal with. I could possibly go with a list box of each unit however will probably look pretty ugly and you still have to consider how you would go about transferring units between systems and fleets. I am not interested in capping the number of units a player can have each so the old way is totally unusable to me. Ideas please?
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No Briefing Mod: fix for Vista, Windows 7, XP, all OS
steel replied to Slocket's topic in Rebellion Editing
Works really quickly . 2-3 seconds and yep its fine. How is your project going by the way??? -
No Briefing Mod: fix for Vista, Windows 7, XP, all OS
steel replied to Slocket's topic in Rebellion Editing
Much appreciated Slocket. Any hope on a Alliance one? -
It should have been included in the initial release but I wish it was extended slightly. Very short.
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Multiply velocity by a vector that runs in the opposite direction from the back of the model. I would like to talk to you swx if you would read and respond to my PM, that would be fantastic.
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Hi Guys, Probably time I put in an update on my progress. Finally completed the Map and Team editors. This will allow up to 1000 different units for each team as well as Create and make the universe. There are probably more functions I could add to it to make making easier but in its current state it should be more than usable. It hasn't been extensively tested nor used much at all as Ive been hard at work on everything and only just finished it. Ive completed most of the engine and units as well as learnt quite a bit about graphics programming. The main things I have left to do are: Implementing the graphics of showing the universe(not incredibly hard) Using input to move units and what not(a little hard) Implement Missions/Research/Events(could be hard) 3D Battles(probably hardest) which i will do last. What I am looking for at the moment is someone to help create the content(universe and teams) as well as source pictures for each unit and models if at all possible. Anyone willing to give it a shot, shoot me an email @ mijatovic@iinet.net.au.
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I have a quick question. Have you completed any of the 3D stuff yet or are you solely focusing on the 2D aspect first? Is there any way I could grab a look at your code to see how you went about certain aspects? Specifically the gamescripting interests me at the moment.
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Seriously. Stop with the spam. We understood the first couple of times. It is unneccessary.
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I have no doubt that data collection would be a shitload easier than coding this. Trust me. I know Going through your suggestions here is my thoughts and/or notes on them. 1) Capturing enemy ships. - Implemented. Considering being able to use captured enemy ships as part of special enemy infiltration. 2) Refit/Upgrade/Customize capital ships. - Possible to be done as per your list of research upgrades. Would give a bit more options to just the SSD+fighter fleets. 3) Multi-factions: Done. Going to be 6 teams in my release, Available for 6p multi and hopefully combinations of AI as well(programming AI is not my forte ) 4) Hyperlanes: One of the hard-to-code, not much use type things. Hyperlanes would be annoying to code, more annoying to use in game I think. 5) More units: Content Builder persons job Other good ideas (not in a special order): a) Pre-game "setup" editor. - Possible though at this stage my editor is not integrated into the game it is purely an external program(like RebEd1) b) On going espionage missions/auto-explore probes. - Will implement. Havent done missions yet c) Missions for starfighters. - Might implement. Will trial and see d) Specialized systems - Already implemented. Content Builder selects these. e) Crew experience. - Implemented but based on battles survived rather than your suggested method of time/replacements. f) More ground assault/combat options. - Willing to add to this however will need options because I cant think of anything good. g) Nuisance events with Crime Lords/Bounty Hunters/Pirates. - Events not done but I hopefully plan to add more events... h) Espionage to steal: - Considering. Will see how it affects MP. i) Build multiple units at a time at systems with multiple similar-facilites. - Useless and too hard to show in the UI. Noone will want a ISD and 10 fighters to build in 200 days when they can have their ISD in the first 120 days then just pump out fighters for the last 80. j) Better blockade scenarios: - Not done but will definately implement as you have suggested. k) Hero Units/Flagships: - If I do the Refit/upgrade Cap Ships then this is a definate as well. Will be easy to implement if i Did l) Special one-time event/items: Events should be easily added so i dont see why not. m) Timelines: Content guys job With regards to research tree, im looking into options that go much like the civ tree did
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STAR WARS REBELLION 2010 MULTIPLAYER LIST"""ªªª
steel replied to Zeratai's topic in Rebellion Multiplayer
Ive joined up. Comeon guys theres only 3 of us. Surely more than 3 players worldwide playing SWR. GMT+8 here. -
Ah okay. Dont suppose there is a list anywhere of the formula used by LucasArts to handle diplomacy/combat/missions and all that?
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I never spied my own planets... What was the point of it?
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Thanks to the tips provided in the list.... Biggest problem you have to remember is that more eras or even current eras require massive manhours worth of not only data collection but 2D artist work and when you want more ships, 3D modelling. Most of us who are working on these projects are coders through and through and artwork not really our forte..... When progress is closer to completion, I will probably start advertising in more open spaces for artists. I have quite a few of the ideas planned for work but alot of that is 'fluff' which can be added post-release. POST NOTE TO DAVIDADAS >> I would still like to jump on msn sometime with you and chat about different implementations of classes. Also its nice to have someone to bounce ideas off
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Can you support this resolution for a Remake??
steel replied to Slocket's topic in Rebellion 2 Ideas
haha i upgraded... running 1680x1050 now. -
I am just using uint at the moment for all stats. When it gets towards the end of production and I see memory requirements arent too harsh I could change it to ulongs. Was on hold for a bit as I was away and my keyboard was busted but i get a new one on wednesday and that will make things much smoother. PS: STILL LOOKING FOR ARTISTS
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Wow. Nice work. DIdnt realise there was such a difference between GDK and DBPro. If its not a problem, would i bet permitted to see the source code Slocket? I am not really stuck but I would like to see how you go about certain things such as events, missions, and general universe set up.
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Reb2 forum seems pretty quiet of late. Working on mostly background stuff for my project so although on the surface you wont see any changes, there is work being done. Chris has agreed to help out where possible and has already done a few nice models and picture mockups.
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Have a browse to the discussions tab and have a look through the todo list anyone who wants to help. Plenty more being added that stuff is just off the top of my head
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Well I finally have gotten back to looking at my code. Still need a new keyboard and the dislocated shoulder is functional enough to play games so I figure its time to start coding again. I got a job finally which is only 20-30 hours a week but with university being such a breeze I feel I should still be contributing. To that end, today, I uploaded my source and binaries to the MS Codeplex website. This is hopefully to encourage more people to help out and even if not, simply look at the code and offer tips. I also realised that Codeplex has their own SVN as part of their program which basically means I love them. Anyone who wants access to the SVN has to signup to the website and have me add them but its a small hassle for what is offered. For those who dont want to scroll through various pages of text: The project is being coded in C# with the XNA runtimes. If you know C,C++, Java its really easy to learn and enjoyable to code in. It really lets you worry about the actual code rather than the nitty gritty stuff. For some projects they may like the extra control however this isn't such a massive project where every tiny optimisation is necessary. More info on the site. http://reb2.codeplex.com You can browse the code without SVN using the Source Code tab. WARNING: I am not a god programmer. I don't know nuances of professionals and what nots. What I am is an ex Games Programming Student who did a few units with C,C++ and some OpenGL. Don't expect perfection or abuse me when it's not. or even close To Chris, if your interested contact me on MSN: a_w_mijatovic@hotmail.com and we can talk about what might interest you And bad luck on the virus Slocket. Hope all is well...
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Having the best week of my life. Totally dislocated my shoulder playing football(australian rules ) on the weekend and now my right arm is in a sling for 3 weeks. No typing for me. Stupid on screen keyboard using left hand on my mouse does my head in. Back soon fellas.
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Half dead and bed-ridden with the flu. Looks like another day or two before Ill be up and about and able to get back to work. :(
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Yes I would definately much prefer a OnDoubleClick method but sadly, XNA says no for now. I will also look at moving the the other 2D data to 3D billboards if I can. I am trying to at least keep getting at least one thing done and finished a day so to keep the project rolling over, and to keep the interest high. Hence the extra updates lately