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878536 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 05:36:37 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionHard Aether [FINISHED]
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Author Topic: Hard Aether [FINISHED]  (Read 37258 times)
Hempuli‽
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« Reply #15 on: February 27, 2009, 06:51:25 AM »

Looks very awesome! And looks also light, I hope my computer can run this! Smiley
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« Reply #16 on: February 28, 2009, 12:59:20 PM »

Your radar only gives terse "blips" with identifying numbers, updates at maybe only 1 or 0.5 Hz, and you have to manually send and recieve IFF codes to determine if they are hostile or not. You have an armament of nuclear missiles, but they must be aimed carefully and you need to remember to open the payload bay doors before firing. Perhaps you also have a gigawatt laser that needs to be carefully charged before firing, and can easily overheat. All the interfaces are in monochrome, and use obscure abbreviations wherever possible (SS RNG 10M KM V -1.05 5.41 0.21 ACC 2.5 G).

If you are performing an ortillery strike, you need to carefully place yourself in orbit (full newtonian physics!) and launch your bombs very precisely. If you hit the target, you don't actually see the result; it's obscured beneath many layers of atmosphere. You are rewarded instead with a terse readout: "PRI TGT DESTROYED. EST 4.5 MDEATHS."

Because of some of the boredom related with travelling thousands of km, I am contemplating having all the gameplay take place within orbit of a planet.

I don't know about anyone else, but the idea of long boring slogs across space and ridiculously unhelpful instrumentation and system prompts sounds wonderful. Can't wait to see more!
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« Reply #17 on: March 05, 2009, 08:22:11 AM »

Just posting to say I'm currently working on the more boring stuff in the game, namely my ghetto physics system and getting the scale of everything right. For some reason Ogre doesn't want to accept the existence of my particle scripts, so I don't have particle effects yet, but they will be there once I can figure out what's wrong.

There are also little annoying issues getting my app from the SampleFramework into a generic one. I will try and at least get a non-functional cockpit up sometime soon, perhaps with some debug-only keyboard controls to move the ship.
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« Reply #18 on: March 08, 2009, 08:50:59 PM »

XRSSM-9 missile propulsion Test Report
======================================


Shot at 2309-03-08 03:13:24 UTC

Test Result: SUCCESS

Further tests require proper distance between SBC-309A and XRSSM-9 before ignition.

Proceed to XRSSM-9 warhead detonation testing.

« Last Edit: March 12, 2009, 07:52:00 PM by nihilocrat » Logged

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« Reply #19 on: March 09, 2009, 06:24:16 AM »

nice!  looks very good.  re; ignittion delay- also try having the particle 'flee' from the ship so the ones that spawn inside it will create a nice ignition burst! 
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« Reply #20 on: March 09, 2009, 06:59:23 AM »

Thanks, I think I could achieve that effect by either adding another particle system at the ignition point, or having the system adjust its emission rate / eccentricity at launch-time.

The sad part is, this isn't going to work the same once the ship is travelling at 10 km/s, since the system basically just drops (non-moving) particles in its wake. I need to figure out a way to tell the system to emit all its particles at a velocity relative to the ship's velocity. It's probably easier than I think, but I just worry like this.

Still, I'm very grateful for OGRE's particle system. It's pretty easy to understand and work with, and produces pretty results with very little effort.
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« Reply #21 on: March 09, 2009, 07:08:18 AM »

hummm,. in ZGE I would just have the particle system rendered by the ship model and keep it relative to its position,. but that is a whole other system eh.
also, I often just ignore the built in partical system when I cant figure how to get it to do what I want,. and use simple objects I create,. if they are just billboorded sprites w/ no collitions you should not loose much performace,. and then you have full control of how they behave. you could then just add some amount of the ships movement to the parts as they spawn,. .
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« Reply #22 on: March 11, 2009, 08:08:09 AM »

This is my procrastination tool of choice:


However, I did get around to getting some rudimentary controls in place. Going to try and get it so that you can at least pilot the ship from the cockpit and fire missiles directly in front of you, though the cockpit currently won't display anything.
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« Reply #23 on: March 11, 2009, 03:07:17 PM »

Love the idea - there's not enough HardSF games out there, just a bunch of arcade-shooters set in space.

Can't wait to try this one out!
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« Reply #24 on: March 12, 2009, 07:50:29 PM »

YSBC-309 "Guardian III" Prototype Battlecruiser
Manned flight Test Report
================================================


Shot at 2309-03-12 03:24:13

Test Result: SUCCESS

Comments: Pilot was able to control the craft using raw direct-control methods. Pilot could freely move head to view the entire cockpit (accounts for skewed angle of attached image) due to improved design command chair that has proven 42% less obstructive than previous models, leading to a projected 15% improvement in situational awareness and 21% improvement in pilot morale. Pilot was able to arm and fire two unarmed XRSSM-9 missiles at mothballed Republic spacecraft.

Advisement: Increase priority on XRSSM-9 warhead detonation testing. Proceed with installation and testing of physical control interfaces. Begin research on preparation of YSBC-309 prototypes for evaulation by other Peace Department divisions.
« Last Edit: March 16, 2009, 09:12:43 AM by nihilocrat » Logged

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« Reply #25 on: March 13, 2009, 10:06:28 PM »

I made some inflight music for the game.

http://nil.cjb.net/music/minimal_aether.ogg

Considering the vaccuum of space, you are only going to hear this and various blips and bloops, along with perhaps some whirring and other ambient noises and an computer voice.

I have half a mind to scrap the bassline and drums and go with just a variation of pad synths like the one it starts off with, because I feel it might fit the mood of the game (spacey and impersonal and lonely) better.

I have py2exe creating binaries of the game, so after a few more features, perhaps including said computer voice, I will post a techdemo.
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« Reply #26 on: March 16, 2009, 06:28:24 AM »

the sad thing is that this will probably be the most hardware intensive thing I've ever run on my computer.
also particles Epileptic
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« Reply #27 on: March 16, 2009, 09:05:55 AM »

the sad thing is that this will probably be the most hardware intensive thing I've ever run on my computer.
also particles Epileptic

Hopefully you won't have to worry. During development, I will be hugely biased... I was able to buy one of those rice-burning gaming rigs (Dell XPS 710) from work for a fraction of its original cost, so it is bad news for anyone else if my framerate is 60 fps. In the closing days of the compo I will try to keep it real and play the game on older hardware I have lying around at home, and pray that it runs well. It's a little sad that removing textures, keeping poly count low, etc., really doesn't give you a big performance boost since graphics cards are purpose-made to draw tons of textured polys to the screen. You get a bigger speedup by lowering the number of batches sent to the card and lowering the amount of CPU processing related to managing graphics (i.e. particle systems).

I wouldn't be too concerned about performance in the game. I will reserve judgment until I get the screens in the cockpit rendering real-time displays, but as for things going on outside the cockpit, you will hardly be able to see any of it, and the particle trails are really just to improve the otherwise boring visual presentation. You can expect to launch a missile or two, see it trail off, and then see a small strobe-light "poof" in the distance. Otherwise, the only other excitement is likely to be your ship's thrust contrails. I'm in the process of implementing that right now, so I will try to fraps it or post a playable demo.

I actually have a reqeust for some advice now...

I was planning to make the game all about firing and intercepting missiles in time, such that you wouldn't want to engage too many enemies or you wouldn't be able to shoot down all incoming missiles with your laser. This is still going to be true, but I think it might be sort of boring if you can easily see all the enemies in the area and they can just as easily see you. They could also shoot down your missiles, so you'd probably have to just shoot enough of them that they couldn't intercept them all. It's bad to evaluate the fun of something before you've even playtested it, but I feel this might get boring or repetitive too quickly.

I think an easy way to improve gameplay would be to complicate the radar of the game by introducing 'active' and 'passive' modes. When in Active mode, your radar range is very long, and you can see absolutely anything in that area. This also means, however, that anything else can just as easily see you. In passive mode, your range is the same, but over a certain threshhold (a fraction of the total range), you will only see targets that have active mode on. As you'd expect, on enemy radar you no longer show up in the "active" range, but instead only in the "passive" range, where you can see them as well. Missile guidance systems, however, are always in active mode, so you would always be able to see missiles, but if you aren't careful they will be launched too close to you for you to be able to react.

I could simplify this even further, and give the game a vaguely "sub hunt" feel by keeping it in passive mode all the time, but letting you send out active "pings", since in practice you will probably want to be doing this anyways. The "Earthsiege" series of mech combat games have this active/passive difference and I felt it was a fun element in those games.

From a sci-fi perspective, it is actually probably harder to spot ships in space than you'd think. When targets are thousands of kilometers away, only about 300m long, and could be in any direction you could plot on a sphere, the area of that sphere's surface you have to scan is enormous. However, ships are most likely going to stick out as hotspots of radiation and reflected light on a background of cold, dark void. I could balance out both of these theories by assuming that at a certain distance, ships are pretty easy to spot from the various waves they emit/reflect, but farther than that it becomes much harder and you'd need to start shooting out waves to see what reflects back.

Anyways, I will get back to the more pressing matters of actually getting stuff to explode and the screens to display stuff. I think I've actually got a method that will work, but I've got to wrestle more with render-to-texture since my first attempts have failed miserably.
« Last Edit: March 16, 2009, 09:10:23 AM by nihilocrat » Logged

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« Reply #28 on: March 16, 2009, 11:11:43 AM »

coolio
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« Reply #29 on: March 16, 2009, 11:38:46 AM »

From a sci-fi perspective, it is actually probably harder to spot ships in space than you'd think. When targets are thousands of kilometers away, only about 300m long, and could be in any direction you could plot on a sphere, the area of that sphere's surface you have to scan is enormous. However, ships are most likely going to stick out as hotspots of radiation and reflected light on a background of cold, dark void. I could balance out both of these theories by assuming that at a certain distance, ships are pretty easy to spot from the various waves they emit/reflect, but farther than that it becomes much harder and you'd need to start shooting out waves to see what reflects back.

From a hard-core sci-fi perspective the active and passive sonar analogy is probably irrelevant. You wouldn't obtain contacts in deep space by emitting energy and reading reflections, unless on distances you already have other detection means for. Rather, speculative technologies like exotic matter detection from ship engines and gravitational anomalies would be looked for, or simply optical scans of blotted-out background stars.

However, I suppose you could posit ejecting some exotic particles ("Bogotrons"?) that react in a measurable way with other exotic particles, the presence of which are inescapable in luminar/warp/vogon drives, thus having the same effect as a ping.
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