MysticSi
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« on: March 31, 2011, 04:55:05 PM » |
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STG: The Patience of TimeFly around procedurally generated solar systems, land on planets, trade stuff, blow stuff up ect... The ships are made of intercangable modular components (using ASCII characters) Demostg_pt_v0.5_.7zstg_pt_0.4_.7zstg_pt_v0.3_.7zstg_pt_v0.2_.7zstg_pt_v0.1_.7zDefault controlsW,A,S,D - Move Left, Right - Turn R,F - Warp Factor Space - Grav Brake X - Negative Friction drive +,- - Zoom Map +,- = Zoom Map Also supports dual analog controllers but you might need to reconfigure it in the user.cfg file
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« Last Edit: May 21, 2011, 06:19:11 AM by MysticSi »
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MysticSi
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« Reply #1 on: April 01, 2011, 06:44:34 AM » |
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I've written some silly nonsensical Techno-Babble to describe some of the ship sub-systems.
Linear Subspace Displacement Drive Causes the merging of Space-Time and The Quantum Hyper-Metric Manifolds. This allows for the controlled manipulation of the curvature of space using a non-impractical amount of energy. The region of space surrounding the ship can thus be moved faster than the speed of light, whilst the ship maintains a sub-light local velocity.
Negative Friction Drive Using another application of The Quantum Hyper-Metric Manifolds, the NFD surrounds the ship with a cloud of negatrons, static in motion relative to the ship. As negatrons exhibit inverse friction a negative force directly unproportional to velocity is exerted upon the ship, causing exponential acceleration.
Although the drive will eventually produce the infinite force necessary to break the light barrier, pilots are advised to refrain from doing so as the large complex numbers will exceed the Plank limit causing tremendous rounding errors, destroying the entire universe in the process.
Clank Adjuster Without this device hyperspace travel is impossible. These things were designed by hyper-computers running an infinite iteration of genetic evolution algorithms. The resultant blueprints and are then forged by a Universal Constructor, meaning no one knows how they actually work.
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MysticSi
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« Reply #2 on: April 04, 2011, 08:16:30 AM » |
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I've been working on an algorithm to generate stars within clusters. I still need to modify it to make sure the star system's radius falls within the cluster's radius for collision purposes.
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MysticSi
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« Reply #3 on: April 06, 2011, 04:24:25 PM » |
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Added a radar/mini map. Zooming in and out can even be assigned to an analog control You can see the star clusters if you zoom out far enough, but apart from a test planet and an asteroid sized moon, the clusters are currently empty. Not that you'll get very far without warp drive, unless your very very patient. Demo stg_pt_v0.2_.7z
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saint11
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« Reply #4 on: April 07, 2011, 12:57:26 AM » |
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ASCII art, procedural maps and Sci-fi? You have something very interesting there, sir
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MysticSi
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« Reply #5 on: April 08, 2011, 09:22:20 AM » |
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it's not really a spoof of any one thing in particular, just sci-fi in general, kind of like 'hitchhikers guide to the galaxy'
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MysticSi
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« Reply #6 on: April 12, 2011, 10:50:32 AM » |
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I've got a new demo, you can now fly around a small solar system using warp drive. There's also a html manual I'm writing for the game titled "The Space Tourist Guide" well it doesn't say much about how to play the game ATM just more Techno-Babble. I just generally write the first thing that comes to mind, so its mostly just very silly. Demo stg_pt_v0.3_.7zJust in time for the 50th anniversary of maned space flight I guess.
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Eternal Man
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« Reply #7 on: April 12, 2011, 01:10:39 PM » |
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First off, PGC+Space=epIc. Secondly, I'm having some problems with the controls. 1.) It's constantly zooming out, reaching ridiculous numbers of (-)Z-factor. I'm not able to manipulate it in any way. 2.) I don't really have any control over the vessel. It seems to be constantly accelerating/deccelerating when it shouldn't. A few gauges measuring velocity/angle/etc. would be awesome. 3.) One shouldn't travel at warp factor 4690~. Btw, I liked the Guide! //EE
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MysticSi
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« Reply #8 on: April 13, 2011, 03:37:45 AM » |
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hmmm perhaps it has something to do with game pad support, are you using a game-pad? If not you could try removing the controller bindings from user.cfg
Yea I was thinking of limiting warp to about 200, then you would use hyperspace to cross interstellar space, which works by compressing the size of the universe.
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« Last Edit: April 13, 2011, 04:02:38 AM by MysticSi »
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MysticSi
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« Reply #9 on: May 03, 2011, 04:27:16 AM » |
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Demostg_pt_0.4_.7zi have made a check to prevent off screen rendering, meaning there is now a larger solar system to fly around in, without slowing down the game. you can now also create craters in the planets, currently only with a console command (press F1) 'splode 1' where 1 is the radius of the crater, you can then carve out tunnels in the planet. use 'splode 0' to return to normal. I still need to implement an event messaging system before ships can fire weapons. i also added a random music generator, although it sounds like cheesy elevator music and will probably get annoying after a while
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« Last Edit: May 03, 2011, 09:08:03 AM by MysticSi »
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MysticSi
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« Reply #10 on: May 21, 2011, 06:17:18 AM » |
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Demostg_pt_v0.5_.7zYou are now able to fire a weapon and drop bombs witch can create craters on platelets. There is also dynamic music created by Zach Beever. I have also added effects caused by special relativity, such as the mass of the ship increasing, time dilation (in the music and sound effects), and the blue shifting of the background stars. Since the game is set in an alternate universe it has a much lower speed of light at 14,477 m/s. When using the conventional drive it should be impossible to go faster than light but you now have to be careful when using the 'Negative Friction Drive' as it can easily exceed the speed of light and uh... destroy the universe.
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