Space Combat

Game Design, Story, Game Play.
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Illusion
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Space Combat

Post by Illusion »

I just got RF and there is still lots for me to learn about it, but before i go too far i'd like to know...is it possible to create a 3D space based combat game using it? I was thinking if i can make the world without a floor and room, i'd have space where i can place planets, ships, etc. I was also hoping that the actors could be replaced with a spaceship models armed with it's own laser and missle type weapons. If this in possible, i'd also like it to be multiplayer compatible assuming this engine supports this. So, is any of this possible? if so, are there any demos out there that would demonstrate any of these capabilities? Thanks in advance.
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ZenBudha
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Post by ZenBudha »

Multiplayer doesn't work and really to be honest isn't a big factor for indy titles. Multiplayer depends on having lots of people online to play with. Something an indie title just isn't going to have.

A space game is possible you just need a very large room, and likely use a scripted player/ship to control what is basically a flying player.

The downside is the player will be able to fly into the walls of space. The solution for that though is to have the script teleport the player backwards in the level as they approach the edge.

This way they can fly on forever and the script needs to be in reverse as well so however far out they fly it takes the same amount of time for them to fly back.

The hard part really will be getting a 3D style radar in the game.
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Illusion
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Game Designs

Post by Illusion »

it's nice to know the concept of space combat will work. In regards to your comment on Multiplayer in saying it dont work...did you mean that RF can't do it, or that it was just impractical. I'm currently leading a community of gamers called XFS...there are over 300 of us and we are all hoping to create a game based on a RPG story we all wrote together from scratch, and make it MP so we can all play it. So, we have the players for MP...so i must ask, using RF, is MP impossible cuz it seems like i seen the options somewhere for MP support with RF. Thanks for your response.
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AndyCR
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Post by AndyCR »

Multiplayer is not currently possible with RF - it is implimented, but only to the extent that you can see other players. no interaction can take place, and even if you kill a monster on one computer, on the other players' screens it is still alive.

Time permitting, I plan on putting multiplayer into RF2.

Oh, and welcome to the forums!
nanogod
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Post by nanogod »

Hmmm. i am thinking about this, too, as i plan something similar...

I ask myself if this would be possible and practical:
If we could script the player in that way, that the "Spacebox", the box, wich determines the borders of the space (and seals your level so it is absolutely necessary) moves with the player?

This box would be slightly bigger than your farclip plane and is flagged as "sky". Mapping a nice Space Texture on it - ok.

Now when this skybox moves with the Player, the player could really fly endless... The Levels could be very big to, because i dont have to place every Planet, etc... in the box. They could be outside and will only be visible if the Player Skybox moves near the objects...

I hope my english isnt so bad, and i hope somebody has understood what i mean...

Maybe some of the pro´s here can tell if such a way would be possible...

Greetings

nanogod
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Juutis
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Post by Juutis »

I guess you would have to make this "Spacebox" a model in RFEdit in order to move it... and if I'm not completely wrong, models can't be the borders of a level. And in addition, RFEdit won't compile the level if there's entitys outside the sealed area.
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nanogod
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Post by nanogod »

Hmmm

I think you are right.
Entities outside of a sealed level may be a "do not"
The Same for the the spacebox...

I thought of that, but wanted to know what you guys think about it...

anyway it was just an idea...
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GD1
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Post by GD1 »

nope, I hate to tell you that won't work. it's a good idea, but RF doesn't like good ideas. i know, i've had plenty of them.

if you set the level containing box to render as Fullbright, it can be as large as you want without a major hit to the framerate. if you did this and used LOD correctly on all ships, asteroids, debris, and planets, you shouldn't have a problem. the only thing you wont be able to use is RF's built in fog and foglights, but this can be bypassed by using a more conventional particle system approach to fog instead.

i would not recomend using a skydome script, since it tends to get buggy and slow when working with big level sizes.

I've always wanted to see one of these type games in RF. can't wait to see how this turns out.
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Illusion
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Nice Ideas

Post by Illusion »

Good to hear someone else interested in such an idea, perhaps we may be able to help each other out. Be nice if the next update had MP support, i wonder how much trouble this might be *hint hint*

thanks guys, and nano, feel free to contact me..perhaps we can merge our ideas into something good ;)
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SithMaster
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Post by SithMaster »

space combat sim :D yey
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