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Space flight sim?

Posted: Sat Jan 12, 2008 11:31 pm
by Sph!nx
I am now in concept phase of a new 3rd person sci-fi action game combined with space flight combat simulation. I have found alot of documention on all kind of subjects but setting up something like a flight simulation still eludes me.

Is there someone able to explain me how to set something like that up in Reality factory? I'm not asking for a detailled explanation of every line that needs to be scripted but just a general setup so I know what to look for.

Thanks ahead!

Posted: Sun Jan 13, 2008 1:50 am
by Agentarrow
I don't know about the actual script, but you'd need a visual console of all your instruments. Possibly the controls. Vehicle health should also be displayed here. Your targeting reticle should actually aim the vehicle. Your best bet would be to set up the vehicle as an actual level start, the vehicle level as a separate level, than have the actor be first person, and the flying vehicle. Then add your instrument panel to the lower section of the HUD. that would simulate a flight simply, and I think would be your most realistic bet. However you would have to have a flight script which I cannot, sadly write for you.

Posted: Sun Jan 13, 2008 2:53 am
by Sph!nx
Well, the console of instruments can be just like the hud because I was thinking of an outside view of the ship instead of looking through the cockpit.

The graphical style of the game will allow some unrealistism. Things can be simple. Yeah, the parts in space are seperate maps than that of the 3rd person action maps.

A flight script ... hmmm

Posted: Sun Jan 13, 2008 5:51 am
by vrageprogrammer
It's not gonna be easy...
But we're behing you! :D

Posted: Sun Jan 13, 2008 2:42 pm
by Sph!nx
Hehehe, thanks :)

Well, besides collecting a lot of information on the subject, I haven't done any scripting yet. I figured I'd best have a solid concept and start working on content before I start on scripting.

I was hoping someone could direct me to somekind of example to push me in the right direction. So I take it, that it has never been done before ... :(

Posted: Sun Jan 13, 2008 4:05 pm
by vrageprogrammer
offtopic, but what's Sven co-op?

Posted: Sun Jan 13, 2008 10:49 pm
by Agentarrow
ontopic: What do you mean by "Solid concept" as in story line, game planning, etc?

Posted: Mon Jan 14, 2008 6:52 pm
by Sph!nx
vrageprogrammer wrote:offtopic, but what's Sven co-op?
It's a modification for Half-life. Check out the link in my sig!
Agentarrow wrote:ontopic: What do you mean by "Solid concept" as in story line, game planning, etc?
Exactly.

Posted: Mon Jan 14, 2008 11:29 pm
by Agentarrow
hmmm... well, You could be a leading pilot in an invasion force, or, I was writing a story called Galactic War, you can find it at
http://www.agent-arrow.com

Posted: Wed Jan 16, 2008 4:52 pm
by Sph!nx
Thanks but I mostly got the story covered now.

One other project, I am part of, is based on all kinds of mythological stories. A lot of clichés from many fantasy stories were used. I was thinking of taking that but kicking it foreward a few millenia and add a lot of new story twists. I just need to think up a few main characters and they're involvement in the whole situation.

Posted: Wed Jan 16, 2008 11:42 pm
by Agentarrow
ooh, a challenge :) what do you think of the name Amakoda? I named a guy I never used that :) you can have his concept if you want :)