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 Post subject: Space Trading Game
PostPosted: Thu Apr 10, 2008 12:26 pm 
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I'm currently fleshing out another idea. The rogue failed at analysis due to there being other attempts at a similar thing failing dismally ;)

The spec is slowly being fleshed out here:

http://www.cokeandcode.com/expanse

Any feedback appreciated,

Kev


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 Post subject:
PostPosted: Thu Apr 10, 2008 1:15 pm 
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I like it!
You idea Kev remember to me Trascendence,

http://neurohack.com/transcendence/index.html

but with more style :D

i don't undestand a simple point: single player or multiplayer?


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 Post subject:
PostPosted: Thu Apr 10, 2008 1:19 pm 
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It's intended to be online, though I'm not sure whether interaction will be significant.

With respect to other space trading games, yeah theres a lot of similarities. The signficant difference to me is the crew management point of view. You have no direct control over your ship, it's down to your crew to get it right :)

Kev


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 Post subject:
PostPosted: Thu Apr 10, 2008 4:49 pm 
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Are the graphics going to be the same as that old game, with fake 3d and scaling sprites? Or completely different like a topdown view (although then it wouldn't need to be a space game)?


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 Post subject:
PostPosted: Thu Apr 10, 2008 5:11 pm 
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You'll see no view of the space craft or space (except maybe a little star field going past the view screen). The view of the rest of the universe will be via your scanners.

Kev


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 Post subject:
PostPosted: Fri Apr 11, 2008 1:04 pm 
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Slick Zombie

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Kev, please post an example screenshot of your idea :D


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 Post subject:
PostPosted: Fri Apr 11, 2008 3:50 pm 
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No real graphics, preferably http based networking, accessibility.... sounds like you're better off programming/generating javascript instead of creating an applet.


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 Post subject:
PostPosted: Fri Apr 11, 2008 3:57 pm 
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Considered that but I do expect the travelling through space bit to be real time updates - it won't work otherwise - while javascript is nice for real time stuff it's still way too hacky for me.

Kev


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 Post subject:
PostPosted: Sat Apr 12, 2008 2:53 am 
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Great! I've played a game that had a crew management system. I've actually have the scraps of a clone somewhere. I would gladly help


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 Post subject:
PostPosted: Mon May 12, 2008 12:17 pm 
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Finally i have some time to spend on your idea, kev.

Setting.
I mean universe, galaxy, or so on?
In this point my opinion is that a galaxy-global map, with may solar-system where you can jump using FTL (Faster Than Light) engine is the best solution.
I HATE X-series of game, because having fixed portal that player can use to jump from one system to another.. i think that is more fun to permit FTL-jump from everywhere (even from a planet :P).
And what about races? Only human, or evil (or good) aliens?
Not only military ship, or military vs pirate mecanics.. please! :D

Hibernate.
I read this point i and i think: wow, kev wants a serius game!
What do you want to create is a MVC (Model View Controller) application on a single applet featuring a multiplayer space-trading-exploring game?
Using hibernate involves an application server (Tomcat?) running on a server and offering a persistence (Model of MVC) layer for your application, right?
But.. do you really need it ? I mean, Hibernate is good for certain application, not for everthing, and what i ask you is: why Hibernate?
Please explian, if you want, this point :D

Ship.
Wow, a crew-management-star-trek-battlestar-galactica game? Great! and.. what do you think if player can buy a battlestar-ship, that can launch another incerceptor-ship?

Space Station/planet.
Again in X-series i hate docking sequence on a space station, a planet, or so on: i think that a game in space must hide some details.
When player approach space station, must dock in auto-mode. stop. no ?
And what about planets? I think that a crossover whit a rpg-game where you can land on a planet, or another ship ?


some ideas :P


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 Post subject:
PostPosted: Mon May 12, 2008 1:15 pm 
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Space trader games have always been close to me heart ever since I played Elite on me Amiga, I could probably help out some with the graphics if there will be a community project on this one, will read the designdoc and see what I can contribute with!


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 Post subject:
PostPosted: Tue May 20, 2008 6:39 am 
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Just to mention this game is still very much my goal. However, putty has taken over all my time at the moment. It's teaching me a lot about what distribution methods actually work so (the scary signed dialog really isn't that scary at all for instance) it's worth while.

I'd be really happy if we could get together on this one, I think it'd be a lot of fun to write something this big as a team.

Kev


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 Post subject:
PostPosted: Tue May 20, 2008 6:58 am 
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ok kev: when you have some time, please let me know, so we can talk about this idea!


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 Post subject:
PostPosted: Fri Jul 10, 2009 3:33 am 
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Your GDD is amazing and very organized! I like so much!

And your game is awesome too! An mix of Star Trek and Final Fantasy Tactics (about recruiting ppl) can be successfull recipe! :D

Go ahead with your project and post the updates!


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 Post subject: Nice!
PostPosted: Wed Sep 02, 2009 1:48 pm 
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Love the concept, very similar to what I have been working on for years now (LOL) minus the crew and add graphics. You have seen the screen shot. Can't wait till there is something to tinker with.

Reminds of a starship game from the mid 90's where the screen had a scanner/radar or blips and data on those blips, bunch of buttons like ST-TNG consoles that you clikced on. Only graphic was the console and scanner output. still a blast though.


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