Graduation work - engine questions
Posted: Sun Sep 21, 2008 9:32 pm
The time is getting closer when I need to pick what should I do for graduation work, and one of my preliminary ideas is about making a total conversion mod for VS. The others are mostly about making a short animation, but making a whole game'd visuals, world and such is a more uniqu idea I think.
Nothing to big, just a single system mod, but with a very detailed system. A bit like the Sol in Cowboy Bebop in mood, like with many cultures and such.
The concept is developed on a sketchy level, but I've got my main pointers.
To make this clear: I'm not announcing anything yet.
I'm serious about it it, but only on a level, since, I'm not even know if there's any possibility to make such a thing (there are much feature that's not readily in the game), and I know that the devs are working hard allready writing the game and live their life also.
Anyway, If there's interest in my mod, then I can provide some more information. (But let's nail it down, that I consider this whole mod as a piece of artwork, or a composition as a whole. I mean I've got my concept which I want to stick to, so I don't really want to make it as a commitee work, and discuss all of it's aspects to the smallest cog.)
Anyway I need some information about the engine's features, and if some features are going to be implemented in the near future (in one and a half year or so), before making any decision. I'm not asking for any feature, but I want to know if there's a possibility for these to be implemented, thus is my vision of this game can be realized, before I jump into making it.
Will there any lateral thruster and retro thruster effect?
Will it be possible to use external docking clamps (or what), like the way in I-war2? (With manual docking possibility would be my dream)
What level I can costumize the HUD through Python or something?
My desired needs are separate indication for the object of refference, an indication of the ships movements vector, target lead, docking aids, velocity and rotation velocity and thrust representation of all axes (based on the object of reference), a contact list, an info box for the target, fuel display, a system log display, weapon status display.
Is there a posibility of an in-flight communicaton system, menu driven, and if there's indepth communication, then in a window? Also, a pilot would need to ask for docking or landing clearence before doing anything.
Will there any more fluid and flexible interface, accessible from python? I'd like to use an Archemedean Dynasty like interface for interaction with windows and such.
Is it possible for more factions to operate in a single system? I'm not talking about a full scale war, but I would need areas with different danger of pirates and such.
Is there a way to define that a given ship is atmosphere capable or not (or on which level, depending on gravity and atmosphere thicknes of a planet), to allow it or not to land on planet (there's no real need for seamles atm flight for me).
Is there any heat management possible? Like systems generate heat, which is affect other systems dependability, performance and such.
Is there a possibility for ship systems to break down? Can be dependability defined for systems? (My idea is that there will be a lot of different manufacturers, but there's no point in that if the only difference is prize and performance.)
Is it possible to make in-system jump holes? (My idea is quite similar to I-war's on this topic, with Lagrangian points, but with all 5 Lagrangian points)
Is there any dynamic asteroid generation code? Like for a whole belt of asteroids, but in some way freelancer handled them by the asteroids dynamicaly generated around your ship, and you can define objects in the belt, which have orbit, and always there.
Well, I can't recall any more, but I think that's enough allready.
And also, if this mod will considered realizable with some engine modification, and there's somebody willing to help me on that field, then "you're welcome".
Nothing to big, just a single system mod, but with a very detailed system. A bit like the Sol in Cowboy Bebop in mood, like with many cultures and such.
The concept is developed on a sketchy level, but I've got my main pointers.
To make this clear: I'm not announcing anything yet.
I'm serious about it it, but only on a level, since, I'm not even know if there's any possibility to make such a thing (there are much feature that's not readily in the game), and I know that the devs are working hard allready writing the game and live their life also.
Anyway, If there's interest in my mod, then I can provide some more information. (But let's nail it down, that I consider this whole mod as a piece of artwork, or a composition as a whole. I mean I've got my concept which I want to stick to, so I don't really want to make it as a commitee work, and discuss all of it's aspects to the smallest cog.)
Anyway I need some information about the engine's features, and if some features are going to be implemented in the near future (in one and a half year or so), before making any decision. I'm not asking for any feature, but I want to know if there's a possibility for these to be implemented, thus is my vision of this game can be realized, before I jump into making it.
Will there any lateral thruster and retro thruster effect?
Will it be possible to use external docking clamps (or what), like the way in I-war2? (With manual docking possibility would be my dream)
What level I can costumize the HUD through Python or something?
My desired needs are separate indication for the object of refference, an indication of the ships movements vector, target lead, docking aids, velocity and rotation velocity and thrust representation of all axes (based on the object of reference), a contact list, an info box for the target, fuel display, a system log display, weapon status display.
Is there a posibility of an in-flight communicaton system, menu driven, and if there's indepth communication, then in a window? Also, a pilot would need to ask for docking or landing clearence before doing anything.
Will there any more fluid and flexible interface, accessible from python? I'd like to use an Archemedean Dynasty like interface for interaction with windows and such.
Is it possible for more factions to operate in a single system? I'm not talking about a full scale war, but I would need areas with different danger of pirates and such.
Is there a way to define that a given ship is atmosphere capable or not (or on which level, depending on gravity and atmosphere thicknes of a planet), to allow it or not to land on planet (there's no real need for seamles atm flight for me).
Is there any heat management possible? Like systems generate heat, which is affect other systems dependability, performance and such.
Is there a possibility for ship systems to break down? Can be dependability defined for systems? (My idea is that there will be a lot of different manufacturers, but there's no point in that if the only difference is prize and performance.)
Is it possible to make in-system jump holes? (My idea is quite similar to I-war's on this topic, with Lagrangian points, but with all 5 Lagrangian points)
Is there any dynamic asteroid generation code? Like for a whole belt of asteroids, but in some way freelancer handled them by the asteroids dynamicaly generated around your ship, and you can define objects in the belt, which have orbit, and always there.
Well, I can't recall any more, but I think that's enough allready.
And also, if this mod will considered realizable with some engine modification, and there's somebody willing to help me on that field, then "you're welcome".