Author Topic: Star Trek 2 player v0.1 alpha  (Read 22091 times)

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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #45 on: March 18, 2010, 07:44:03 pm »
If my mental code writing is correct, method 2 would be easier as well.

*Yes, I plan out the major parts of the code in my mind before I code them.

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #46 on: March 18, 2010, 08:09:25 pm »
I don't remember if this was awnsered before, but do you plan to have AI, randomized enemy movement/shooting or will they move/shoot in a pre-defined pattern? The later would take more space since each movement would be pre-stored in a list, string or whatever for each kind of ship/possible patterns. It would also be easier for expert players to beat the game in the end, since they would know in advance how enemies move and when they shoot exactly. However, the good side is that you would not lose speed that you would if you used randomizing or artificial intelligence.

What I mean, basically, is like Touhou shoot-em-up or CaDan, except more simple of course.
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Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #47 on: March 18, 2010, 08:12:19 pm »
if i recall correctly there's no single player mode and it's all multiplayer with just two ships in play
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Re: Star Trek 2 player v0.1 alpha
« Reply #48 on: March 18, 2010, 08:13:20 pm »
oh wait right forgot x.x, darn my memory is so bad sometimes x.x

But for single player, I think this could be an idea  in future versions, since AI can be pretty difficult
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Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #49 on: March 18, 2010, 08:17:16 pm »
yeah, i think a single player version should be made also. of course, multiplayer gameplay will be the focus ^^

but every once in a while a calculator user may find themself in a lonely position where they can't play with anyone... so then they would wish they cuddle snuggle up with their calc and play a nice game of star trek xD
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Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #50 on: March 18, 2010, 08:29:31 pm »
Yeah the major issue is that so few people find calcs interesting in a school that sometimes you may be two people out of 2000 students who will care enough to play calc games x.x. In my case, I did not have this problem in the year before graduation, but since I had a Silver Edition, I couldn,t play Ztetris with people since it only worked between the same calc models.
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #51 on: March 19, 2010, 12:21:55 pm »
In my first version of the game, there will be only multiplayer. In subsequent versions, there will be AI, though perfecting it will take time and it will probably be several releases before the AI is even a challenge.

################################

Also, there will be strategy loops programmed in, in both MP and the later SP. There will be two shield sections, a rear shield and a forward shield. You can transfer shielding power between them if one gets low. Also, different systems will be in different portions of the ship. For example, if you wanted to knock your enemies sensors offline, you would aim at the rear of the ship. If you wanted to knock out their warp drive, you would hit the front (these are examples-im not yet sure where each system will be).

Edit (quite a fast double-post)
« Last Edit: March 19, 2010, 01:50:29 pm by ACagliano »

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #52 on: March 19, 2010, 01:50:40 pm »
That sounds interesting, I like how you will have weaknesses and strong points for ships. Adds more challenge to the game than just shooting everywhere on the enemy ship
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Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #53 on: March 19, 2010, 02:57:38 pm »
try not to make it too complicated for the player though. if there are too many things to do at once, somebody new to the game would get easily confused
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #54 on: March 21, 2010, 10:04:23 pm »
Reading some of the stuff about maps has led me to wonder. Instead of making the game so that I would have to manually code in sectors and stuff for use with warp drive and battle locations, would it be easier to create a map? And any suggestions for how I should do this?

And to clarify something about AI, I never store conditions and predefined movements in lists. I always code the AI's algorithms and conditionals directly into the program code. Hope that clears stuff up a little.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #55 on: March 22, 2010, 01:20:14 am »
Here's a pretty old upload, but it's all the visual I can provide as of now.
http://www.mediafire.com/?jrmwcnkzt0x

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Re: Star Trek 2 player v0.1 alpha
« Reply #56 on: March 22, 2010, 02:20:19 am »
I kinda like the title screen and the effects when text appears.

As for the game I am unsure yet about maps. If it helps coding the space map, I guess it migth be good to go with that instead, but if it's much taller than one screen, watch out about memory, since large maps can be massive, especially if you use matrices
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #57 on: March 22, 2010, 09:03:06 am »
Actually, I don't really need maps for this.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #58 on: March 22, 2010, 09:14:54 am »
Does the getCalc( command need the sending calc to be in a low power state?

Edit: And what about the Omnicalc Get/Send commands?
« Last Edit: March 22, 2010, 09:22:04 am by ACagliano »

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Re: Star Trek 2 player v0.1 alpha
« Reply #59 on: March 22, 2010, 02:03:48 pm »
Mhmm you need to use the EDIT button when there are so short amount of time between your posts.

As for getCalc( it only works when the calc you get the data from is in Pause mode, Input mode or outside a program not busy graphing/calculating.

I am not experienced with Omnicalc sending commands, though.
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