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  • #68925
    PinbackPinback
    Keymaster

    No it is just a matter of remapping the keys for some reason I did not see it in the start menu 😳 ,although could really do with some explanation of what some of the control do for us non Orbiter players.

    Would like to see an orbit key that would put the ship in orbit around the planet,could be useful later on,as a game play feature for scanning the surface of a planet for any sort of mining or gathering of planet data.

    Any plans to put more cloud cover onto the planets?, or snow caped Mountain ranges?.

    also you do intend to do anything with the gas gaint rings,not been to look at then in game are they texture? or could they be done with particles?.

    Would be nice to see some asteriods belts.

    Also see the thruster firing on the ship when in the external veiws.

    Down on the planets definitely like to see some large city along with planet and animal life both ground and in the air or even in the sea




    A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


    #68926
    AvatarArtlav
    Participant
    PINBACK wrote:
    although could really do with some explanation of what some of the control do for us non Orbiter players.

    All keys and controls are described in Controls FAQ… on Russian part of the site. 🙁

    Fixed that, http://s-way.sourceforge.net/faq.eng.html

    PINBACK wrote:
    Would like to see an orbit key that would put the ship in orbit around the planet,could be useful later on,as a game play feature for scanning the surface of a planet for any sort of mining or gathering of planet data.

    Like shortcuts for quickly programming the autopilot to do common manoeuvres?

    A menu sounds more useful way to do that.

    Or, some kind of Ctrl+A, O sequences?

    Info screen gives all what you can scan for free…

    So do other instruments regarding radius and mass.

    Approaching a planet with unknown basic parameters on reaction engines is not going to be easy.

    Once there are surface stuff that’s going to change.

    PINBACK wrote:
    Any plans to put more cloud cover onto the planets?, or snow caped Mountain ranges?.

    Snow caps should be there on desert and terran planets with proper climate, or what do you meant?

    Clouds do feel inadequately flat, but i haven’t figured out a way to improve them so far without killing whatever FPS left.

    PINBACK wrote:
    also you do intend to do anything with the gas gaint rings,not been to look at then in game are they texture? or could they be done with particles?.

    Both. They are textures from a distance, but resolve into a (somewhat underwhelming so far) particle cloud when you get close. What would be better?

    PINBACK wrote:
    Would be nice to see some asteriods belts.

    As in realistic or as in Star wars?

    First could be done, but would be simply a hundred or so tiny planets around an orbit.

    Second is what you get if you fly into a ring, sans nice meshes.

    PINBACK wrote:
    Also see the thruster firing on the ship when in the external veiws.

    Quite likely to be there soon. The engine does support it since long ago, but vessel generator won’t define them so far.

    PINBACK wrote:
    Down on the planets definitely like to see some large city along with planet and animal life both ground and in the air or even in the sea

    Rocks are coming soon, trees i’ve figured out, grass is somewhat of a question, life needs considerable thinking, non-square cities would need a very good idea.

    All are on the feature list.

    #68927
    PinbackPinback
    Keymaster
    Artlav wrote:

    Like shortcuts for quickly programming the autopilot to do common manoeuvres?

    A menu sounds more useful way to do that.

    Or, some kind of Ctrl+A, O sequences?

    It could be a option in the menu to put the ship into a standard orbit around a planet, if you were thinking of making it more of game then there would have be some way for the player to save the data so it could become a item which can be sold by the player at a station. Also having the ship in a standard orbit could give the player the option of firing probes into the planets atmosphere. In fact this may be a better way to obtain the information on a planet by

    First entering the obit to gather information on weather there anything of interest then firing probes into the planet to gather more detailed information about planets make up.

    Artlav wrote:
    Both. They are textures from a distance, but resolve into a (somewhat underwhelming so far) particle cloud when you get close. What would be better?

    As you said texture in the distance then particles for the rings on a gas giant. Maybe making them denser as you got closer to them .

    Artlav wrote:
    As in realistic or as in Star wars?

    First could be done, but would be simply a hundred or so tiny planets around an orbit.

    Second is what you get if you fly into a ring, sans nice meshes.

    Asteroid belt which goes around a star system would be quite some thing as I don’t think it been done in any game before, most games just placed them in groups around the system. I would like to see something like the tumbling asteroids from Empire

    #68928
    AvatarKingHaggis
    Participant

    This looks incredibly cool! I’ve played SpaceWay Project a few weeks ago and, honestly, didn’t think much of it. Maybe because I don’t know how it works but I just gave it another go with the latest version and I’ve seen some incredibly good looking planets! Hats off to you!

    Right now, I’m hooked on Pioneer but Spaceway Project is definitely something to keep an eye on, i.m.o.

    I do hope you will make the sim a bit more userfriendly because I’m totally unable to control the spaceship. I’ve tried about 15 minutes to get to the surface of a planet but all I can do is spin around, totally out of control. From the comments, I’m guessing this is going to be more something like Orbiter instead of a regular spacegame? I like realism but I hope you’re going to add some gameplay to it as well. I’d love to be able to land on a planet and deploy a buggy for instance, so you can drive around and explore the surface. And like Darkone said, it would be nice if there were foliage and animals. Maybe settlements to visit and trade stuff with. Or mine asteroids or minerals on planetsurfaces.

    Anyway, it’s your project and you can do with it as you please of course. But man, those hazy clouds as seen from space are just awesome! I wish Pioneer would have them 😀 . Carry on!

    #68929
    AvatarKingHaggis
    Participant
    Quote:
    Asteroid belt which goes around a star system would be quite some thing as I don’t think it been done in any game before, most games just placed them in groups around the system. I would like to see something like the tumbling asteroids from Empire

    Second that! Huge asteroid fields at the far edge of a starsystem would be awesome! Great to hide in, or to explore or to mine resources. And not just those silly little asteroid patches you have in Vegastrike or Evochron but really long stretched out fields, like our own Kuiper belt. Maybe, it would even be something to keep in mind when using a hyperdrive. In the Isaac Asimov Foundation books, before a spaceship could make a jump, it would first have to move a long way to the edge of the starsystem, away from the mass of huge bodies like the central star and gasgiants and preferably, far away from asteroids. So first you have to travel quite a while and not jump around whenever it suits you. That should give the player more of a feeling of the scale of the galaxy. Maybe you COULD make a jump whenever it suits you but then you’d risk crashing your ship or misjumping somewhere in the void far away from a nearby starsystem. Such attention to details always makes me happy :D.

    Waiting a long time before you can make a jump may seem boring but in the mean time you should have something to do on the ship itself. Like study the data of the system you’re in (or planning to go to) on your computerscreen. And, if gameplay is more important than realism, the spaceship should be fast enough to travel from a planet to the edge of a solar system in about 30 or 45 minutes. This way, the timecompression should not be used for travelling and it will still give the player the feeling of scale because it takes a while to get anywhere. You’ll admire a newly discovered planet more if it took you a while to get there. If the ship is not fast enough, you’ll have to use timecompression and, while this may be useful sometimes, during gameplay it’s often a bit irritating. If the ship is not fast enough and you decide to travel without timecompression, it will sometimes take days (realtime!) to get somewhere. Like in Elite and Pioneer. The engines are very very fast in those games but it still takes huge amounts of time if you don’t use timecompression. Therefore, it may be nice to put very fast interplanetary drives on the vessel so timecompression is no longer a must while keeping the feeling of scale. Without timecompression, adding multiplayer might also be possible in the future.

    Well, this was quite a story, I know. But it’s just something that’s always been inside my head as how the (i.m.o.) perfect spacegame should be. What I already like about SpaceWay project is all the information screens and MFD’s. Very impressive! Please keep them!

    #68930
    AvatarUncleBob
    Participant
    Quote:
    really long stretched out fields, like our own Kuiper belt.

    That’s why he asked “Realistic or Star Wars”. Our own Kuiper Belt has a density smaller than a commercially produced vacuum here on earth. It’s a rock flying around every few hundred thousand kilometers. You can pass through it without ever seeing anything, unless you aim for a piece of rock by intent or are very, very very lucky (or unlucky, if you happen to vaporise your ship).

    A star wars type belt would have to be procedurally generated I guess, similiar to a planets surface. But that kind of “asteroid field” you’d only find in planetary rings, and those tend to be rather thin (Saturns rings are somewhere around 15 meters thick).

    Quote:
    I’ve tried about 15 minutes to get to the surface of a planet but all I can do is spin around, totally out of control.

    Yeah, Orbiter players tend to forgett that Orbital Mechanics are not everyday knowledge… but SpaceWay has a Warpdrive (activate with shift W, speed up or slow down with shift +/shift -) that lets you fly around pretty comfortably without knowing anything. And pretty fast too.

    #68931
    AvatarKingHaggis
    Participant

    The asteroid fields don’t necessarily have to be very dense, but strechted out is more important i.m.o. Even if there’s only a random generated rock here and there would still make it very nice to explore, or to hide on the surface of a rock or to mine. It would be nice if systems would be surrounded by a belt like the Kuiper Belt anyway and not just those very small patches. The more objects to explored, the better. Especially when each rock is generated procedurally.

    I don’t think I’ll ever going to find the patience to learn how Orbiter works. I like flightsims but Orbiter is just too much for my poor brain 😀 . I tried it yesterday when I read your comment about the random generator you’re making for Orbiter. I could hardly reach 65K feet, then the spaceship started stalling, LOL. But I will try that Shift W tip for Spaceway project. By the way, that program you’re making for Orbiter looks really nice. It doesn’t work with Orbiter yet? When will it be ready? Maybe, if I can visit all those planets, I’ll have to give Orbiter a (I don’t know, 10th?) try and this time, finish the tutorials.

    #68932
    AvatarUncleBob
    Participant
    Quote:
    It doesn’t work with Orbiter yet?

    The currently available version is only a demo of the capabilities galaxy generator, without any interface to Orbiter, yes. It was majorly released for testing pourpuses, but also to keep up motivation on my end. As it is, the new version (0.6, the first version to interface with orbiter and do what it’s supposed to do) is almost finished. I hope to be able to release it at the beginning of November, but for some part this will also depend on Artlav, the creator of spaceway. Because I’m using his texture generator (because I totally suck at any math beyond trigonometry), and since he’s currently rewriting it it wouldn’t make much sense to release my Orbiter add-on without a stable version of his new texture generator. Obviously he’s currently busy doing other brilliant stuff for Orbiter (he’s kind of Orbiters mad genious… always testing stuff everyone else thinks is impossible, and actually making it work), so I’m not quite sure when he’ll get around to it…

    Quote:
    I could hardly reach 65K feet, then the spaceship started stalling, LOL.

    reaching Orbit is about building up HORIZONTAL speed, not vertical. You only want to go straight up in the beginning to get out of the denser atmosphere, then all you really want is build up horizontal velocity. And for getting back again, you don’t thrust towards the planet. You loose horizontal velocity, and let the planet pull you in. Works in Orbiter, Spaceway, real live and with every other sound gravity model (would even work in Pioneer and FFE, just that there you don’t need it because the engines are ultra-uber-powerfull). Orbital mechanics are tough at first, but once you figured them out you’ll never want anything else. They’re just to cool, too practical and too immersive. There ain’t nothing quite like participating in the great dance of the planets!

    anyways, enough OT.

    #68933
    sscadminsscadmin
    Keymaster

    Some great thoughts here and game play tips, thanks Uncle Bob.

    I didn’t know the Kelper Belt was actually that sparsely populated with asteroids. So if that is true I would recommend the ‘Star Wars’ style asteroid belt just to make visiting it a interesting place with a lot of flying rocks everywhere.

    UncleBob wrote:
    reaching Orbit is about building up HORIZONTAL speed, not vertical.

    I didn’t know that at all, learn something new all the time.

    #68934
    AvatarUncleBob
    Participant
    Quote:
    I didn’t know that at all, learn something new all the time.

    Douglas Adams described the concept of an Orbit very well: It’s about falling and constantly missing the ground. Orbital velocity is the velocity for a given Orbit (faster for lower Orbits, slower for higher Orbits) where you are too fast to hit the earth while falling towards it. You are literally falling around the earth, missing it all the time.

    #68935
    PinbackPinback
    Keymaster

    Falling never killed anyone its hitting the ground that kills you.

    That makes ground very dangerous 😕

    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.

    pleiades_planets.jpg

    #68936
    AvatarUncleBob
    Participant
    Quote:
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.

    Since those processes take a couple of million years, you’d have to wait around quite some time to see anything happen…

    #68937
    PinbackPinback
    Keymaster
    UncleBob wrote:
    Quote:
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.

    Since those processes take a couple of million years, you’d have to wait around quite some time to see anything happen…

    Thats the nice thing about games you can speed it up.

    #68938
    farcodevfarcodev
    Participant
    PINBACK wrote:
    UncleBob wrote:
    Quote:
    One thing I would like to see in a sand box game is solar systems still in the process of early planet formation it would provide a dynamic environment for any ship passing through.

    Since those processes take a couple of million years, you’d have to wait around quite some time to see anything happen…

    Thats the nice thing about games you can speed it up.

    …in a limited range, not in a million years one 😆

    #68939
    PinbackPinback
    Keymaster
    farcodev wrote:
    PINBACK wrote:

    PINBACK wrote:
    Thats the nice thing about games you can speed it up.

    …in a limited range, not in a million years one 😆

    Maybe not millions 😆

    but in a game you could have planetary bombardment dust gas and big rock swilling about in a pea soup of a solar system, also if you really need a reason for it remember that string of asteroids that hit jupiter a few years back if they had hit one of the moons then there would have been a lot chaoes.

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