Hard Light Productions Forums

Hosted Projects - Non-FreeSpace => StarShatter Open Source Project => Topic started by: Cyberkada on August 16, 2014, 07:04:37 am

Title: Features
Post by: Cyberkada on August 16, 2014, 07:04:37 am
What new features would you like in Starshatter Open?

I have been adding a playable empire/faction system.  I will focus on two tracks - a Babylon 5 Game and pure Starshatter Open.

0. cleaning up, improving and fully integrating the old HTL Babylon 5 Mod
1. Bug fixes
2. Real multiplayer
3. Steamworks port

Suggestions? Suggestions?


Title: Re: Features
Post by: Parias on August 17, 2014, 02:05:48 pm
I'd still LOVE to see the game's main dynamic campaign modes get co-op support. That would move the game out of fringe territory for my local gaming circle and into "must play across multiple LAN parties".
Title: Re: Features
Post by: Cyberkada on August 25, 2014, 11:57:04 am
Currently building up a playable faction/ empire system for co-op/ multiplayer - and a points-based ship upgrade path like SFCI and II (like most games, actually)
Title: Re: Features
Post by: Arkblade on August 25, 2014, 05:16:16 pm
i hope true dynamic campaign.

player set each forces number.
they can start war without any scripting.
it make unlimited replayability.
Title: Re: Features
Post by: Cyberkada on August 31, 2014, 08:35:29 pm
Added colored empire labels for the main map and an empire tag to systems his weekend.  Maybe allow for system battles capturing with offense/ defense and economic ratings.

Title: Re: Features
Post by: Parias on September 01, 2014, 09:59:18 pm
Maybe allow for system battles capturing with offense/ defense and economic ratings.

Awesome, that sounds pretty cool.
Title: Re: Features
Post by: Thaeris on September 08, 2014, 09:00:31 pm
How are changes being documented? If we need to revert to an older version for some reason, is that still do-able? How can we manage features, or otherwise toggle them on or off?

...For instance, if we wanted to create a mod with more realistic physics/dimensions, how would we control how the game processes this information? I'd assume we'd do it via .ini file, or some other thing of that sort, but there you go. At some point, there needs to be a larger scale to the planning and implementation of features (hence kind of why this thread is here); I suppose the question should be, "what will be done to manage the development and expansion of the simulator?"

Aside from the more esoteric questions, I guess what should be asked for first is, "when will multiplayer be fixed?" Hands down the best thing to do would be to fix what's broken, and then expand on the features. That is, certainly, easier said than done.

...Also, if we ever move the engine over to OpenGL, then it can be made cross-platform. Then everybody wins. :D
Title: Re: Features
Post by: spaceranger on October 02, 2014, 11:32:31 am
My own pet peeve, but I'd love to be able to tweak/remove the red trails from all ships, or replace them with thruster trails.
Title: Re: Features
Post by: giogionis on October 03, 2014, 01:11:44 am
babylon 5 you say??? there is a mod for the original starshatter i tried to make it work on the gathering storm without succes, well what i want is  some editor for the dynamic campaign thats make it easier to work so we can have the mods with campaign that will be awesome