Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: CountBuggula on August 02, 2009, 03:15:08 pm
-
We've seen some amazing progress in modeling and textures in the last several months since the hard drive crash. As exciting as that all is, it makes me wonder how things are going on the other aspects of the game that we don't see or hear as much of. Is gameplay currently being worked on/tested/revised or is that on hold until the modeling is done? It seems like now would be a fantastic time to work on the gameplay side of things, even if just with placeholder models in-game, so that once you have a reasonable amount of ships complete you'll have something to release immediately.
If you're already doing that, disregard this message and carry on, although we'd love to hear about it from time to time. Anyways, keep up the great work - this mod is very promising and still has me excited!
-
Fate of the Galaxy runs on the FSOpen engine, so it shares code with every other project - there aren't any FotG 'exclusive' features. That said, a number of things being implemented in 3.6.11 will be handy in FotG, and Chief is one of the big-shot FSO coders.
-
I definitely would not call myself a bigshot coder, really I'm more of a slave driver. But still, we've had some code changes made that will help us, such as computer assisted targeting, 1 and 2 segment shields, and we're working on some more. We've had a lot of work done in the sounds department, lots of original music created, some new effects, and a little bit of interface work. So modeling isn't all we've been doing. It's just one of the most noticeable things.
-
What is "Computer Assisted Targeting"?
I don't recall any change in trageting behavior form retail.
Or maybe you meant autoaim?
-
Awesome. Thanks for the replies. How about actually starting to script missions, or working out the feel of the game, such as speeds, armor and shield values, weapons values, etc?
Unfortunately I can't help much on the dev side of things, but I'll keep cheering you on as this progresses. Also, I'm a (currently unemployed :() professional QA Engineer/Software Tester and am more than willing to help with the QA process whenever needed. I do happen to have a bit more spare time on my hands now...
-
Yeah I'm referring to what is essentially autoaim, but I don't like calling it that because computer assisted targeting has a more canon sound to it.
-
I call it being a tool.
-
Also, we have got most of the fighters with some early revisions of speeds and armor and shield values, some rudimentary balancing has been going on but once we've replaced enough content I'll probably start looking for some people who might have a talent for balancing to do some early playtesting, especially with multi.
-
what about removing the lead indicator/making it invisible, and then having the reticule turn green when it crosses over the invisible indicator, like in the X-wing and TIE fighter games.
still shoot when its blue, of course...
-
Worst suggestion for canon combat ever:
Since we're going to fly using the cockpit, have the HUD instrumentation removed and rely on those terrible targeting scopes... For your "turrets" to lock you'll have to get the bugger in the middle of the targeting recticle and have it turn green. :drevil:
That would be miserable gameplay...
-Thaeris
-
I agree it's a not a good idea, but no harm in brainstorming, right? Might inspire something good.
-
Worst suggestion for canon combat ever:
Since we're going to fly using the cockpit, have the HUD instrumentation removed and rely on those terrible targeting scopes... For your "turrets" to lock you'll have to get the bugger in the middle of the targeting recticle and have it turn green. :drevil:
That would be miserable gameplay...
-Thaeris
It would mean that to aim well, you would have to judge lead by yourself. Well, no problem then, as we have unlimied lasers, right?
-
And IIRC, X-Wing: Alliance used a similar system. I didn't like it then, as well.
-
And IIRC, X-Wing: Alliance used a similar system. I didn't like it then, as well.
exactly. i am talking about the exact system in XvT, as i find it fun, and make one a better player if they figure out what various aspects mean for leading shots as opposed to put aimer HERE |_| and fire.
y'know, a little throwback to the series...
-
I dunno...I found that in such a system it forced you to actually look at the ships you were fighting instead of the auto-lead recticle. Personally, I liked that aspect of the game, but I'm fairly certain I'm in the minority, as it did cause the game to have a significantly steeper learning curve.
-
I was tearing it up in XvT when I was 14, and if I could handle it I'm sure the rest of you could. But with our smaller, faster ships it might be more necessary to have that kind of help.
-
In that case, I did eventually become pretty deadly in X-Wing. I'd splash TIE fighters left and right without having any locked on/selected. Especially in the Y-Wing, where the fire-linked main cannons would spell instant doom to the standard TIE...
-Thaeris
-
I was tearing it up in XvT when I was 14, and if I could handle it I'm sure the rest of you could. But with our smaller, faster ships it might be more necessary to have that kind of help.
a very fair point, sir...
Maybe that computer-assisted targeting, when active, could turnt he reticle green?
-
Isn't it green when targeting a friendly? Either way, first we need a way to actually turn it on/off. We don't have that yet.
-
...And it was red when you had missile lock... ;7
-Thaeris
-
Isn't it green when targeting a friendly? Either way, first we need a way to actually turn it on/off. We don't have that yet.
It turned green when you had a clear shot at whatever you targeted. I believe anyone that played learned not to always rely on the targeting computer but to "use the Force," because it wasn't entirely accurate. I only used it from long distance and if there was a risk of friendly fire.
I prefer X-wing's solution to the FS method. It required thinking, and under pressure, you might hesitate to take that shot if it means hitting a friendly should you miss. More realistic I think. I don't think they do, but do real HUDs have lead indicators? Is there going to be gun harmonization as well?
I loved the way missiles locked on though in FS. I know sometimes in the X-wing series, enemies could be spraying you while trying to get a lock at the same time, which I always felt was unfair.
-
I prefer X-wing's solution to the FS method. It required thinking, and under pressure, you might hesitate to take that shot if it means hitting a friendly should you miss. More realistic I think. I don't think they do, but do real HUDs have lead indicators?
From what I remember, modern jets don't have lead indicators quite like what we see in FS. Instead of showing the lead for your target, it calculates the lead from your own trajectory and tells you where your shots are going to go. This is aided by radar to get the right trajectory at the right distance and display that on the HUD.
Someone correct me if I'm wrong...I'm not a military pilot and it's been awhile since I played jet sims.
-
I prefer X-wing's solution to the FS method. It required thinking, and under pressure, you might hesitate to take that shot if it means hitting a friendly should you miss. More realistic I think. I don't think they do, but do real HUDs have lead indicators?
From what I remember, modern jets don't have lead indicators quite like what we see in FS. Instead of showing the lead for your target, it calculates the lead from your own trajectory and tells you where your shots are going to go. This is aided by radar to get the right trajectory at the right distance and display that on the HUD.
Someone correct me if I'm wrong...I'm not a military pilot and it's been awhile since I played jet sims.
i was also under the impression that it uses radar info from the target's relative velocity to adjust the sight such that you just have to put 'the thing on the thing'
-
It's called the PIP or pipper.
-
It's called the PIP or pipper.
indeed, i was just remembering my starshatter booklet and its bit on aimer options: lead box or LCoS sight (pipper)