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Work in Progress / StarScape One

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Serial Velocity
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Posted: 3rd Nov 2008 16:27 Edited at: 15th Apr 2009 13:46
Quote: "Very cool! "


Thanks

Twu Kai
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Posted: 3rd Nov 2008 18:59
That screenshot looks great! I'll be following this.

I am sorry for my not replying to my last thread that asked for help.. I am active now and will try to reply to help!
Robert The Robot
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Posted: 3rd Nov 2008 21:48
Stunning picture! I can't wait for the next demo!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 4th Nov 2008 13:34
Quote: "Stunning picture!"

Quote: "That screenshot looks great!"


Thanks!

Does anyone have any ideas what i should add into the next demo? (which is coming very soon)

Here are the thing im going to add to it:
Combat
More Exploration
Improved Effects
Improved Scale (The planet was too small)

Serial Velocity
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Posted: 8th Nov 2008 20:43
Ive uploaded a video of Starscape One for people to watch here

Robert The Robot
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Posted: 8th Nov 2008 21:16
Wow, that's an impressive rendition of the solar system!

One suggestion for the planetary descent - maybe add a red glow for the re-entry flare up? Other than that - well, I don't really see how it could be improved Fantastic!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 8th Nov 2008 21:21
@Robert The Robot I was thinking of adding the red glow soon but i want to finish the terrain system and the atmosphere first. I think there is plenty of improvement needed

DyVo
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Posted: 11th Nov 2008 19:29
@ Serialvelocity, how do you make the terrain, I'm planning on making a space RPG and actually wanted to make a seamless transition after seeing this: http://www.youtube.com/watch?v=4FO7_PwjLts

Oh and this looks Awesome!

--Best--
DyVo

There are some wo think they can rule the galaxy....
coming soon....
Serial Velocity
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Posted: 11th Nov 2008 19:51 Edited at: 18th May 2009 18:26
Hey, how it works is that when you get to a certain distance from the planet, it slowly fades another sphere (the terrain) into view, the terrain sphere is created at the start with slightly deformed polys to make it look like mountains, but im going to completely redesign the system using the more complex subdivision method (what the infinity engine uses on the video you sent me) which makes much more detail by subdividing the poilygons giving improved detail, here is the code for my old terrain system if anybody wants it:



DyVo
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Posted: 11th Nov 2008 20:16
okay, thanks, but what exactly does the vertexdata command use and how does it work, i never used it actually
I was thinking about using ZBrush for the details, if i made an incredibly detailed planet ot would only take about 6000 polies, but yeah, ZBrush is pretty expensive

Best
--DyVo--

There are some wo think they can rule the galaxy....
coming soon....
Serial Velocity
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Posted: 11th Nov 2008 20:18
Well the snippet with the vertexdata part i got off somewhere on this forum but i changed it slightly i think lock vertexdata make the vertices editable and unlock vertexdata saves the changes

DyVo
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Posted: 11th Nov 2008 20:37
okay, so basicaly what it does is the same as what you could do to a matrix, just rise certain points, like mountains..
I also thought about using heightmaps, but that would be difficult on a sphere, maybe Zbrush can help you

There are some wo think they can rule the galaxy....
coming soon....
Serial Velocity
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Posted: 11th Nov 2008 20:41 Edited at: 11th Nov 2008 20:42
Yes thats about it, you can use the vertexdata commands to achieve this but i havent tried yet. I think on the thread where i got the code from had a heightmap version ill try and find it, ill edit when i found it.

EDIT: here it is http://forum.thegamecreators.com/?m=forum_view&t=114983&b=1

DyVo
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Posted: 11th Nov 2008 21:38
thx I'll look into that I'm still having problems with the lens flare and bloom effects, but I think I'll figure it out

--Best--
DyVo

There are some wo think they can rule the galaxy....
coming soon....
Phosphoer
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Posted: 12th Nov 2008 04:12
This is looking awesome , excellent work!

Space sims ftw :p

Serial Velocity
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Posted: 12th Nov 2008 16:41
@DyVo No problem i think a bloom effect for a space sim is not really needed as bloom is an effect when inside a planets atmosphere (i think so anyway, never been in space so i cant prove that)

@Phosphoer Thanks

Morcilla
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Posted: 14th Nov 2008 10:39
Looking nice so far. Keep on the good work
Serial Velocity
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Posted: 15th Nov 2008 15:44
Quote: "Looking nice so far. Keep on the good work"


Thanks and also thanks for subscribing to my youtube account

Morcilla
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Posted: 19th Nov 2008 10:32
Hey no problem, have you given a try to Dark Coder's Planet Atmosphere Shader?
I think it could be worthy.
Serial Velocity
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Posted: 19th Nov 2008 16:36
Wow thanks, that shader looks great! i will have a look at the code, am i allowed to use it of should i give permission?

Morcilla
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Posted: 19th Nov 2008 20:02
I'm not the one to answer that in this case, but I think that there would be no problem as far as you give the proper credit.
Serial Velocity
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Posted: 19th Nov 2008 20:06
Ohh alright then if i decide to add it i will credit him

Serial Velocity
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Posted: 7th Dec 2008 13:46 Edited at: 7th Dec 2008 13:47
Bump for the release of the next demo Sorry its been taking so long, thats because i have rewritten most of the whole thing to improve performance.

Robert The Robot
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Posted: 8th Dec 2008 22:15
Looking forward to the demo, when can I download it?

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 8th Dec 2008 22:18
Quote: "when can I download it? "

Very soon

Robert The Robot
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Posted: 8th Dec 2008 22:18
Oh goodie...

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 8th Dec 2008 22:19 Edited at: 8th Dec 2008 22:20
What do you want in the next demo? Out of curiosity

Robert The Robot
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Posted: 8th Dec 2008 22:26
Well so far, we've been given control of a spaceship and the ability to fly around a solar system, firing a hail of laser bolts.

Maybe you could add a couple of targets for players to shoot at, or a couple of other starships/space stations in the background. And perhaps add multiple planets to a single solar system?

I don't feel I ought to say too much about what should or shouldn't be in the next demo, as it all depends on how much you want to include and show off. But whatever you include, I'm looking forward to seeing it, as the last demo had some stunning graphics!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 8th Dec 2008 22:30 Edited at: 20th Dec 2008 23:52
Quote: "Maybe you could add a couple of targets for players to shoot at, or a couple of other starships/space stations in the background. And perhaps add multiple planets to a single solar system?"


Im working on a mode where you can select up to 20 other spaceships to fight against (i have some pretty decent ai), maybe even big bad capital ships

Ive also nearly finished working on a vastly improved solar system model which makes you have as many planets as you want with a visitable star. But issues appear like the "vibrating" bug when you get too far away from 0,0,0 but i have a work around for that.

Quote: "as the last demo had some stunning graphics! "


Thanks

The Stranger
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Posted: 10th Dec 2008 01:36
curious to hear about your 'workaround'. Well done thus far, i might add, very clean and attractive demo.
Serial Velocity
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Posted: 10th Dec 2008 16:44 Edited at: 10th Dec 2008 16:51
Quote: "curious to hear about your 'workaround'."


Well the workaround is quite simple really, make sure the camera is near to the origin. You can do this by checking every loop if the camera is lets say more than 10000 units away from the origin (using camera position commands). You will need to shift all the objects and the camera 20000 units in the opposite direction and you end up travelling from -10000 back to the origin. Here is an example:



The ShiftAllObjects( XShift , YShift , ZShift ) function shifts all objects by the amount of units specified. The code is here:



Quote: "very clean and attractive demo. "


Thanks! [i]

Serial Velocity
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Posted: 11th Jan 2009 16:28 Edited at: 11th Jan 2009 16:30
Hey guys sorry for not writing anything for so long, ive been busy coding in the last few things for the next demo which is probably going to be released in about a week. Here is the lineup of features and a few screenshots:

Starscape One: Combat Demo 1

In this demo, you now have the chance to put your skills to the test. You can battle with up to 20 computer controlled spaceships or you can join one of the teams and duke it out in a team deathmatch. Most of the visual features of the previous demo have been recoded and the planet system has been replaced entirely. Now there is an entire solar system to explore!

Feature Lineup:

* Up to 20 computer controlled spaceships to fight against
* 3 full solar systems to explore
* Many optimizations for a much higher FPS (I get 210FPS from 60FPS in the last demo)
* New improved spaceship controls with support for a joystick

Screenshots:


Mr Tank
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Posted: 11th Jan 2009 20:35
I look forward to it. Am interested to hearing about your optimisations too - perhaps i can learn something.

Serial Velocity
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Posted: 11th Jan 2009 21:05
Well the main things i used for optimizations is to really keep the amount of IF's, REPEAT's and FOR's to a minimum as this takes less CPU power so it will run faster.

HK 48
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Posted: 13th Jan 2009 03:26
very nice i like what you have done. i think that you will be a game designer that is better then the people at blizzard thee people that make wow. the star wraith 3D people too


also will there be a storyline to go with it if so thanks and how much space are you thinking it will take up on the hard drive. have you ever played the game freelancer for the PC if not i'm sure that you would like it


sorry about all the questions

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Serial Velocity
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Posted: 13th Jan 2009 18:58 Edited at: 13th Jan 2009 19:00
Quote: "very nice i like what you have done. i think that you will be a game designer that is better then the people at blizzard thee people that make wow. the star wraith 3D people too"

WOW thanks

Quote: "will there be a storyline to go with it"

Of course, but i have yet to think of one

Quote: "how much space are you thinking it will take up on the hard drive"

Well im not 100% sure but im aiming at around 100-200MB depending on how big the game universe is going to be

Quote: "have you ever played the game freelancer for the PC"

Yeah i have, it's actually one of my fav spacesims

HK 48
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Posted: 13th Jan 2009 23:57
are you taking suggestions if so i have a storyline idea because i love space sims and cant wait for this one


here is part of the storyline idea if you're taking ideas


in the (year this takes place in) in the (sector this takes place in) there is a group alien pirates called the devious ones it is unknown to all who and what they are...

hope you use my idea

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Serial Velocity
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Posted: 16th Jan 2009 17:21
I dont mind suggestions at all, i like the name The Devious Ones. Maybe i could add that as a secret alien menace which you learn more about. Thanks for the idea

KISTech
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Posted: 16th Jan 2009 18:52
So what are you using for AI for your NPCs?

Serial Velocity
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Posted: 16th Jan 2009 18:59
Well at the moment its based on different stages, stage one it flys towards the target and tries to shoot, when it gets close it goes to stage two where it turns away from its target, and then back to stage one after a few seconds. Its quite simple at the moment and i plan to make it more sophisticated, i would be greatful if you got give me some suggestions to improve this

HK 48
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Posted: 16th Jan 2009 21:11
i'm glad that you like my idea if you need any more ideas just ask.

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Violent Pigeon
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Posted: 16th Jan 2009 21:34
Maybe when it gets really close it starts to chase and follow your movements, or dart past you then turn and come towards you again?


Serial Velocity
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Posted: 16th Jan 2009 21:42
@HK 48 I will

@Violent Pigeon Hmm the first idea could be quite hard to add as it it wil probably miss the target when it shoots but the second idea should be easy, thanks

KISTech
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Posted: 16th Jan 2009 23:24
How about when it gets to a certain distance away it stops, and if it gets shot at it turns 90 degrees and starts to circle the target, possibly with some evasive maneuvers to avoid getting shot.

I'm working on my AI now too, as soon as I finish the networking conversion to MikeNet and get that running smoothly.

HK 48
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Posted: 18th Jan 2009 02:08
um serial i just had an idea that when you get into a fight you can launch drones that attack the opponent and heal you i hope you use my idea

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Serial Velocity
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Posted: 18th Jan 2009 14:08
@KISTech I like the idea, once i learn how to program efficient AI i will probably use that, thanks Also cant wait to see the AI in your game!

@HK 48 That is a good idea, i was thinking that when you advance classes so you control larger ships (read the intro text on the first post about those) you can send out bigger, better drones to help out. Maybe for the biggest class you can send out proper piloted spaceships which are docked to the main ship

HK 48
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Posted: 18th Jan 2009 20:56
also with my idea i thought that you can "reprogram" the drones for different levels of toughness, attackpower, etc

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KISTech
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Posted: 19th Jan 2009 18:47
Quote: "Also cant wait to see the AI in your game!"


Neither can I..

HK 48
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Posted: 19th Jan 2009 23:05
1 other thing serial you should have different pilot ranks such as unranked, novice e class,novice d class, etc

you should also have weight limits to the ships so when you are taking off you will be able to 5, 4, 3, 2, 1, liftoff with out much trouble or something like that


hope that i'm a big help and that i'm not just giving you more work

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tha_rami
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Posted: 20th Jan 2009 00:25
I'm very glad to see another space simulation of class appearing. 'Our' genre is far too thin-spread nowadays. I hope you can keep up the progress you've been showing .


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