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<FOMD> Freelancer of my dreams. Work in progress (permanently). - Printable Version

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+--- Thread: <FOMD> Freelancer of my dreams. Work in progress (permanently). (/showthread.php?tid=81888)

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RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 12-06-2015

Turret Steering as main ship controls for each class.
No small vessels.

I will be writing things as a reminders for myself.


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 12-14-2015

(05-15-2014, 04:22 PM)Swallow Wrote: Custom .3db planet model (rough, was a quick made, using my Orbiter texture and simple sphere) with radius of 60k, with collision detection. Some toying with .exe hack to enable permament dynamic light source
(credits to Starport).

[Image: th_screen12.jpg]

[Image: th_screen10.jpg]

[Image: th_screen15-1.jpg]

[Image: th_screen15-1.jpg]

[Image: th_screen17-1.jpg]

[Image: th_screen13.jpg]

[Image: th_screen16-1.jpg]

[Image: th_screen19-1.jpg]

[Image: th_screen14-1.jpg]

[Image: th_screen18-1.jpg]

DAMN! How did I do this? Q_Q


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 12-23-2015

300k radius, 15 min 1024px custom texture.

[Image: 8FnNP.jpg]

With Treewyrm's help I have made it through 3d max cmp exporter and it worked from the first try.
3d max exporting is a must IMO, but not denying the MS3D exporting abilities for some tasks like ship making.

Anyhow, both approaches are to be put in tutorials soon.


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 09-03-2016

Hey there!
I have been brainstorming today and came up with some conceptual drawings / graphics and writings regarding the Freelancer Of My Dreams, it is available at this link: https://drive.google.com/open?id=0B9qK1XV9QcbqUHowdzVHSGxPM3c

It is handwritten though.
Well, anyways, I would appreciate any interest and input regarding it, thanks in advance.


RE: <FOMD> Freelancer of my dreams. Work in progress. - Kauket - 09-03-2016

Out of curiosity, how big do you set the system to?


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 09-03-2016

Everything to be maxed out as much as possible in playable limits (jitter is the only limit, to see what I mean try jumping 1m in SP and rotate camera around, fly and shoot).

No tradelanes and jumpgates. The "gates" are going to be rather transition dummies. I suppose something like "transplanetary orbit beacon" for space, "deorbiting beacon" for space to orbit, "glide beacon" for orbit to atmosphere, and "submarine yard" for surface to underwater.

Time and speed will compensate distance.
But I would do it so it won't be boring.


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 09-03-2016

My passion is to make gaming engine, FL in particular, to perform the way it wasn't supposed to.


RE: <FOMD> Freelancer of my dreams. Work in progress. - WesternPeregrine - 09-03-2016

Gave it a quick read, and plenty of interesting concepts.
I believe Orbital class craft should be able to traverse all of the aerial space, up to the water environment connecting bases. This way players could perhaps bypass one class switch while on planet surface, at an efficiency cost (?)

I like that idea of a transition zone concept and base. Would be cool even here for our Freelancer mooring points on planets.

Also like the idea of some systems being a zoomed in version of a solar system centred on a planet's orbit, rather than these "vast" systems with building sized objects we call planet we currently have.
Also like the concept of emulating each class of ship different physics through large differences in stats, and possible differential features.

My only suggestion so far is to focus on space and planetary entry zones first, and leave the ocean/underground sections after the first ones are reasonably developed.


RE: <FOMD> Freelancer of my dreams. Work in progress. - Swallow - 09-03-2016

Yes, you are absolutely right. And about the orbitals as well. I bet there are a lot of ways of balancing things out for it. Thank you for your input.
Currently I am thinking and writing down the layouts for every environment.


RE: <FOMD> Freelancer of my dreams. Work in progress (permanently). - Swallow - 09-04-2016

One more page regarding the environment separation and ship type control: https://drive.google.com/open?id=0B9qK1XV9QcbqUWp6TXRNUmtyM2M

In short, it describes the environments, separated into sectors (six sectors per each level of environment: two polar and four equatorial, with ability to fly from one into another in current env. lvl.), dummy bases that are required to control player ship type in order to prevent vessels entering wrong environment, bases that are to populate each environment and ship types to be sold on these.

Environments are as follows, imagine each tile to be a cube in space, represented by an individual "system" as we know it in FL
also please note that death zones are just to prevent player from flying ridiculously far away from the center of system and to prevent the negative experience with jitter:

Space (? tiles) - the same as in vanilla, death zones around planets, sun, etc. Has shipyards in high orbits around planets for planetary entrance (switch from spaceship to orbital universal vessel).

Orbital (6 tiles) - upper limit is a death zone (say, radiation), lower limit - death zone (atmosphere), side death zones (unless any better solution) with some sort of dummy jump gates at each side for "jumping" into other orbital tile (north, south, east and west one, unless any better solution). Main feature is a use of fancy skybox and day/night/polar sides. Has "de-orbiting" and "high orbit" beacons to travel to aerial and stellar space respectively.

Aerial (6 tiles) - upper limit is death zone, lower limit is either hard collide-able surface (rock, ice), or water surface with death zone beneath of it (or collide-able, to be investigated). Side limits are death zones with similar jump beacons as above for traveling across the environment level. Has floating stations and surface stations. Has surface mining sites. Has clouds / fog zones over oceans (who knows what kind of weather could there be?), cyclones, etc. Has surface sites of interest. Has "glide" beacon for orbital ascend and "submarine station" for going underwater.

Underwater (6 tiles) - upper limit is either death zone or collide-able ice surface or "dummy surface", lower limit is either death zone (pressure) or seabed (collide-able surface), side zones are as described above. Has submarine station entrance for switching to Aerial environment. Has underwater bases, sites of interest, possibly, creatures, etc. A good example is an old mobile game "Deep 3D" by Fishlabs (GOF2).


Considering everything mentioned above, I will give some examples:
1). Terra-like (or ocean planet): Orbital tiles - 6, Atmosphere tiles - 6, Underwater tiles - 6; Total 18 tiles, which means 18 systems to be used for one planet.
2). Mercury-like (or Moon-like) planet: Could have only one orbital piece, a planet that occupies whole system. Very small moons could actually allow spaceships to land without necessity to switch to orbital. Other option is to define 6 Orbital-surface tiles.
3). Europe-like moon: 1 Orbital piece (Or 6 Orbital-surface tiles) and 6 underwater tiles; Total of 7 or 12 systems for one planet.

And so-on.