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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Wed Oct 22, 2008 11:37 am |
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BloodEagle
SG General

Joined: 24 Aug 2007
Posts: 676
Location: Unknown
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Posted:
Wed Oct 22, 2008 3:38 pm |
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Did you get the name Giants in the Playground from the Order of the Stick, or that merely a coincidence?
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By the way:  |
_________________ "Ignorance is the greatest weapon of tyranny, and old wounds open all too easily." |
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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Wed Oct 22, 2008 4:12 pm |
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There are some Sci-Fi homages, but I'm not familiar with that one. |
_________________ Hunter
Founder - Sectorgame.com |
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BloodEagle
SG General

Joined: 24 Aug 2007
Posts: 676
Location: Unknown
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Posted:
Wed Oct 22, 2008 7:09 pm |
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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Fri Oct 24, 2008 5:23 am |
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Interesting  |
_________________ Hunter
Founder - Sectorgame.com |
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BloodEagle
SG General

Joined: 24 Aug 2007
Posts: 676
Location: Unknown
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Posted:
Fri Oct 24, 2008 5:25 am |
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I also recommend Erfworld (which is hosted at the same site), though it hardly ever updates (once every two weeks is lucky) anymore. |
_________________ "Ignorance is the greatest weapon of tyranny, and old wounds open all too easily." |
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Marix
SG Patroller

Joined: 25 Sep 2006
Posts: 23
Location: Heidelberg / Germany
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Posted:
Sat Oct 25, 2008 7:07 pm |
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I am really looking forward to this one. In case you need somebody who can do voice acting with a german accent I'd be willing to give it a shot. |
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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Sun Oct 26, 2008 5:39 am |
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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Sat Nov 15, 2008 8:45 am |
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A look at one of the models in progress. Imported, this is a wireframe view only - so it's a little hard to make out the exact shape. The Orion is similar to the role of the Orion from Freespace - It is inspired by both BSG and Atlantis.
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_________________ Hunter
Founder - Sectorgame.com |
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Scyphi
SG Commodore

Joined: 24 Apr 2006
Posts: 340
Location: Somewhere in the depths of Idaho....
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Posted:
Sat Nov 15, 2008 3:35 pm |
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Nice. B) |
_________________ "You just struck out for the next five innings" "But it didn't get me!" -Calvin & Hobbes |
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Droid803
ASW Team

Joined: 08 Nov 2008
Posts: 774
Location: Canada

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Posted:
Sat Nov 15, 2008 9:11 pm |
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Flipside
Admin

Joined: 16 Sep 2002
Posts: 3958
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Posted:
Sat Jan 03, 2009 3:32 am |
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| BloodEagle wrote: |
| http://www.giantitp.com/comics/oots0001.html |
Damn you! I've just spent the last 2 days reading those now! First web-strip I've enjoyed that much for a long long time. |
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BloodEagle
SG General

Joined: 24 Aug 2007
Posts: 676
Location: Unknown
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Posted:
Sat Jan 03, 2009 6:47 am |
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Flipside
Admin

Joined: 16 Sep 2002
Posts: 3958
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Posted:
Wed Jan 07, 2009 2:04 am |
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I'll split these off tomorrow actually, keep forgetting I can do that... |
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Hunter
Founder

Joined: 19 Aug 2002
Posts: 6853
Location: Seoul
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Posted:
Sat Jan 31, 2009 7:15 am |
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Post from PD - The models are pretty much done now, all thats left is to polish, texture and test them. Oh and ofcourse, arm them. That will be a long but smooth task, as all of that content is already available. As you know, I will be reusing content - both textures and weapons - from Basewars, with few exceptions. No reason to reinvent the wheel when so much is available. I also have some questions to ask.
1. The player will have wingmates, but, like in Descent 3, they will just be objects you cannot interact with. I may add some simple directives (using the inventory) which can instruct them to follow or escort. However, as each mission requires it, they will have their own objectives to follow. The thing is, do I make them invulnerable, or destroyable? Like in Freespace, your wingmates may get killed again and again, but by the next mission the same wingmate has returned from the dead.
2. Damage. Combat in Basewars, especially with small craft, was very tricky. That will need be adjusted for Silent Fury to make it fair and playable. Either, I can make the player ships stronger or make the player weapons stronger vs the AI. What do you think? Keep in mind the player will get limited options to refuel, repair or restock. Only in situations where the carrier is present shall support be available. I will not be creating a support ship, like FS. Small ships DO NOT have jump engines in Hyperspace and I intend to stick to the established universe.
3. Narration. Like Descent 3, there are no plans to voice the player character - you. But if I could get the part filled, I *could* possibly create a narration at certain points in the campaign which is from the perspective of the player, similar to the Intro of Descent 2. This solely depends on getting the voice to fill the void of the silent hero. Alternatively, I could just swap a wingman voice to be the player.
4. Death. Although you can fail a mission by not following objectives closely, I also have to consider what impact playerdeath has. Either, it can be a limited number of lives - Or just one. Note that, increased strength and ability would factor into this decision. |
_________________ Hunter
Founder - Sectorgame.com |
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