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Space Empires, AJAX edition

Posted: 2009-03-22 02:58pm
by Ariphaos
So, I saw this post on spaceempires.net

http://www.spaceempires.net/article386.html

For the past year or so, amongst other projects and catastrophes I've been dealing with, I've been sortof wondering if anyone would actually be interested in well, see the title. 2D, css sprite graphics, probably kick IE6 to the curb.

1) Would you be interested?
2) Would you pay for features, such as say, hosting private games? Different themes? I'm pretty good at handling databases but at some point hardware is going to be pricey no matter how many tricks I pull.
3) Would anyone be interested in doing sound effects?
4) Artwork?

I think, at least for the first implementation, I would let movement handling and sensors remain unrealistic. Newtonian motion requires things like transfer trajectories, and while watching that and even encouraging sunshot tricks is pretty awesome, that absolutely requires a well-designed UI. Supporting light delay requires event handling, etc.

I have a lot of other thoughts, just want to see if there is interest.

Re: Space Empires, AJAX edition

Posted: 2009-03-25 04:58am
by Sarevok
You are suggesting making a 4X space strategy game using javascript and ajax ?

Re: Space Empires, AJAX edition

Posted: 2009-03-27 03:31am
by Ariphaos
AJAX includes javascript... but yes, basically. AJAX is mostly for ease of use, really. After dealing with the annoyances of SEIV/SEV I want something that I would want to play myself >_>

There seems to be interest in 'something' at spaceempires.net, at least. I'm just curious if it's worth beginning with drawing up a proof of concept.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 09:10am
by Sarevok
To my knowledge nothing as complex has been done with the ajax idea. You may want to try a simple proof concept application first to hammer out each blocks of codes that will form the foundations. It is far from impossible at same time a 4X game is a very complex undertaking in javascript. While the language itself is very capable I have questions about how the browser enviroment it runs on will strain under the load. Of course I was assuming you meant 4X game with shinies and sparklie pixels one expects in 2009. If you simplify the interface a bit and perhaps settle for Space Empires 3 level complexity it is definitely doable right now.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 01:42pm
by Ariphaos
Well, the engine itself would be MySQL and php. AJAX is entirely a UI feature, allowing you to control things without 'refreshing the page'.

Graphics would be based off of css sprite arrays, with each shipset being a new sprite array. Rotation would be handled by using different columns in the sprite graphic, while different ship classes in the shipset would be different rows.

Same with planets, stars, etc. The only rendering I would ever have Javascript actually render is to show orbital paths if / when I went with truly Newtonian propulsion physics.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 02:11pm
by Starglider
Actually I've been thinking of making something like that for some time, at least a couple of years. AJAX is quite adequate for a 4X interface, you could implement MOO3 as an AJAX app if you really wanted to. Sadly I don't have the time these days, or rather when I do get a significant block of free time I don't want to spend it doing even more programming. However perhaps I could help with someone else's project, if you get stuck on anything - I have a reasonable amount of professional game programming and web application development experience (presumably you won't need AI). Also if the server load isn't significant (i.e. less than a hundred simultaneous users) I could probably let you use my company's server cluster for free.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 03:16pm
by Ariphaos
Time is always the killer, really. And you are quite right, everything needed for MOO3 / SEIV / GalCiv / etc. is doable. Just no true 3D. I don't want true 3D anyway. The awesome thing about SEIV was how accessibly customizable it was. Custom shipset? Just upload a new sprite image.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 05:00pm
by Nova Andromeda
-I have all sorts of ideas for a space game that I'd be willing to share with a 'startup' game like this. I've done some programming, but very little with graphics.
-I personally always hated the over emphasis on graphics and the resulting terrible game play / design.
-I would prefer a fully 3D game, but the rest of you would know better what is reasonable. Starglider / Xeriar, is there something we could use that would support 3D that wouldn't be significantly harder to do than an AJAX app? I'm thinking 3D game play space and not necessarily 3D graphics.
-The game design should be done using proper software engineering: development model, requirements, test cases, etc. This would save us a lot of trouble and make the project much more likely to finish.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 05:10pm
by Netko
For 3D, Silverlight is currently in beta for version 3, which is supposed to add DirectX accelerated 3d with shaders and all that. No clue about how hard it will be to program for those features, but for 2d stuff Silverlight is pretty cool and it lets you basically transfer all .NET programming knowledge you might know from rich client apps or ASP.net to the new platform so I would expect the 3d capabilities to not be something completely foreign for people who've done 3d before.

Its biggest downside is that the plugin only has 50-60% market penetration compared to Flash's 95+%.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 06:12pm
by Ariphaos
Nova Andromeda wrote:-I have all sorts of ideas for a space game that I'd be willing to share with a 'startup' game like this. I've done some programming, but very little with graphics.
-I personally always hated the over emphasis on graphics and the resulting terrible game play / design.
-I would prefer a fully 3D game, but the rest of you would know better what is reasonable. Starglider / Xeriar, is there something we could use that would support 3D that wouldn't be significantly harder to do than an AJAX app? I'm thinking 3D game play space and not necessarily 3D graphics.
At least for now, no. Proof of concept and something people will play comes first.
-The game design should be done using proper software engineering: development model, requirements, test cases, etc. This would save us a lot of trouble and make the project much more likely to finish.
For web applications I use a variant of the MVC model, as my first large web project with MVC proved to have a number of flaws inherent to the MVC design : / The modifications I make are simple, however.

That said, no, I'm not unfamiliar with software engineering.

----

Question then, is, warp points, or free FTL movement? Sequential turns, or queued commands?

...those are really my two ponderings at this point. There are advantages to each.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 06:56pm
by Starglider
Nova Andromeda wrote:-I would prefer a fully 3D game, but the rest of you would know better what is reasonable. Starglider / Xeriar, is there something we could use that would support 3D that wouldn't be significantly harder to do than an AJAX app?
Java3D is easy to use, and it implies using a Java applet which makes it easier to make the interface look slick, but it means people would have to download and install the library plus possibly a modern JVM to play the game. Not good for casual interest. If you just need basic 3D stuff, well back in the day (2001) I used to use IDX3D, it's a software renderer but it works on basically any JVM.
I'm thinking 3D game play space and not necessarily 3D graphics.
You could just scale 2D bitmaps, or use an isometric projection with some sort of 'height lines' or a limited number of planes.
-The game design should be done using proper software engineering: development model, requirements, test cases, etc. This would save us a lot of trouble and make the project much more likely to finish.
Not sure about that. All that stuff is essential in a commercial project, or even just a project with a stable dev team and a lot of commitment. However if your project is something that random people are contributing the occassional evening to, you want it to be as easy and fun to contribute to as possible. This may necessitate a more 'organic' approach...

Re: Space Empires, AJAX edition

Posted: 2009-03-27 08:00pm
by Nova Andromeda
Xeriar wrote:Proof of concept and something people will play comes first.
Okay, I agree a light weight Proof of concept project should be primary requirement.

Xeriar wrote:Question then, is, warp points, or free FTL movement? Sequential turns, or queued commands?

...those are really my two ponderings at this point. There are advantages to each.
-I highly prefer simultaneous play (queued commnds). Sequential turns always frustrated by suspension of disbelief and also means players have to wait until their opponents are finished taking their turn.
-If we want to make a really light weight 'Proof of Concept" we could simplify the system to a grid set and do both FTL and jump gates. It's just a matter of creating methods for getting from one grid box to the next. In fact, we may want to start off real simple with something like a grid set with each grid box having descriptors such as: stars, planets, populations, etc. Initially it might look something like Stellar Crisis. Later, we would replace more generalized stuff with specific things.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 08:26pm
by Nova Andromeda
Starglider wrote:
Nova Andromeda wrote:-I would prefer a fully 3D game, but the rest of you would know better what is reasonable. Starglider / Xeriar, is there something we could use that would support 3D that wouldn't be significantly harder to do than an AJAX app?
Java3D is easy to use, and it implies using a Java applet which makes it easier to make the interface look slick, but it means people would have to download and install the library plus possibly a modern JVM to play the game. Not good for casual interest. If you just need basic 3D stuff, well back in the day (2001) I used to use IDX3D, it's a software renderer but it works on basically any JVM.?
-I hate programs that don't include everything needed to run them unless said requirements are VERY common (like any internet browser). Is there something that does basic 3D, is light weight, and could be bundled w/ our game?
Starglider wrote:
Nova Andromeda wrote:I'm thinking 3D game play space and not necessarily 3D graphics.
You could just scale 2D bitmaps, or use an isometric projection with some sort of 'height lines' or a limited number of planes.
Hmmm, maybe 'height lines' would work. The rendering would have to be good enough that it's easy to see what's going on.
Starglider wrote:
Nova Andromeda wrote:-The game design should be done using proper software engineering: development model, requirements, test cases, etc. This would save us a lot of trouble and make the project much more likely to finish.
Not sure about that. All that stuff is essential in a commercial project, or even just a project with a stable dev team and a lot of commitment. However if your project is something that random people are contributing the occassional evening to, you want it to be as easy and fun to contribute to as possible. This may necessitate a more 'organic' approach...
-I would think it would necessitate a much less 'organic' approach. A random contributor will benefit greatly from well defined requirements and test cases. It's much harder to write code for something if you only have a fuzzy idea of how it will fit into the project. In addition, the requirements and test cases can be contributed to. In fact, we could put up a wiki page where contributors could help write/define requirements and test cases. After the group/'great leader' decides the requirements and test cases are good enough for implementation they could be flagged so a random coder could look at the list of 'things ready for implementation' and run with whatever bits they wanted to do.
-On going documentation and the raw code should also be net accessable w/ links in the documentation to the raw code describing how the requirements were implemented (e.g., requirement X implemented using class Y-lines n-m in file xxx.py. ... details on how code works ...). This is more work for the coder, but allows other random contributors to continue where another coder stopped with minimal hassle.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 08:53pm
by Ariphaos
Nova Andromeda wrote:-I highly prefer simultaneous play (queued commnds). Sequential turns always frustrated by suspension of disbelief and also means players have to wait until their opponents are finished taking their turn.
That is a pretty powerful 'plus'. Can also allow players to set up FFXII-style 'AI' for worlds and systems under their control, but that's a later thought.
-If we want to make a really light weight 'Proof of Concept" we could simplify the system to a grid set and do both FTL and jump gates. It's just a matter of creating methods for getting from one grid box to the next. In fact, we may want to start off real simple with something like a grid set with each grid box having descriptors such as: stars, planets, populations, etc. Initially it might look something like Stellar Crisis. Later, we would replace more generalized stuff with specific things.
Heh, 'both'. A base scale of one square = 1 gigameter allows for a 430x430 light-year playing field using integers. Adjust star count to taste. Alright, I'll see about drawing up a schema this weekend : )

Re: Space Empires, AJAX edition

Posted: 2009-03-27 09:05pm
by Starglider
Nova Andromeda wrote:Is there something that does basic 3D, is light weight, and could be bundled w/ our game?
I really doubt full 3D rendering is worth the hassle for this type of game. At most, I'd render off views of the ships from 64 directions server-side and just do Doom-style scaled-sprite 3D. Then you can stick with Javascript alone.
I would think it would necessitate a much less 'organic' approach. A random contributor will benefit greatly from well defined requirements and test cases. It's much harder to write code for something if you only have a fuzzy idea of how it will fit into the project. In addition, the requirements and test cases can be contributed to.
mmmyeah. Have you worked in an open source project before? The fact of the matter is that writing test cases is boring and learning other people's interfaces and coding styles is usually unpleasant. If you're confident about recruiting talented, disciplined programmers then go for it, but typically what actually happens in these projects is either a) one person does the vast majority of the work and that provides a template for everyone else to extend or b) a variety of people make code as and when it suits them, then some dedicated soul refactors it all and glues it together into something playable. You may progress from (a) in the prototype phase to (b) in the 'full game'.
In fact, we could put up a wiki page where contributors could help write/define requirements and test cases. After the group/'great leader' decides the requirements and test cases are good enough for implementation they could be flagged so a random coder could look at the list of 'things ready for implementation' and run with whatever bits they wanted to do.
By all means give that a try. I may just be cynical from seeing many, many of these game ideas generate nothing but a forum thread and maybe a few pages of proof of concept code. Beating those odds requires either an uncommonly dedicated team or making contributing as fun as possible, even if that means letting yourself in for additional quality control work later.
This is more work for the coder, but allows other random contributors to continue where another coder stopped with minimal hassle.
If you go on SourceForge, hardly any of the projects have this level of structure/tracking. In a company, you generally have to hire managers (who we call 'team leaders' to keep their salaries down :) ) who spend many hours a week ensuring that the programmers actually follow procedures, keep documentation up to date, write comprehensive tests etc. Open source projects tend to lack it not because people fail to realise that it's a good idea, but because it's equivalent to making hobbyist carpenters file ISO 9001 quality control documentation on their homemade coffee tables.

That said if you're prepared to do the bulk of the programming, scaring off contributors isn't an issue, so go ahead and do it 'right'. You may get into a flamewar with someone who can't see why you won't accept their 'brilliant' patch to the source tree (that doesn't match any of the coding standards), but that's par for the course in this kind of project anyway. ;)

Re: Space Empires, AJAX edition

Posted: 2009-03-27 09:29pm
by Nova Andromeda
-I don't have experience w/ 'open source' and Starglider's comments seem on the mark to me. However, he(she?) seems to be suggesting that there is little to no hope of getting a 'community' project off the ground. In the end, one or a couple people will do the major lifting both in terms of coding and/or design. I guess I was hoping that we could come up with a system where a group of people (10+) with different talent and minimal time would be able to contribute w/out spending hours and hours figuring out what everyone else did and what needs to be done. I thought a wiki and proper system design might do it, but from Starglider's comments that seems unrealistic.

-Btw, I like writing test cases. Perhaps I need to see someone about that .... Documentation writing and digging through other people's code is hated universally I think.

Re: Space Empires, AJAX edition

Posted: 2009-03-27 11:32pm
by The Romulan Republic
Xeriar wrote:Question then, is, warp points, or free FTL movement? Sequential turns, or queued commands?

...those are really my two ponderings at this point. There are advantages to each.
I will raise my usual objections with warp points. First, with a potential choke point like that, you do you prevent battles turning into long battles of attrition? Second, doesn't this limit the player's flexibility somewhat, potentially to the point of basically "take World A, then World B, then World C?" Ok, I probably exaggerate, but I still prefer a more flexible FTL drive.

Re: Space Empires, AJAX edition

Posted: 2009-03-28 01:34am
by Eleas
The Romulan Republic wrote: I will raise my usual objections with warp points. First, with a potential choke point like that, you do you prevent battles turning into long battles of attrition? Second, doesn't this limit the player's flexibility somewhat, potentially to the point of basically "take World A, then World B, then World C?" Ok, I probably exaggerate, but I still prefer a more flexible FTL drive.
I'm trying, but I'm having a difficult time seeing the downside with battles of attrition. One problem I and others have had with, for instance, Master of Orion 2 is that wars don't feel like wars; they feel like quick skirmishes. You simply don't get the impression of fleets locking in combat; it's always a few ships briefly clashing, and then you get down to bombing the shit out of all the enemy planets. Later on in MoO2, it became quite ludicrous. Wars were decided not by fleets but by stray ships, and lasted as long as it took to travel between the enemy planets. When I think "war", I think of continually shifting fronts, of strategic points that need to be taken and held. None of these things exist in the 4X games I've played.

Wormholes create natural positions of strategic advantage. It is for this reason I tend to advocate them, although I disagree that it should be the sole FTL technology. There should be a few different techs, each with different (usefully different) pros and cons.

Then again, I'm definitely not ready to pitch in on the project, so take this for what it is, a comment from a hastily erected peanut gallery.

Re: Space Empires, AJAX edition

Posted: 2009-03-28 02:25am
by The Romulan Republic
Eleas wrote:
The Romulan Republic wrote: I will raise my usual objections with warp points. First, with a potential choke point like that, you do you prevent battles turning into long battles of attrition? Second, doesn't this limit the player's flexibility somewhat, potentially to the point of basically "take World A, then World B, then World C?" Ok, I probably exaggerate, but I still prefer a more flexible FTL drive.
I'm trying, but I'm having a difficult time seeing the downside with battles of attrition. One problem I and others have had with, for instance, Master of Orion 2 is that wars don't feel like wars; they feel like quick skirmishes.
Their are other solutions to that. One is to have combat occur on a very large scale. Or if that's not feasible, make planetary defenses that can withstand a long attack. Or both.

I'm just envisioning scenarios like the following (note, I'm probably exaggerating to make the point): you decide to attack the enemy empire. So, you send your fleet through. They have a few thousand mines clustered around the wormhole entrance, and obliterate your navy as they come through. So you send more ships. By now, they have their fleet in position. So you send more ships, and so do they. Unfortunately, this is the only way to reach any of their worlds. You can't reach the next one until you reach this one. You both commit more and more ships until one side or the other is wiped out by attrition after a painfully long, boring, and repettative slug fest, where tactics take a back seat to spamming out units like so many other strategy games.

Obviously, their are ways around this. This sort of thing would only happen if the game was very badly designed. I'm just saying that thought must be given to preventing this. I'm trying to remember how we delt with these issues during the discussion over that STGOD I dropped out of.

In the end maybe its just a matter of what I'm used to. I've watched a lot of Star Wars and Star Trek, and those are the types of FTL I prefer. I like the thought of being able to just fly out in any direction and explore, or circle around an enemy fleet and hit them in the rear. And I find choke point battles boring. Especially if they can keep cycling out damaged units for healing/repairing and bringing in fresh ones. I also prefer games with tactics to spam and rush type strategy games where the the battles largely come down to churning out units and mashing them together.
You simply don't get the impression of fleets locking in combat; it's always a few ships briefly clashing, and then you get down to bombing the shit out of all the enemy planets.


Then make it so that there are fleets worthy of the name.
Later on in MoO2, it became quite ludicrous. Wars were decided not by fleets but by stray ships, and lasted as long as it took to travel between the enemy planets.
Not having played MoO2, how the hell does that happen?
When I think "war", I think of continually shifting fronts, of strategic points that need to be taken and held. None of these things exist in the 4X games I've played.
We have those in real wars, without cities on earth being reachable only by wormhole. A lot of things can make a point strategic: resources, political significance, industrial might, etc. Note also that if you took your whole fleet and warped past the outlying worlds straight for the enemy home world, you could risk leaving your own territory open to attack, and risk your fleet being cut off, so there is a possible disincentive to doing so. My way simply gives greater flexibility, I feel, than a point to point warp network.
Wormholes create natural positions of strategic advantage. It is for this reason I tend to advocate them, although I disagree that it should be the sole FTL technology. There should be a few different techs, each with different (usefully different) pros and cons.
I completely agree. I just don't like warp point only.
Then again, I'm definitely not ready to pitch in on the project, so take this for what it is, a comment from a hastily erected peanut gallery.
I'd help if I could, but I'm a lousy artist and I can't code at all. My talents, such as they are, are decidedly more literary. So I'm not sure what I could contribute. :(

Re: Space Empires, AJAX edition

Posted: 2009-03-28 04:09am
by Eleas
The Romulan Republic wrote:There are other solutions to that. One is to have combat occur on a very large scale. Or if that's not feasible, make planetary defenses that can withstand a long attack. Or both.

I'm just envisioning scenarios like the following (note, I'm probably exaggerating to make the point): you decide to attack the enemy empire. So, you send your fleet through. They have a few thousand mines clustered around the wormhole entrance, and obliterate your navy as they come through. So you send more ships. By now, they have their fleet in position. So you send more ships, and so do they. Unfortunately, this is the only way to reach any of their worlds. You can't reach the next one until you reach this one. You both commit more and more ships until one side or the other is wiped out by attrition after a painfully long, boring, and repettative slug fest, where tactics take a back seat to spamming out units like so many other strategy games.
Firstly, to that I have to ask, what, in principle, is so bad about the above? You describe it as boring, but on a tactical level. I feel the need to question why the issue should be about tactics at all, when we're looking at things at too lofty an elevation for detailed tactics to be an issue.
Secondly, I can't see the scenario play out like that at all. In the games I've played (SE3 and SE4 being among them), the scenario instead looks something like this:
  • You decide to attack the enemy empire. So, you send your fleet through.
  • Mines and defences kill your ships. Now, you have no more ships, because unless you were a moron, you put everything into the attack.
  • They send their fleet in, savaging your defences but ultimately dying.
  • A lot of rounds pass before new mega-fleet is built on both sides. Since static defences are dead, next exchange of fire essentially determines the course of the war.
That, I find boring. There is no time for a battlefront to even develop, no time for enemies to glean technological secrets from one another, no time for the desperate arms race and underhanded methods that culminates in a back-breaking offensive. There's just the total war, started as soon as possible, ending in an eyeblink. A tank rush.
Obviously, their are ways around this. This sort of thing would only happen if the game was very badly designed. I'm just saying that thought must be given to preventing this. I'm trying to remember how we delt with these issues during the discussion over that STGOD I dropped out of.
STGODs are completely different from regular strategy games. Their very makeup ensures this.
In the end maybe its just a matter of what I'm used to. I've watched a lot of Star Wars and Star Trek, and those are the types of FTL I prefer. I like the thought of being able to just fly out in any direction and explore, or circle around an enemy fleet and hit them in the rear. And I find choke point battles boring. Especially if they can keep cycling out damaged units for healing/repairing and bringing in fresh ones.
In all the games I've played, it takes far longer to build up a credible fighting unit than it takes for the victorious enemy to reach and annihilate your production centres.
I also prefer games with tactics to spam and rush type strategy games where the the battles largely come down to churning out units and mashing them together.
I prefer strategy to tactics. Particularly in strategy games.
You simply don't get the impression of fleets locking in combat; it's always a few ships briefly clashing, and then you get down to bombing the shit out of all the enemy planets.


Then make it so that there are fleets worthy of the name.
That can be done, I think. I would support it. Generally, I suspect the reason developers don't seem to do this is because it ties into the whole model they're used to: singular ships that are ridiculously powerful, take enormous time to produce, and are sent out in groups of five at the most, trying to avoid the enemy fleet (note the singular) while slagging enemy planets.
Later on in MoO2, it became quite ludicrous. Wars were decided not by fleets but by stray ships, and lasted as long as it took to travel between the enemy planets.
Not having played MoO2, how the hell does that happen?
Technological disparity is generally huge late in the game, meaning a single one of your ship will outmatch tens or even hundreds of enemy ships. The tactical combat is round-based and you always get to fire first, leading to hugely lopsided battles in your favour. Ships remain goddamn expensive though due to all the fancy tech, so you can't churn them out, meaning the ships tend to be few in number but overwhelmingly potent. Finally, the weapons loadout of even a destroyer will at late levels be sufficient to sterilize a planet in a turn or two, and once you've eradicated the entire enemy fleet in the first two battles, basically all that remains is torching enemy planets.
We have those in real wars, without cities on earth being reachable only by wormhole. A lot of things can make a point strategic: resources, political significance, industrial might, etc. Note also that if you took your whole fleet and warped past the outlying worlds straight for the enemy home world, you could risk leaving your own territory open to attack, and risk your fleet being cut off, so there is a possible disincentive to doing so. My way simply gives greater flexibility, I feel, than a point to point warp network.
  1. Who said anything about "only by wormhole"?
  2. Who said anything about a "warp network"?
To pursue this thought, you fail to mention many other variations on the theme that might be suitable. For instance, Freespace and Wing Commander both seem to have a system where natural points in space allow for FTL, without them being "tunnels"; you can have a system where there are a sufficient number of jump points so that you can't just bunker up and mine the crap out of them all. Wing Commander jump points, interestingly, also have size limits to what can pass through them. Babylon 5 also uses jump gates, but only as a concession to space and energy concerns. The Manticore wormhole in Honor Harrington, finally, is simply a fairly large area in space where you can travel indecently fast to another fairly large area; thus, fleets are needed to police it, and mines are largely useless.

As you see, there's no necessary need to pick the DS9 variant.
I completely agree. I just don't like warp point only.
Me neither. I did like that in Space Empires you could create and destroy Warp Points with certain late-game technologies. I used that trick to carve up the enemy empire into several disparate chunks. Sadly, it was a strategy the AI had absolutely no idea of how to counter. :?

Re: Space Empires, AJAX edition

Posted: 2009-03-28 04:28pm
by Ariphaos
FTL 'terrain', jump points and hyperspace can wait, I think.

Current thoughts:

One 'base grid square' is about .946 gigameters, or exactly one millionth of a light-year, referenced by a signed integer. This is big enough to hold anything short of a star or supermassive black hole, and lets me ignore size considerations for anything save for stars or actual gigastructures. Supermassive black holes are outside the scope of this game >_>

Zooms occur in stages of 20, with a default system view being the second zoom level. People will have their home star systems by default being selected as the origin, so they might see Mercury at (0,3), Venus (0,5), Earth (0,8), at some unlikely conjunction, etc. Seven zoom levels in total, the top one being the 'galaxy' view, which equates to about one square ~= 2 parsecs.

An alternative is a 10:1 zoom, but I'm not sure if the slightly easier math is worth the additional zoom level + screen space needed.

I'm going to need to think about how to best handle the zoom levels. Don't want to require high-end hardware or bandwidth for this >_>

Will start with standard 'warp'. Wormholes would be next, then jump points, ftl terrain. An actual, separate hyperspace would be a later thing.

Re: Space Empires, AJAX edition

Posted: 2009-03-28 08:11pm
by Nova Andromeda
-I thought we were going to coordinate with the person / people from the website in the opening post?

Re: Space Empires, AJAX edition

Posted: 2009-03-28 10:57pm
by Ariphaos
Maybe after I get a proof of concept working, they seem more interested in their own stuff and the person who made that post still hasn't replied to my e-mail.

Re: Space Empires, AJAX edition

Posted: 2009-03-29 06:36pm
by Nova Andromeda
Xeriar wrote:Maybe after I get a proof of concept working, they seem more interested in their own stuff and the person who made that post still hasn't replied to my e-mail.
-What would a 'proof of concept' involve? I think of a 'proof of concept' as something that shows a project is possible. For us, this would mean demonstrating there is enough talent/interest in the this project, the programming tools are available within the constraints of the previous point, and that a open source project of this type will not fall apart due to the things mentioned by Starglider. That said, I think you only refer to something akin to an outline of the game design. Could you comment??

Re: Space Empires, AJAX edition

Posted: 2009-03-29 09:40pm
by The Romulan Republic
Any thought as to weather this will be hard sci-fi or space opera? Or weather space craft will be based on an age of sail model, battleship model, carrier model, etc? I know it might be a bit early to be asking this and if you don't know that's fine, but I'm just curious.