A new Star Wars game?
Moderator: Vympel
Expanded Universe Info
Could someone segest to me which expanded univerce Star Wars books to read and in what order. As I've only seen the films so don't have a wide view of the Star Wars universe.
9 out of 10 battledroids recommend Duracell
- Cpt_Frank
- Official SD.Net Evil Warsie Asshole
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You definetly need to read the zahn books heir to the empire and the 2 others of which I dunno the english titles.
http://mywebpages.comcast.net/rcrierie/ ... source.htm
go here for the WEG resource books but take everything they say with a pinch of salt since the books are full of errors.
go http://www.theforce.net/swtc/for Saxton's SW technical commentarries which provide a wide variety of information, you really should read all of the pages they're very informative and thoroughly researched.
http://mywebpages.comcast.net/rcrierie/ ... source.htm
go here for the WEG resource books but take everything they say with a pinch of salt since the books are full of errors.
go http://www.theforce.net/swtc/for Saxton's SW technical commentarries which provide a wide variety of information, you really should read all of the pages they're very informative and thoroughly researched.
Supermod
- Alan Bolte
- Sith Devotee
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- Location: Columbus, OH
Whoops, almost forgot about this. Time to finish my rant.
Quite a bit of that repulsorlift stuff can be found on resource sites already mentioned, my bit was mostly a bad overview.
Turning of a ship is accomplished by a couple of things. Thrust vectoring I already mentioned, and thrusters should be obvious, but it should be noted that they are never seen firing in the movies, so either their exaust is invisible for some reason or they simply aren't used much in ship design. It's possible that replusorlifts can also be used for turning, but I'm unsure how that would be done. Finally, some ships use some form of gyroscope which provides turning force from inside the ship. Good luck figuring out a way to implement it all.
Hyperdrives are something I would like to see modeled. Games up to this point just used them as a way to end a mission or slip from one combat zone to the next. However, this game is shaping into a more free-roaming sort encompassing a large area of space, perhaps an entire sector. What I would like to see is an internal map of all major gravitational sources, and a function that works just like a navicomputer to plot a hyperspace course that goes around these gravity wells. Hyperspace would work in real time, so a long trip could take days. Of course, getting anywhere within a system could take just as long, necessitating either some form of time dialation or a captain's quarters where you can go and take a nap that advances the game clock to a desired point. Or do both. For the second option, you would have to include an officer who comes in and wakes you up if something happens, that is, if you say you want to jump ahead 5 hours of game time, you won't be attacked in the middle of that without being thrown back into the game. Because gravity wells can be generated by interdiction ships, the 'gravity map' would have to be kept track of during the journey (internally) so that a newly-generated gravity well would pull you out of hyperspace. The map would probably be pretty simple to do calculations for, you'd just be using cones and spheres of areas you have to avoid or else be pulled out. Remeber, being pulled out of hyperspace can damage your drive.
Well, we've addressed how a ship can move and turn in space. I'm curious to what extent you wish to implement ground troops and anti-planet fighter raids. Some capships can also decend into the atmosphere, or even land. This a huge section in and of itself, but before I make any suggestions I'd like it clear whether you're adding full-fledged ground unit modeling and control, or are just going to use the same battle-outcome determination algorithms used by the campaign programming with some options as to where troops attack and a more cinematic than simulated battlefield rendering.
Damage modelling has been addressed in a graphical sense, but I don't believe you've fully considered the physical modelling. That is, you will have to develop a system which locates systems in certain areas of the ship. When that area takes damage, so does the system, and performance drops. Some systems may explode upon destruction (see Death Stars), causing further damage to the ship. Repair crews may repair or replace damaged systems. Etcetera. Speaking of which, you'll have to deal with power supply from reactors and batteries to systems.
For both graphics and physics, please remember about animated models. I'd like to see a B-wing done right for once, and turrets should be more than locations along a hull (X-Wing) or little red spikes (X-Wing Alliance).
More to come.
Quite a bit of that repulsorlift stuff can be found on resource sites already mentioned, my bit was mostly a bad overview.
Turning of a ship is accomplished by a couple of things. Thrust vectoring I already mentioned, and thrusters should be obvious, but it should be noted that they are never seen firing in the movies, so either their exaust is invisible for some reason or they simply aren't used much in ship design. It's possible that replusorlifts can also be used for turning, but I'm unsure how that would be done. Finally, some ships use some form of gyroscope which provides turning force from inside the ship. Good luck figuring out a way to implement it all.
Hyperdrives are something I would like to see modeled. Games up to this point just used them as a way to end a mission or slip from one combat zone to the next. However, this game is shaping into a more free-roaming sort encompassing a large area of space, perhaps an entire sector. What I would like to see is an internal map of all major gravitational sources, and a function that works just like a navicomputer to plot a hyperspace course that goes around these gravity wells. Hyperspace would work in real time, so a long trip could take days. Of course, getting anywhere within a system could take just as long, necessitating either some form of time dialation or a captain's quarters where you can go and take a nap that advances the game clock to a desired point. Or do both. For the second option, you would have to include an officer who comes in and wakes you up if something happens, that is, if you say you want to jump ahead 5 hours of game time, you won't be attacked in the middle of that without being thrown back into the game. Because gravity wells can be generated by interdiction ships, the 'gravity map' would have to be kept track of during the journey (internally) so that a newly-generated gravity well would pull you out of hyperspace. The map would probably be pretty simple to do calculations for, you'd just be using cones and spheres of areas you have to avoid or else be pulled out. Remeber, being pulled out of hyperspace can damage your drive.
Well, we've addressed how a ship can move and turn in space. I'm curious to what extent you wish to implement ground troops and anti-planet fighter raids. Some capships can also decend into the atmosphere, or even land. This a huge section in and of itself, but before I make any suggestions I'd like it clear whether you're adding full-fledged ground unit modeling and control, or are just going to use the same battle-outcome determination algorithms used by the campaign programming with some options as to where troops attack and a more cinematic than simulated battlefield rendering.
Damage modelling has been addressed in a graphical sense, but I don't believe you've fully considered the physical modelling. That is, you will have to develop a system which locates systems in certain areas of the ship. When that area takes damage, so does the system, and performance drops. Some systems may explode upon destruction (see Death Stars), causing further damage to the ship. Repair crews may repair or replace damaged systems. Etcetera. Speaking of which, you'll have to deal with power supply from reactors and batteries to systems.
For both graphics and physics, please remember about animated models. I'd like to see a B-wing done right for once, and turrets should be more than locations along a hull (X-Wing) or little red spikes (X-Wing Alliance).
More to come.