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Re: Dynamic Destruction

Cutting into/apart ships along precise enough borders isnt Well a precise cut at the laser-hit might not be nessecary. (its not a "welding game") But a precalculated model that is split in half would be a lot of gameplay fun. Like having different shipwreck endmodels: -cut in half -cockpit blown ou...

Re: Dynamic Destruction

To have the ability to damage part of a ship (and that must not be physically correct in such a game) sounds a lot like deformation in a car-racing game. And that can be precalculated for each ship model, and thus does not need to have to be done in real time. (same goes for hitboxes), The ship can ...

Re: The "Game" in LT

Let me just throw in an issue I always have with this "pirates" trope in space games: They are usually not displayed as pirates, but rather as suicidal maniacs. Actual pirates have a simple agenda: earn money by threatening with force. They would never just attack to destroy the ships they see. Espe...

Re: The VR Fad

The setup I have described will limit the users headmovement to a very small amount compared to trying to project a complete scene (that requires headmovement to move the camera). And I further believe that nausia comes to a large part from beeing a 3D scene, plus fast head movements. So it will beh...

Re: The VR Fad

Ok, the yes focus itself can be determined by the eyes relative angle when looking at a near or far object. (without a fancy way to see how the lens is "bend") The problem I see is additionally the optics of the VR, that would have to dynamically change the focal length (as the eyes lens is changing...

Re: Small things that would be nice to have

Examples: Travel restrictions: - wormhole can only support a certain mass of objects at passage. (player must choose a small ship to reach the destination, and cannot just bring the biggest battle cruiser) - jumpdistance to next system is X units. Ship must have a certain sized jumpdrive and fuel (p...

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