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Battlestar Galactica
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Topic: Battlestar Galactica (Read 22486 times)
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crzyrbl
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Battlestar Galactica
«
Reply #30 on:
July 13, 2005, 05:46:00 pm »
QuoteBegin-Kevin+June 15, 2005, 15:35-->
QUOTE
(Kevin @ June 15, 2005, 15:35)
how many units can you have at once?
in turn-based games, units dont take up any cpu cuz they dont react until they are being used by the player or opponent, so ya, no limit :thumb:
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dysfunction
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Battlestar Galactica
«
Reply #31 on:
November 13, 2005, 01:24:00 pm »
Guys, I have a difficult decision to make. I am considering changing the direction of this project a bit. As much as I love the Ender's Game novel upon which this game is based, I am considering changing the plot. I think that my current battle system is too complicated and unwieldy, which is a result of the very- shall we say, unusual- weapons used in the book, which are actually pretty impractical for a TBS. Rather, I am considering taking the engine and adding very diffferent types of weapons, as well as removing the zero-gee element, which I think is somewhat akward in terms of gameplay. When ships reach the edge of the screen, they simply stop, which is very unrealistic, but necessary because of the limited screen size. The main weapon from the book, the Molecular Disruption Device, is also impractical for a TBS, since it destroys any ship it hits in one shot, as well as any ships within a certain radius. This is akward because in such a small map as is practical on the 83's ram, ships will tend to be grouped together rather closely, and each side will be able to wipe out very large numbers of enemy ships with a stroke. This also means that every ship has the same firepower as every other. Now, to balance this out a little, I added missiles, and made it so that only capital ships could fire the MD device, and those had to charge it for several turns before firing again. Missiles were also impractical in zero-gee since it is so difficult to predict where an enemy ship will be in the next turn.
I propose stripping out the zero-gee element, and changing the plot to one of my own devising. It will still involve space battles (since I'm such a scifi addict), but with more standard weapons such as beams and missiles. It will also have more variety in ships and objectives, such as resources/money, fuel, etc. This also completely strips out the need for most of the physics engine, and vastly simplifies the necessary AI. What do you guys think?
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dragon__lance
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Battlestar Galactica
«
Reply #32 on:
November 13, 2005, 01:36:00 pm »
i think thats a good decision, just keep up the good work :thumb:
Glad to know this isn't dead
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battlestar Galactica
«
Reply #33 on:
November 13, 2005, 01:45:00 pm »
nice to see it isnt dead. I think adapting a game to a novel, a movie or a song isnt really a big deal. most of the time you need to change things or it will be either too simple or too hard. Same goes for adapting a movie/book to a game. I like the new idea, maybe you'll not have to get someone make a AI in ASM for you then
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dysfunction
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Battlestar Galactica
«
Reply #34 on:
November 14, 2005, 01:21:00 pm »
Well, I would say the AI would still need to be in ASm. However this way I wouldn't need a huge physics engine, so I can at least make a multiplayer version without having to rely on gimpynerd or tr1p1ea.
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Battlestar Galactica
«
Reply #35 on:
November 14, 2005, 01:55:00 pm »
yeah sound nice, how long do you think it would take to calculate in BASIC?
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CDI
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Battlestar Galactica
«
Reply #36 on:
November 14, 2005, 02:05:00 pm »
*
CDI
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battlestar Galactica
«
Reply #37 on:
November 14, 2005, 02:18:00 pm »
well I think even without them it will be a fun game to play, I never saw a sci fi game like that before on calc. most other TBS games were slow or too limited
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dysfunction
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Battlestar Galactica
«
Reply #38 on:
November 15, 2005, 02:17:00 am »
If I remove these features, I will add tons of new ones, that are easier to code and are more practical for gameplay.
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Battlestar Galactica
«
Reply #39 on:
November 15, 2005, 02:45:00 am »
QuoteBegin-dysfunction+21 June 2005, 19:32-->
QUOTE
(dysfunction @ 21 June 2005, 19:32)
No, but you can get picked up for underage drinking (assuming you're <21). Well, I've run into some weird errors, something extremely simple that just plain should work- but doesn't. It's driving me crazy! :ihatemycomp:
<- Substitute a calc for that. Me->
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
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dysfunction
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Battlestar Galactica
«
Reply #40 on:
November 15, 2005, 06:49:00 pm »
Yeah, I'm a big scifi fan myself (once again, thank you for recommending Serenity!). In fact, I spend lots of time writing scifi short stories, which I hope to start getting published soon. This is why Aura has an [brag]awesome plot,[/brag] and so soon will this game.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battlestar Galactica
«
Reply #41 on:
November 16, 2005, 03:19:00 am »
cool, I hope I'll be able to see some of your stories, altough I'm more a big fan of LOTR and Harry Potter I also like Sci-fi stuff
Now we know why progress on EG/Aura was slow lately
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dysfunction
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Battlestar Galactica
«
Reply #42 on:
November 16, 2005, 02:55:00 pm »
Lotr shall pwn your soul! :demon:
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dragon__lance
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Battlestar Galactica
«
Reply #43 on:
November 16, 2005, 03:59:00 pm »
lol
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battlestar Galactica
«
Reply #44 on:
November 17, 2005, 02:42:00 am »
O.o
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