Author Topic: Star Trek 2 Player (Axe Edition) Progress Reports  (Read 8480 times)

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Offline ACagliano

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Star Trek 2 Player (Axe Edition) Progress Reports
« on: July 24, 2010, 11:47:58 am »
The game is currently undergoing design. I have had no issues with commands, save one, thus far. As of right now, the program successfully checks for its appvar, and if not present, allows you to create a ship. You can choose between 3 different types of ships, one with higher weapon power but weaker shields and slow repair, a second with weaker weapons, but higher shields and slow repair, and another with very strong shields and quick repair. Currently working on assigning all systems a position in the ship (aka: front, back, top, bottom). Also working on a points system. You earn points for defeating opponents, which can be used to upgrade the ship, purchase more weapons, or even to attain the Romulan torpedo from the 2009 movie (deals 40-60 dmg to shields, or if shields are down deals 20-50 dmg to all systems in the area hit). It will be very expensive, though.

I need some advise on a shield defense system, though. What would you think is better:

1. Standard: Shields, while active, always take 100% of the damage.

2. Complex: this is how it works

   once the ship is hit, the Z value is set to 1. Every time the program loops, the Z value goes up one, until it hits 4. If your ship is hit while Z=1, the ship takes 75% of the damage, shields are affected normally. If Z=2, ship takes 50%, and if Z=3, ship takes 25%. Once Z=4, shields defend completely. The idea behind this is that once shields are hit, they become strained and unstable. Thus another attack hitting within quick succession would penetrate to some degree.

Let me know which is preferred.


Offline Hot_Dog

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #1 on: July 24, 2010, 12:01:06 pm »
I vote the first method.  Whatever the case, I like how you're doing it in Axe.  Thanks for resuming the project!

Offline Builderboy

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #2 on: July 24, 2010, 02:53:09 pm »
I actually like the second method better ;D Seems like it would be more strategic, and give less power to those with the shields, although you might have to fun some play tests so find out.

Offline TC01

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #3 on: July 24, 2010, 04:21:11 pm »
Since in Star Trek (Voyager being the worst offender, it seems...) the shields are always failing after about two hits, I like the second method better, since as Builderboy says it gives less power to the shields.



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Offline TIfanx1999

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #4 on: July 25, 2010, 07:03:16 am »
I definitely like the second method better. It seems much more balanced/realistic.

Offline meishe91

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #5 on: July 25, 2010, 08:09:32 am »
I vote the second method more too. I actually have another idea for the shields, though not sure how easy it would be to do. But basically instead of basically losing all power after one hit that it instead like slowly goes down and if it hits 1 it stays there for a few seconds then starts to slowly recharge. I think the idea sounds better in my head so I can retype later what I mean if you want.
But glad to hear this progressing :)
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #6 on: July 25, 2010, 10:14:14 am »
I see what your saying, and what you are saying is actually how it happens. Shields start at full power, then take hit after hit. With each hit, shield power decreases, until they fail at 0%. In the movies, it seems that, with the exception of the Romulan torpedo from the 2009 movie (which somehow damages the ship even with shields up) the shields absorb all damage as long as they are active. However, once shields fail, they do not recharge. Unless, of course, the ship's crew activates repair on the shields. This program will have repair functions. Also, there will be a key combo hidden in the program (that I will not release-try to find it yourself) that automatically forces your opponent to lower shields (they may raise them again as soon as they notice them down).
« Last Edit: July 25, 2010, 10:18:08 am by ACagliano »

Offline Hot_Dog

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #7 on: July 25, 2010, 11:44:10 am »
In some movies, such as Star Trek VI: The Undiscovered Country, the shields absorb MOST of the damage, but the ship still recieves damage occuring from shake-ups and occasional weapon energy that the shields didn't catch.  Of course, when shields dropped entirely, the ship recieved full damage.

However, most games require shields to be fully down before damage is recieved.  I will admit that this doesn't apply to a lot of Star Trek games, which use the above method.

Offline meishe91

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #8 on: July 25, 2010, 03:27:34 pm »
Ah ok, to me it just sounded like that after one hit shields went from 4 to 1 and then would try to raise back up.
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #9 on: July 25, 2010, 04:16:20 pm »
No. The best example is in undiscovered country. While shields were raised, the Enterprise was protected from most of the physical damage. All that the ship felt was just being rocked by the impact. As the shields continued taking hits, they weakened. Now a hit would be mostly deflected, but the immediate area of the strike zone on the ship would be damaged. Then, the shields collapsed. The next torpedo, instead of rebounding off the shields, punched an exploding hole through the ship's hull and flew out the other side.

Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #10 on: July 25, 2010, 09:28:58 pm »
Sorry for the double post, but this is a progress thread, and this is a progress report:

Second Progress Report

    Ship Selection Complete, now that I was able to plug in the appropriate ketKey values. Just adding some extra variables for some extra features I am adding. Then need to locate and fix an Err: Duplicate. Then, it's on to the sprites and main battle loop. Wish me luck and minimal crashes.

Offline DJ Omnimaga

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #11 on: July 29, 2010, 02:34:58 am »
I like the idea so far, as for shield, I would go with first option and maybe have the shield regenerate itself slowly over time, kinda like Starcraft units. It's up to you, though.

Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #12 on: August 01, 2010, 11:50:13 am »
Ok. This will be my Axe Parser contest entry. As linking is relatively new, I will not chance it for the contest and will enter a single player version in the contest.

Offline Hot_Dog

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #13 on: August 01, 2010, 12:04:48 pm »
Ok. This will be my Axe Parser contest entry. As linking is relatively new, I will not chance it for the contest and will enter a single player version in the contest.

Cool!  Can't wait for screenies!  This will be such a great game!

Offline DJ Omnimaga

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #14 on: August 01, 2010, 12:53:49 pm »
I can't wait as well. Good luck on this entry!