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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Sat Oct 16, 2004 12:58 am Post subject: The Future... |
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OK, I'm thinking that once I add full mouse support and beef up the prefs, that will be most of the interface features. So now I really need to start working on what everyone's been waiting for: missions/story support. I could just duplicate what's available in EV, but I don't want to be bound by that.
So starting from a fresh slate, what features would you like to see implemented in this area? Anything that you think would be a really cool addition to make EH an involving game, stuff that you've always wished was in EV? _________________ Differentiation is an integral part of calculus. |
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aplasticspork
Joined: 18 Apr 2004 Posts: 136 Location: Seattle, Wa
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Posted: Sat Oct 16, 2004 5:56 am Post subject: |
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lots of upgrades and lots of ships!!! oh yeah, a storyline too...i'll have to get back to you on this when i can think _________________ This space left intentionally blank. |
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Cap'n Hector
Joined: 17 Apr 2004 Posts: 85 Location: CA
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Posted: Tue Oct 19, 2004 3:23 pm Post subject: |
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Make it easy to change the universe…EV does this, but it's fairly limited and clunky. This has some interesting cases…if you have a mission going to a planet that is vanishing, what happens to the mission?
All the usual speed tech should be there…hypergates, multi-jump, afterburners.
Hmm…could you have "escorts" do work for you? Say, tell them to do a specific trading run? Don't want to manage it too much…something like "Trade X from Planet A to Planet B and return with Y". That would make it easy to get money, so there would need to be some balance…hmm…the escort can't use weapons, perhaps? Or you need to rendezvous with the escort to pick up funds it earned?
Scriptable movie events, so that game-events can be staged.
How hard would it be to provide a scripting engine that allows for additions that aren't in the engine? Say, adding asteroid fields or black holes or cool widgets we haven't thought of…
A way to increase ship stats…speed, maneuverability, etc.
And I know it's asking a lot…but a nice, simple GUI plug-in editor would lower the barrier to entry for plug-in developers.
I'll think of more stuff later… _________________ Cap'n Hector |
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Entropy
Joined: 13 Jul 2004 Posts: 6
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Posted: Thu Oct 21, 2004 8:10 pm Post subject: |
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How about multiple ship views (cockpit, wingman, god view), ability to shift user control to an escort, (possibly through a "shuttle" like in Star Trek- would also be useful for big ships that can't land,) carried fighter (even be able to take missions as a mercenary operating off of a carrier or freighter), or second ship (own multiple ships throughout the galaxy and switch control when in port.)
Asteroid mining would also be fun (with pirates operating off large asteroids- bomb their ships and bases from orbit!), as would the ability to hyperspace within-system to get between planets- you could use the system drive could be used for jaunts of Earth-to-Moon distance, (or for longer trips if your ship doesn't have a hyperdrive or is damaged,) with the hyperdrive used to get between, say, Jupiter and Uranus.
And thanks a LOT for being so open to feedback! |
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Entropy
Joined: 13 Jul 2004 Posts: 6
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Posted: Thu Oct 21, 2004 8:13 pm Post subject: |
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Edit: Double post. |
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Hog
Joined: 15 Oct 2004 Posts: 5 Location: England
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Posted: Sat Oct 23, 2004 2:44 pm Post subject: |
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governments should be bound to planets not systems that would allow two or more planets in the same system to be at war which could make for some interesting storys _________________ Its not a bug its a FEATURE! |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Thu Nov 11, 2004 3:59 am Post subject: |
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I'm planning on having 3 levels of plugin development. At the most basic, there will be simple stuff like there is now, although I'm going to add numeric flags for mission control, in addition to the current booleans.
At the next level, I plan on writing an interpreter, which allow more flexible control over missions, and a greater variety of actions which can take place.
Finally, since each .bundle plugin contains executable code that loads itself, a plugin developer may (via currently top-secret undocumented API's) implement additional functionality not supported by the EH engine.
I think this combination offers great ease of use for simple development, and powerful capabilities for hardcore developers. _________________ Differentiation is an integral part of calculus. |
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appleide
Joined: 04 Oct 2005 Posts: 117 Location: Sydney, Canada. (oops I spelt australia wrong...)
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Posted: Wed Oct 05, 2005 12:54 am Post subject: |
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Cap'n Hector wrote: |
Scriptable movie events, so that game-events can be staged.
A way to increase ship stats…speed, maneuverability, etc.
I'll think of more stuff later… |
Yup, I like these ideas. I think EV has them, and it does them well.
Quote: |
Hmm…could you have "escorts" do work for you? Say, tell them to do a specific trading run? Don't want to manage it too much…something like "Trade X from Planet A to Planet B and return with Y". That would make it easy to get money, so there would need to be some balance…hmm…the escort can't use weapons, perhaps? Or you need to rendezvous with the escort to pick up funds it earned? |
EV certainly doesn't have this. But it'd be a great idea, for those who are lazy. But I don't think you need to rendezous with the escort, because he can just deposit the money in your bank account.
Is there currently a date/time thing going on? That would be important for missions.
I'd like a variety of pay amounts for missions, not just the 5000 electronic apples like now. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Wed Oct 05, 2005 1:17 am Post subject: |
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appleide wrote: |
EV certainly doesn't have this. But it'd be a great idea, for those who are lazy. But I don't think you need to rendezous with the escort, because he can just deposit the money in your bank account. |
Woo hoo! Space-maffia!
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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appleide
Joined: 04 Oct 2005 Posts: 117 Location: Sydney, Canada. (oops I spelt australia wrong...)
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Posted: Wed Oct 05, 2005 1:30 am Post subject: |
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