IronDuke

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  • in reply to: IronDuke’s Space Game #17322
    IronDuke
    Participant

    [quote=”Chessking” post=19929]Awesome!

    The only problem I see is that when a section of the texture is turned invisible (indicating a hole) the player would probably be able to see through the ship, since the insides aren’t rendered. You would need something to cover up the hole.[/quote]

    Nooooo, the insides are tooootally going to be rendered! There’s no way I’ll put holes in ships just so people can gaze at inverse geometry. I’m putting holes in ships so people can see the very poppable goodies inside.:cheer:

    Thanks for mentioning that. I already knew about it, but you have reminded me to clarify. Every ounce of the ships innards is going to be fully rendered, and possess full-blown colliders for the ultimate combat. For optimization, however, I’ll use occlusion culling and magic rabbits to turn off rendering the insides if you can’t see them. (Hull intact or just not looking…) Not only will you be able to see the ship’s insides (is that the reactor core??), but you will be able to watch your shots pass through the hole and destroy stuff. (It is! Fire all weapons! *BOOM*:evil:)

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #18381
    IronDuke
    Participant

    !!! TEXT WALL INCOMING !!!
    !!! EVASIVE ACTION !!!

    Guess what guys??

    How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map?

    I found out! 👿
    Turns out Unity has this handy little function where you can do a raycast on colliders, catch the UV position of the raycast hit, and from there get the pixel where the raycast hit. Since lasers and other light-speed weapons use raycasts, and I have a special high-speed collider I programmed (that NEVER goes through stuff by accident) using raycasts as well, things are awesome today. :cheer:

    I got a little test working, which uses a special texture updated every frame. The texture is not applied to a model or material or anything; it is never seen. It is used as a way of storing damage at positions on a ship. I got a little test working, where I used a quad and a little extra code to have the mouse play laser and leave a trail on the quad. Normally you wouldn’t see it, but I cleverly wrote code to set the visible texture pixels to the same as the damage texture pixels. I also wrote a loop that runs through every pixel on the damage texture and increases the color slightly. Autorepair, anyone?? :cheer:

    Where the mouse is positioned is detected every frame using a raycast, as mentioned above, and whatever pixel got hit I reduce to color 0. (The damage texture is alpha only, to save processing power – don’t need color here.) The autorepair causes it to fade in, making a glorious laser trail wherever the mouse goes on the quad.
    And the best part? I did it all in under 100 lines of code!! 👿

    NVidia Geforce Experience isn’t working right, or I’d record a video with Shadowplay to show you guys my baby in action. (I don’t use Afterburner anymore…) I’ll try to re-install it, and give your eyes a feast! 😉

    Things still needing done before I can implement the system as a gameplay device are:
    1. Make the pixel trail a trail. If I move the mouse fast enough, the affected pixels might be twenty pixels apart each frame, making a trail of separated dots. :blush: I just have to save the position of the affected pixel each frame, then on the next frame, catch all pixels between the previous and the current one. Then spread a frame’s worth of damage across them. This way sweeping a continuous laser beam across a ship in one second does less damage where it travels than if you took three seconds, and holding it in the same spot may expose the enemy ship’s innards. (This is a good thing…:lol:)
    2. Make the trail of damaged pixels have width. Currently it is just a one-pixel line, so what I need to do is have lasers affect an area with damage fall-off from the center. I will also make it so that tightening up your weapons’ shots will result in a smaller hit area with the same total damage, resulting in increased damage to those affected pixels, meaning a higher chance of punching through the hull to damage systems. I’m not sure how to catch pixels surrounding a single pixel, but Unity helpfully includes the source code for the image effects, and I plan on learning what I need from checking how they did it for light bloom, which spreads out from a single location with fall-off from center. :whistle:
    3. Make the autorepair more realistic in how it works. One part of this will be not affecting all pixels simultaneously and equally, which is ridiculous. Instead, the maximum number of pixels that can be repaired at a time will be determined by the autorepair effectiveness (more expensive ones can do more work, naturally). Also, I plan to make pixels only repairable if at least one neighboring pixel has health above 30%. This way repairs won’t start in the middle of a hole in the ship. :blink:
    4. Speaking of holes, I also plan to write a thingy that will check for detached hull sections. Basically, if you manage to decrease the health of an amount of pixels to 0 and by that separate an area of the ship (like make a circle/donut of killed pixels or a band around a wing), then detach that geometry entirely from the ship and assign it its own gameobject, rigidbody, whatnot. The autorepair would only be able to fix that problem if it’s small, and it would take a LOT of autorepair materials. You didn’t think you had infinite autorepair or something, did you?? 😛
    5. Set up a proper relationship between the visible texture’s pixels and the damage texture’s pixels. This will be something like this: at < 80% health of the damage pixel, the corresponding visible pixel(s) will start turning gray. At < 50% health, it/they start turning black. Burn marks, woohoo! At < 20% health, it/they start to glow from heat. At 0% health they become transparent to show that there is now a hole, and any shots hitting there will have all damage dealt to the ship's internal systems, which is really the only way to destroy a ship in my game. No more reduce hull to 0 and boom! Gotta get PAST hull, and kill insides to render the ship unable to fly. Don't worry, there will still be highly explosive stuff inside the ship to guarantee pretty booms. 6+. There will be other things that will crop up, so don't expect a short timeline.:( But I'll try to get a working thingy as fast as I can. Any questions, hurl my way and I'll answer with glee! --IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #17318
    IronDuke
    Participant

    !!! TEXT WALL INCOMING !!!
    !!! EVASIVE ACTION !!!

    Guess what guys??

    How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map?

    I found out! 👿
    Turns out Unity has this handy little function where you can do a raycast on colliders, catch the UV position of the raycast hit, and from there get the pixel where the raycast hit. Since lasers and other light-speed weapons use raycasts, and I have a special high-speed collider I programmed (that NEVER goes through stuff by accident) using raycasts as well, things are awesome today. :cheer:

    I got a little test working, which uses a special texture updated every frame. The texture is not applied to a model or material or anything; it is never seen. It is used as a way of storing damage at positions on a ship. I got a little test working, where I used a quad and a little extra code to have the mouse play laser and leave a trail on the quad. Normally you wouldn’t see it, but I cleverly wrote code to set the visible texture pixels to the same as the damage texture pixels. I also wrote a loop that runs through every pixel on the damage texture and increases the color slightly. Autorepair, anyone?? :cheer:

    Where the mouse is positioned is detected every frame using a raycast, as mentioned above, and whatever pixel got hit I reduce to color 0. (The damage texture is alpha only, to save processing power – don’t need color here.) The autorepair causes it to fade in, making a glorious laser trail wherever the mouse goes on the quad.
    And the best part? I did it all in under 100 lines of code!! 👿

    NVidia Geforce Experience isn’t working right, or I’d record a video with Shadowplay to show you guys my baby in action. (I don’t use Afterburner anymore…) I’ll try to re-install it, and give your eyes a feast! 😉

    Things still needing done before I can implement the system as a gameplay device are:
    1. Make the pixel trail a trail. If I move the mouse fast enough, the affected pixels might be twenty pixels apart each frame, making a trail of separated dots. :blush: I just have to save the position of the affected pixel each frame, then on the next frame, catch all pixels between the previous and the current one. Then spread a frame’s worth of damage across them. This way sweeping a continuous laser beam across a ship in one second does less damage where it travels than if you took three seconds, and holding it in the same spot may expose the enemy ship’s innards. (This is a good thing…:lol:)
    2. Make the trail of damaged pixels have width. Currently it is just a one-pixel line, so what I need to do is have lasers affect an area with damage fall-off from the center. I will also make it so that tightening up your weapons’ shots will result in a smaller hit area with the same total damage, resulting in increased damage to those affected pixels, meaning a higher chance of punching through the hull to damage systems. I’m not sure how to catch pixels surrounding a single pixel, but Unity helpfully includes the source code for the image effects, and I plan on learning what I need from checking how they did it for light bloom, which spreads out from a single location with fall-off from center. :whistle:
    3. Make the autorepair more realistic in how it works. One part of this will be not affecting all pixels simultaneously and equally, which is ridiculous. Instead, the maximum number of pixels that can be repaired at a time will be determined by the autorepair effectiveness (more expensive ones can do more work, naturally). Also, I plan to make pixels only repairable if at least one neighboring pixel has health above 30%. This way repairs won’t start in the middle of a hole in the ship. :blink:
    4. Speaking of holes, I also plan to write a thingy that will check for detached hull sections. Basically, if you manage to decrease the health of an amount of pixels to 0 and by that separate an area of the ship (like make a circle/donut of killed pixels or a band around a wing), then detach that geometry entirely from the ship and assign it its own gameobject, rigidbody, whatnot. The autorepair would only be able to fix that problem if it’s small, and it would take a LOT of autorepair materials. You didn’t think you had infinite autorepair or something, did you?? 😛
    5. Set up a proper relationship between the visible texture’s pixels and the damage texture’s pixels. This will be something like this: at < 80% health of the damage pixel, the corresponding visible pixel(s) will start turning gray. At < 50% health, it/they start turning black. Burn marks, woohoo! At < 20% health, it/they start to glow from heat. At 0% health they become transparent to show that there is now a hole, and any shots hitting there will have all damage dealt to the ship's internal systems, which is really the only way to destroy a ship in my game. No more reduce hull to 0 and boom! Gotta get PAST hull, and kill insides to render the ship unable to fly. Don't worry, there will still be highly explosive stuff inside the ship to guarantee pretty booms. 6+. There will be other things that will crop up, so don't expect a short timeline.:( But I'll try to get a working thingy as fast as I can. Any questions, hurl my way and I'll answer with glee! --IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: New to I-War2 and No Idea What I am DOING! #17316
    IronDuke
    Participant

    [quote=”Coloradomtnman” post=19924]I have played the older Elite and games and the newer-ish Oolite. Good games needless to say, but gameplay doesn’t quite scratch that itch properly. Like a back itch that you can reach, but your fingernails are too dull to REALLY do the trick.

    I guess I want something that doesn’t exit. Open world, with EVE’s and X3’s complexity but with Elite’s flight model, Pioneer’s planetary landings, EVE’s player base and player driven economy, and Elite: Dangerous’s graphics, sound, and universe map, in a rich game universe with cogent lore.

    And I want it NOW!

    Also, I want to first person explore ships, asteroids, moons, various kinds of space stations, derelict ships, miscellaneous other objects in space and on planets of all kinds (including floating mining stations on gas giants) and complete missions and do sandbox game things like resource extraction and construction of planetary, moon, and space facilities while 1st person fighting enemies and earning experience so I can level up and gain perks Skyrim style. And galactic empire expansion a la X3.

    Is that so much to ask?

    All I need is my own personal home supercomputer.

    And a willing game dev who doesn’t care that he/she will most likely be financially ruined before completing such a task.[/quote]

    Join the club, buddy. We all have that insatiable desire, and the more we feed it, the more it grows. (and before anyone asks, NO, I am not recommending getting off space games. Goodness no!)

    [ShamelessSelfPromotion]Have you checked out the IronDuke’s Space Game thread? I may be making what you’re looking for…[/ShamelessSelfPromotion]

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: New to I-War2 and No Idea What I am DOING! #18379
    IronDuke
    Participant

    [quote=”Coloradomtnman” post=19924]I have played the older Elite and games and the newer-ish Oolite. Good games needless to say, but gameplay doesn’t quite scratch that itch properly. Like a back itch that you can reach, but your fingernails are too dull to REALLY do the trick.

    I guess I want something that doesn’t exit. Open world, with EVE’s and X3’s complexity but with Elite’s flight model, Pioneer’s planetary landings, EVE’s player base and player driven economy, and Elite: Dangerous’s graphics, sound, and universe map, in a rich game universe with cogent lore.

    And I want it NOW!

    Also, I want to first person explore ships, asteroids, moons, various kinds of space stations, derelict ships, miscellaneous other objects in space and on planets of all kinds (including floating mining stations on gas giants) and complete missions and do sandbox game things like resource extraction and construction of planetary, moon, and space facilities while 1st person fighting enemies and earning experience so I can level up and gain perks Skyrim style. And galactic empire expansion a la X3.

    Is that so much to ask?

    All I need is my own personal home supercomputer.

    And a willing game dev who doesn’t care that he/she will most likely be financially ruined before completing such a task.[/quote]

    Join the club, buddy. We all have that insatiable desire, and the more we feed it, the more it grows. (and before anyone asks, NO, I am not recommending getting off space games. Goodness no!)

    [ShamelessSelfPromotion]Have you checked out the IronDuke’s Space Game thread? I may be making what you’re looking for…[/ShamelessSelfPromotion]

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #17271
    IronDuke
    Participant

    [quote=”Chessking” post=19903]I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.[/quote]
    I designed the ship to look like a heavy corvette turned patcom, with Dreadnaught elements. But the similarity to a puffin was purely coincidental. I made the fuselage by stretching a sphere, which is what PS did for the puffin. Also, the ship is based on the Phoenix in the game lore, so I had to keep similarities there too.
    BTW, I doubt I’m really all that much better than you at modelling. This is the first model I have definitively completed in Blender, with UVs, texturing, and what not. If it’s any consolation, I know so little about procedural stuff that I go “Huh?” every time someone says perlin. :blush:

    Great to see you too, soda man! It’s always wonderful to see people getting into other space games. (It means mine might have more fans… (runs away really fast))

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #18327
    IronDuke
    Participant

    [quote=”Chessking” post=19903]I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.[/quote]
    I designed the ship to look like a heavy corvette turned patcom, with Dreadnaught elements. But the similarity to a puffin was purely coincidental. I made the fuselage by stretching a sphere, which is what PS did for the puffin. Also, the ship is based on the Phoenix in the game lore, so I had to keep similarities there too.
    BTW, I doubt I’m really all that much better than you at modelling. This is the first model I have definitively completed in Blender, with UVs, texturing, and what not. If it’s any consolation, I know so little about procedural stuff that I go “Huh?” every time someone says perlin. :blush:

    Great to see you too, soda man! It’s always wonderful to see people getting into other space games. (It means mine might have more fans… (runs away really fast))

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #17263
    IronDuke
    Participant

    A wee update…

    For September, I’ve been working on the Unofficial Unity Community Art Challenge. The them was “The Ship,” so naturally I made a spaceship. But I decided to be evil and make one that can also be used in my space game.
    Here’s a link to the Unity forum thread, with embedded Sketchfab: http://forum.unity3d.com/threads/unofficial-unity-community-art-challenge-sep-2015.351437/

    This morning I finally stopped doing research (aka Unity manual perusing :blush: ) and started coding on the texture-based damage model. It looks like it can be accomplished, and I’ve only hit one problem. How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map? 😕 I shall find out! NO ONE CAN STOP ME!! 👿

    I’m hoping that by the end of the month I’ll have some form of pewpew set up for the game, but I’m not counting on it for several reasons:
    1. Elite: Dangerous 1.4 is scheduled for October 6th. :cheer:
    2. My parents take a several day trip next week, and bought quite a few new games, movies, and books to keep myself and my siblings busy so we don’t annihilate each other. :whistle:
    3. Life. 🙁

    A little candy for the greedy: I’m thinking I may release a build of the aforementioned pewpew once it’s done, just for our loyal I-War2 fans here. :cheer: It won’t be much, but appetizers have a funny habit of making one really REALLY hungry. The basic purpose of the release would be similar to the E: D combat alpha. Testing, testing… is this thing on? 😛

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #18317
    IronDuke
    Participant

    A wee update…

    For September, I’ve been working on the Unofficial Unity Community Art Challenge. The them was “The Ship,” so naturally I made a spaceship. But I decided to be evil and make one that can also be used in my space game.
    Here’s a link to the Unity forum thread, with embedded Sketchfab: http://forum.unity3d.com/threads/unofficial-unity-community-art-challenge-sep-2015.351437/

    This morning I finally stopped doing research (aka Unity manual perusing :blush: ) and started coding on the texture-based damage model. It looks like it can be accomplished, and I’ve only hit one problem. How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map? 😕 I shall find out! NO ONE CAN STOP ME!! 👿

    I’m hoping that by the end of the month I’ll have some form of pewpew set up for the game, but I’m not counting on it for several reasons:
    1. Elite: Dangerous 1.4 is scheduled for October 6th. :cheer:
    2. My parents take a several day trip next week, and bought quite a few new games, movies, and books to keep myself and my siblings busy so we don’t annihilate each other. :whistle:
    3. Life. 🙁

    A little candy for the greedy: I’m thinking I may release a build of the aforementioned pewpew once it’s done, just for our loyal I-War2 fans here. :cheer: It won’t be much, but appetizers have a funny habit of making one really REALLY hungry. The basic purpose of the release would be similar to the E: D combat alpha. Testing, testing… is this thing on? 😛

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #17173
    IronDuke
    Participant

    Considering the startling activity here over the last week, I though it best to put my oar in as well an give everyone an update.

    I mentioned Elite: Dangerous, right? Good. Because I think what we will have to do is assume that the last two months of accumulating 300 hours of E:D was me “gathering ideas,” and therefore part of development. :blush:

    Seriously though, I have gotten some really good ideas from that game, and even while playing it, have been planning and scheming about things to have in my space game. I have a surprisingly cool plot line for one thing, which also allows for a prequel and a sequel.

    About that: I have decided that, to make testing stuff easier, I am going to make a much smaller space game first. I was actually already working on it, and in fact the screenshots are from it. It’s working title was “The Flying Bedstead,” after a rocket-powered frame used to test VTOL aircraft. It is going to be in the same universe ( prequel in the best sense of the word), the main ship the player flies is the Phoenix (brand new at that time) and I already whipped up a story line. (No, I’m not saying what it is. Rest assured, much fighting against tyranny. :cheer: )

    And I finally thought of an embarrassingly excellent name for the whole shebang.
    Prequel: The Interstellar War for Colonial Independence
    Main Game: The Galactic War for Colonial Independence
    Sequel: The Intergalactic War for Colonial Independence
    Figured the “Colonial Independence” part would really be cool, and attract old I-War players. In fact, part of the game lore will be that the wars are called the “Independence Wars.” Unofficially, of course. Just soldier nicknames. :whistle:

    As regards the damage model, I will not use PhysX Flex in the prequel, since it is not fully developed, but it will be used in the main game if I have to integrate it into Unity myself. What I will use in the prequel is an idea I’ve been thinking about for over a year.
    Accessing the UVs of a mesh, textures can be used for more than color. I was thinking of a grayscale texture, completely invisible, to hold damage data. 255 is top health, 0 is minimum health. This way, the hull can be damaged all over by different amounts. Using the same system, textures could be used to indicate hull thickness, affecting the damage received there, or even hull temperature. If any area of the hull exceed a certain temperature, it could start taking damage there, so you can melt you ship on one side only. This would also make lasers very realistic, since they melt stuff. Another advantage is that you can have localized damage effects. As the damage texture gradually goes from 255 to 0 in one spot, the actual ship color texture/material there can lose shinyness, start to turn black, even be made transparent when health reaches 0 to show a beautiful hole with nice ragged, black edges. Or even make the hull area glow when it’s hot.
    I don’t know for sure if this whole idea can be done, but it seems like it can, and it’s on the list for right after flight mechanics are completed.

    Unfortunately, with the return of the school year, my time for developing has gone down, and parental control has limited my computer time to two days a week. 🙁 :angry: Plus, E:D has a funny habit of punishing the player for not playing at least once a week, so… The good news is, I finished watching B5, so that’s off the table now. Great show though.
    I will work on The game as much as I can though. Many’s the time I’ve been sitting, doing school or eating or failing to go to sleep while simultaneously thinking about what my space game will be like finished and moaning to myself, “I want my space game!!!” It’s coming… very slowly, but with the inevitability of a [insert inevitable action here].

    I’m probably kind of vague on some of the stuff here, so any questions you have, fire at will. I’ve got a battery of guns to answer with… 😉

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #18217
    IronDuke
    Participant

    Considering the startling activity here over the last week, I though it best to put my oar in as well an give everyone an update.

    I mentioned Elite: Dangerous, right? Good. Because I think what we will have to do is assume that the last two months of accumulating 300 hours of E:D was me “gathering ideas,” and therefore part of development. :blush:

    Seriously though, I have gotten some really good ideas from that game, and even while playing it, have been planning and scheming about things to have in my space game. I have a surprisingly cool plot line for one thing, which also allows for a prequel and a sequel.

    About that: I have decided that, to make testing stuff easier, I am going to make a much smaller space game first. I was actually already working on it, and in fact the screenshots are from it. It’s working title was “The Flying Bedstead,” after a rocket-powered frame used to test VTOL aircraft. It is going to be in the same universe ( prequel in the best sense of the word), the main ship the player flies is the Phoenix (brand new at that time) and I already whipped up a story line. (No, I’m not saying what it is. Rest assured, much fighting against tyranny. :cheer: )

    And I finally thought of an embarrassingly excellent name for the whole shebang.
    Prequel: The Interstellar War for Colonial Independence
    Main Game: The Galactic War for Colonial Independence
    Sequel: The Intergalactic War for Colonial Independence
    Figured the “Colonial Independence” part would really be cool, and attract old I-War players. In fact, part of the game lore will be that the wars are called the “Independence Wars.” Unofficially, of course. Just soldier nicknames. :whistle:

    As regards the damage model, I will not use PhysX Flex in the prequel, since it is not fully developed, but it will be used in the main game if I have to integrate it into Unity myself. What I will use in the prequel is an idea I’ve been thinking about for over a year.
    Accessing the UVs of a mesh, textures can be used for more than color. I was thinking of a grayscale texture, completely invisible, to hold damage data. 255 is top health, 0 is minimum health. This way, the hull can be damaged all over by different amounts. Using the same system, textures could be used to indicate hull thickness, affecting the damage received there, or even hull temperature. If any area of the hull exceed a certain temperature, it could start taking damage there, so you can melt you ship on one side only. This would also make lasers very realistic, since they melt stuff. Another advantage is that you can have localized damage effects. As the damage texture gradually goes from 255 to 0 in one spot, the actual ship color texture/material there can lose shinyness, start to turn black, even be made transparent when health reaches 0 to show a beautiful hole with nice ragged, black edges. Or even make the hull area glow when it’s hot.
    I don’t know for sure if this whole idea can be done, but it seems like it can, and it’s on the list for right after flight mechanics are completed.

    Unfortunately, with the return of the school year, my time for developing has gone down, and parental control has limited my computer time to two days a week. 🙁 :angry: Plus, E:D has a funny habit of punishing the player for not playing at least once a week, so… The good news is, I finished watching B5, so that’s off the table now. Great show though.
    I will work on The game as much as I can though. Many’s the time I’ve been sitting, doing school or eating or failing to go to sleep while simultaneously thinking about what my space game will be like finished and moaning to myself, “I want my space game!!!” It’s coming… very slowly, but with the inevitability of a [insert inevitable action here].

    I’m probably kind of vague on some of the stuff here, so any questions you have, fire at will. I’ve got a battery of guns to answer with… 😉

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: I-War 2 on Funhaus #17061
    IronDuke
    Participant

    I hate it when people make really good points…
    You’re right. After blowing up without firing a shot at the Touchdown tour in Act 0, I spent a month playing Instant action to make sure they wouldn’t blow me up again. I did get pretty darn good, but it took forever.
    I’m a really stubborn person I guess…

    –IronDuke

    P.S. The moral of this story – never brag on the Internet. Someone will have it better than you.
    P.P.S. The reverse is also true – never whine on the Internet. Someone will have it worse than you, making self pity useless.


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: I-War 2 on Funhaus #18088
    IronDuke
    Participant

    I hate it when people make really good points…
    You’re right. After blowing up without firing a shot at the Touchdown tour in Act 0, I spent a month playing Instant action to make sure they wouldn’t blow me up again. I did get pretty darn good, but it took forever.
    I’m a really stubborn person I guess…

    –IronDuke

    P.S. The moral of this story – never brag on the Internet. Someone will have it better than you.
    P.P.S. The reverse is also true – never whine on the Internet. Someone will have it worse than you, making self pity useless.


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: I-War 2 on Funhaus #18081
    IronDuke
    Participant

    Uh, I really hate to blow the wind out of your sails (lie), but…
    When I spent 9 months playing the story on me ancient piece of overpriced black plastic laptop, I used a PS2 keyboard to have access to the number pad. I got even better than my brother with a Logitek Extreme 3d Pro (which is what I use now, and it is certainly much better.)
    Basically, I played the whole story without a joystick. Stopped blowing up once I learned my limits. Got through act 3 without ever dying except at alien hands (or weird energy spiky tentacle thingys.)
    I still switch to keyboard only now and then to spice up the challenge.
    I kid thee not.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: I-War 2 on Funhaus #17052
    IronDuke
    Participant

    Uh, I really hate to blow the wind out of your sails (lie), but…
    When I spent 9 months playing the story on me ancient piece of overpriced black plastic laptop, I used a PS2 keyboard to have access to the number pad. I got even better than my brother with a Logitek Extreme 3d Pro (which is what I use now, and it is certainly much better.)
    Basically, I played the whole story without a joystick. Stopped blowing up once I learned my limits. Got through act 3 without ever dying except at alien hands (or weird energy spiky tentacle thingys.)
    I still switch to keyboard only now and then to spice up the challenge.
    I kid thee not.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

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