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Lancer_Solurus
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Post subject: Looking for testers - Galaxy Empire Posted: Sat Apr 18, 2009 9:24 pm |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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I have just put up a new release of the game engine and I am looking for a few testers to help with debugging the multiplayer code. Click the link below to get the autoupdater for the game. If you have used any DB Software programs, it should work fine the first time.
NOTE : This game does NOT use the FL game engine, it is being written from scratch.
Click here to visit the AU thread
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Soupman
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Post subject: Posted: Sat Apr 18, 2009 11:33 pm |
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Joined: Sun Jan 06, 2008 3:44 pm Posts: 739
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Congrats Lancer
i cant even begin to think of the amount of work this has taken you ..
i would love to try it .. but time constraints and getting the UV off the ground wont let me..
But i plan to check it out down the road... good luck with the testing
please keep us informed of the progress.. 
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Lancer_Solurus
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Post subject: Posted: Sat Apr 18, 2009 11:41 pm |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Thanks, it has taken a huge amount of work to get it this far. Many aspects of the game are similar to what you would find in FL, plus there is alot that FL doesn't have such as surface support and server-side markets.
I expect the core engine to take at least another year or two before it's complete, so there is plenty of time to play around with it and help out with suggestions.
Good luck on the Underverse release, I know it won't be long!
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Soupman
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Post subject: Posted: Sat Apr 18, 2009 11:46 pm |
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Joined: Sun Jan 06, 2008 3:44 pm Posts: 739
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Only Days away now we Hope...
I have Stickied this for you so it will never get lost,,
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Lancer_Solurus
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Post subject: Posted: Sun Apr 19, 2009 12:05 am |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Thanks alot, mainly trying to get some interest in the project, it's starting to shape up like I had envisioned it.
Galaxy Empire is a full 3D space and FPS simulator. It is similar to a game called Freelancer made by Digital Anvil/Microsoft. The game has been in development for over a year now and now contains many of the features I had been wanting. * Examples include asteroid fields containing 10,000 asteroids. * Thousands of plants and trees randomly placed across the surface of a planet. * Server-side markets, this includes persistant items which when sold to a base remain in the base's inventory. These can be bought by anyone docking there. * 3D rooms are also functional, each separate room on a base can have it's own 3D model. * FPS style planet surfaces. For now it is simply limited to exploration but later own it will contain a full-blown first person handling such as fighting, vehicle support and building creation by the players. * Fully programmable graphics engine, everything is stored in plain text scripts (INI files). * A scripted FX animation engine including weapon effects and static effects. * Support for up to 512 star systems. * Support for up to 256 players online. * Uses standard DX models for the 3D objects in-game, this means most 3D modeller programs can export to a working model for the game. * Supports every image format that DX supports including TGA, BMP, PNG, JPG etc. * Full HUD implementation with triggerable hit boxes. * System to system jump gate support. * Fog-of-war style exploration, you don't get to see the system on your starmap until you visit it. * Full multiplayer gaming, single-player style gaming will eventually be implemented as story-line missions. * Supports both cube-mapped and sphere-mapped skyboxes. * Has full handling of texture sliding. * The script engine already supports over 500 commands for building the game universe. There will be a few thousand by the time the game is complete. * Mouse controlled handling is used for moving and targetting.
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DwnUndr
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Post subject: Posted: Sun Apr 19, 2009 12:44 am |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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Quote: * Uses standard DX models for the 3D objects in-game, this means most 3D modeller programs can export to a working model for the game.
Aw man! You mean we can't put up with sur builders that don't work anymore?
It sounds like fun. 
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Lancer_Solurus
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Post subject: Posted: Sun Apr 19, 2009 1:49 am |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Hehehe, no need for surs, it uses the actual model for collision detection. If I ever switch to a simple model approach, it will be built automatically.
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DwnUndr
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Post subject: Posted: Sun Apr 19, 2009 3:01 am |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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One thing I hope you do is make ship collisions more like Descent 3 and less like Freelancer. In FL when you collide with a planet or station you stick to it and can't turn and graze your way off of it, burning away your shield and hull until you come to a stop and reverse. In D3 you simply bounce.
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Lancer_Solurus
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Post subject: Posted: Sun Apr 19, 2009 4:13 am |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Well, thats what the recoil value is for, you hit it hard and you will bounce off of it at 10% of your forward speed.
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DwnUndr
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Post subject: Posted: Sun Apr 19, 2009 4:48 am |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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Sounds cool! But think about this:
Solid parts built as a maze, I wanted to do this for freelancer since I have built many D3 levels. But it doesn't work in FL because of the 'stickiness'. Recoil would spoil it too.
Basically a flying skill arena, different sizes for different sized ships. A corridor and a hard left turn, a corridor and up etc, you get the idea. You could even make a special station where you have to navigate this to get to the dock before you can exit the ship. But you would have to be able to bump the walls and still be able to turn your ship rather than getting stuck to the wall or recoiling backwards and spinning.
Just thinking out loud while you are still in the build phase. 
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Lancer_Solurus
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Post subject: Posted: Sun Apr 19, 2009 4:58 am |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Never had the sticky problem as u are describing even in FL. I only added the recoil in GE because I wanted it to stop the player when they hit something too hard, it sets the player velocity to 0. Unfortunately FL does not have that, it simply sets the velocity to 0 without a recoil. The stickyness you are getting is something I have yet to encounter, I was always able to detached from any object I ran into using strafing or simply reversing my engines.
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DwnUndr
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Post subject: Posted: Sun Apr 19, 2009 5:42 am |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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I guess you would have to play a bit of D3 to see what I mean.
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Lancer_Solurus
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Post subject: Posted: Sun Apr 19, 2009 3:42 pm |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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Unfortunately I only have 1 and 2, never bought 3.
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DwnUndr
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Post subject: Posted: Sun Apr 19, 2009 6:44 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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Lancer_Solurus
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Post subject: Posted: Tue Apr 28, 2009 2:55 pm |
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Joined: Tue Feb 26, 2008 11:46 am Posts: 79
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