Mastodon

8.1.14

My coding project, part IX

Searching for life

Having only asteroids and ships wouldn't be that exciting content for a game. In this phase I decided that maybe a single planer per sector would be enough. Especially as my sectors were only 1024x1024px, you couldn't fit many planets there anyway. Maybe later the scale will be a bit more grand, we'll see.

In the first iteration of my game project the planet was rendered as a pygame.circle, but it looked a bit sad, because all the other gameobjects were antialiased polygons. So, rather expectedly, I decided that my planets would be (at this point at least) 16-edged polygons. Otherwise the planets are just like the asteroids, they just don't move or spin.

According to a fuzzy mental image a guy I know asked in the comments (in the finnish version of this thing) much, much earlier something about the planet types. So I pulled a few (for example: industrial, farming) out of my nonexistent hat. In the future they'll get more attributes as just type, mass and population don't really get us far. Oh, and to somehow simulate the effects of those cobalt-shelled bombs, I guess that (background) radiation should be one of them... Muah muah muah.




What next?

Physics

I guess I'll return to the QuadTree and collision checks next. After the collisions are handled, the deflections need to be worked on so that they'd work sanely. And of course I have to fix the ship's acceleration so that flying would feel a bit more real than the current jerky movement.

Weapons, destruction, death

When I've at least started with the collision checks (so I can test them), I guess I could proceed to work on some sort of a weapons system. Death rays may not be the first ones, anyway, but autocannons or missiles are much more likely. We'll see what tickles my fancy at that point.
Those also need to be tested on something, either asteroids or my dummy spaceships. I believe I'll start with the asteroids, because they'e mostly done already, or that's what I tell myself at night.

Odd ideas

How can a player dock to a space station? Or can the player do absolutely anthing with a planet?
I got an idea from the old, fun Zone 66. In it if you flew slowly enough over a landing pad, you'd land on it and if you went too fast you'd just fly over it. The exact same could work here: flying slowly enough by a space station would put the game in a docking / docked mode. Or flying slowly over a planet (no, you can't crash into a planet, they're on a different z-plane in this game) would put the game in an orbit mode where you could do things.

Up to this moment my only absolute requirement regarding that is known as orbital bombardment. Of course the player has to be able to sow his/her arch-nemesis' home planet full of mutated bubonic plague if they so desire. Naturally this requires the planets to have some sort of methods to defend themselves against all kinds of psychopaths with bioweapons and low moral standards. Methods such as the planet's surface bristling with missile silos, ion cannons standing by, swarms of fighters on their launch pads and orbits packed with armed weapons platforms. This is a good place to start with, right?

Everybody (I do at least) hates those telepathic factions in games. These well-known buggers know instantly if you have, for example, robbed their brother on the other side of the known universe without anyone seeing/hearing and get raving mad at you. If I managed to avoid this, I'd be ultrahappy.

A distant dream?


As a funny example: you attack a cargo freighter and sneakily kill its only escort with a lucky surprise attack. You murder the crew, steal the cargo and escape. No one has seen anything, no emergency broadcasts could be sent because everything happened so fast of your scrambler overpowered their weak radio transmitter's signal. Your pre-existing wonderful reputation is still unstained and why not? In the eyes of the whole galaxy you're still the saint they believe you are.
Or at least until you start selling the potentially recognizeable cargo...


This is what I've been pondering in my sick mind.


No comments:

Post a Comment