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now that evolib is open source, this could be a great starting point for an open source (net)ev project. what do you people think about that?
sebek.du.law
(url="http://"http://homepage.mac.com/sebek/")http://homepage.mac.com/sebek/(/url) - at the moment home of EVOLib and EVArena (url="http://"http://www.sebek.de/evolib/")http://www.sebek.de/evolib/(/url) - down at the moment
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I think net EV would be cool, but everyone is a jerk about it.
------------------ You're unique, just like everybody else.
Those things, those things! They're all around, they hide in the corners until they see light...
Alright Sebek. We'll do an open source project. Your Lib is really, really, really good. But I'm not terribly sure how plugins will work in netev unless your not planning on making it a large multiplayer setup but rather a small group game.
But I'm easy with whatever you want to do. Just set something up and I'll contribute whatever I can.
Tycho
------------------ Where the Hell's my roof?
what about multiple game options. one where it's like an online game and another option would be like helian wars for multiple players. the host chooses a plug that has a few or one system with stations that have tech levels. the weapons would be same as the current EVO and would be stored on the HD. the plug would act like it does know. when you enter a room the host tells the clien program the plug - name, size, etc.. - and the client scans a "Plug Folder" on the HD for the plug. if it isn't there the host transfers the plug to the client. ---- basically a system like SC.
------------------ (url="http://"mailto:JAce21@chollian.net")mailto:JAce21@chollian.net(/url)JAce21@chollian.net
OK, that sounds good. Is it just me and you, sebek, working on this? Should we use different sprites or just ev/evo's ones?
Quote
Originally posted by Tycho: **OK, that sounds good. Is it just me and you, sebek, working on this? Should we use different sprites or just ev/evo's ones?
**
You might run into copyright problems if you use the ones in EV/O. Besides.... they're pretty old and don't look too good.....
Tycho **
if you want help on this i'll offer whatever i can. i haven't ever worked in realbasic but it can't be too hard to learn after c and euphoria (great language, can't wait for them to port euphoria to mac)
------------------ if tin whistles are made of tin, what's a fog horn made of?
(my $.02 on this subject- this thread seems as gud as any)
making games is like fighting in Vietnam- the simple plans work best.
independent pilot files for multiplayer simply cannot work with the time differences among the many facets of the game. a standard clock for the game would work, but then you have to deal with the idea that the game loses the whole facade of appearing real.
ideas that could work:
in a normal game, having another user act as a pilot AI for an escort- perhaps to shepheard the rest of the convoy away from a battle or act just as a fighter- should the user get killed, he could opt to be regenerated as a fighter. if the server (primary user) get killed, a fighter could pick up the escape pod or just run off with the credits and start a new pilot file, now with a resumé in his or her pilot file that includes "figher pilot for the SS Victorious from 2355-2358"
somewhat like pokémon before it, just turn the game into a massive arena stadium where people can join in Melee battles online with options like automatic regeneration, (integrated music,) asteroids, sensor interference, AI pilot type and number, time limit, etc. it would be like any other multiplayer arena game, only faster and easier to play.
make EV like battle or bungie.net- the host uses a host pilot file (e.g.- he has a crecent warship) and a guest uses a 'guest' file (e.g.- he has a cherried out UE fighter). the host advertises for escorts online, and actual players respond with demands for compensation (or free if they just want a good fight) and resumes (if they wish to have one). perhaps expand the spaceport for 2 or more escorts/fighters- add roulette, poker, keno, more slots, allow the pilots a certain 'a cut of the profits' to upgrade their personal ship files. pilots could betray their hosts, fight, break away from the group, herd other escorts, etc. missions could be as simple as completing EV base missions to as complex as rasing funding through piracy to raise an army of warships to conquer New Mira. Pilots could have a resume on their guest file to offer as proof of jobs completed honestly and efficently.
if done correctly, EV COULD become a real multi-player game.
That's basically what we've come up with for game play. This thread was mainly for the programming side of it though.
Thanks anyway,
there will be no problem with the copyright's unless we do not deliver their things wit our distribution. everyone will have to install the plugins for himself.
the sprites of an individulal ship will be submitted while entering the system, as well as the ships attributes. only normatic weapons can be used.
i think the main problem would be the traffic on the servers. so every server should have a limit of 50 users. The universe will be a lagre network of servers. when a user tries to enter a full system he get the response that the traffic in thi system is to high to allow the ship entering their space. the server should also have a reserve of 5 connections to let people just pass the system. if the player has to deliver cargo into the system he can call some kinda droid ship from the system to give it the cargo. and it will deliver everything to the specified destination
but that's far away... i think tycho and me will concentrate our forces onto HelianWars for the moment. ok?
sebek
------------------ -- live and let die...
Just a note for those who aren't aware yet, I've started a mailing list on behalf of everyone interested in this idea, simply to keep traffic from the RB lists, and to hopefully bring all resources for this task together.
You can join the list by visiting (url="http://"http://rbev.listbot.com/")http://rbev.listbot.com/(/url) and subscribing.
At present talk is focused on some basic ideas as to how to implement the game. Design is crucial for any large project, such as this, so most emails are currently running along the lines of "Wouldn't it be cool if...". The idea is that soon, as real code is developed, bits and pieces will be assembled by pretty much everyone to form a working, playable product.
My contribution to this in the very near future will be a huge library of 3d models, plus networking code, and possibly the server network required to support the game itself.
If you want to contact me about this, email me at sys123@dingoblue.net.au.