Customizing CS for Space Opera physics

Originally I wanted to make an FF style game, but due to the radical unknowns (You all know what they are.) I was forced to put that project to the side until CS came out and I could see for myself.
Now I'm working on a spaceship flying, galaxy faring, blasting the crap out of aliens type thingy. I was just wondering how hard/easy it would be to alter stuff around to accomidate for the physics in space. (i.e. slowly building up speed as you thrust forward and not being able to stop unless you turn around and thrust in the opposite direction.)

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Just when I was finally sure that Mario and Princess Toadstool were about to get it on, she has to go and and bake him a freaking cake! NINTENDO SUCKS!!!

(This message has been edited by VGmaster0 (edited 06-07-2001).)

Actually, it really sounds like you ought to go memorize the EV Nova Bible, and then make a plug-in for Nova.

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Will I be the willow or the rod? You decide.

Why make a plugin for an existing(in the future anyways) game when you can make a separate game that no one can add to(other then the writer or a hacker) and that can be played on PC(if the writer so chooses)? With a separate game, you could not only have more features, but you could also likely write your own AIs, have special events(like you blow up a dreadnaught, and have a bunch of ships come in to repair you, refuel you, and attack any remaining fighters), and have planets that turn into giant space amebas and try ti eat you for breakfast.(?)
And besides, you can have full rights to your game, while at best you can have full rights to everything in your plug, and replace only most of the EVN text, graphics, etc. As well as having different ways of controling your ship.
You could have reverse thrusters(show your ship without turning around), stealth and cloaking(separate effects), a larger galaxy(limit wise), or even just have one densely packed (set of) solar system(s), rather then a while galaxy.

(This message has been edited by Mouse (edited 06-11-2001).)

Wrong. Making a plug-in for EVN would take 1/10 the time to produce the same result in Coldstone, if it was even possible. Can you imagine 100 coldstone sprites on the screen for shots? You'd be lucky to be getting 2fps. Coldstone just doesn't seem meant for creating space fighter shoot-em-up games...

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We shall accept payment in a large briefcase. American dollar good for this purpose. LARGE briefcase, remember. -- forge

It's not just a space fighter shoot-em-up game, It's allot more like an RPG than what your talking about. It's mostly about uncovering buried plotlines, forming diplomatic relations with ohter species and hunting down items and sites that help you to do those other two things. Ship to ship combat is not really all that common, though there's certainly enough of it to get your fill, And there will never be more than four ships on screen at once.

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Just when I was finally sure that Mario and Princess Toadstool were about to get it on, she has to go and and bake him a freaking cake! NINTENDO SUCKS!!!

And by the way, what is EVN?

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Just when I was finally sure that Mario and Princess Toadstool were about to get it on, she has to go and and bake him a freaking cake! NINTENDO SUCKS!!!

(url="http://"http://www.ambrosiasw.com/news/upcoming")www.ambrosiasw.com/news/upcoming(/url)

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Will I be the willow or the rod? You decide.

Quote

Originally posted by VGmaster0:
**And by the way, what is EVN?

**

EV Nova is the threequel to Escape Velocity and EV Overrrdie.
If you haven't played them yet then download it now.

You will do yourself a big favour.

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The greatest author: Douglas Adams 1952-2001