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Ambrosia should port Escape Velocity to Xbox Live
Why Not?
Putting this game on Live (or if you really hate Microsoft, The Playstation Network instead) would expose it to a brand new audience and breath life back into it. I would definitely buy this game AGAIN just to play it on my TV (which is bigger than my computer screen.)
I am new to these forums and am surprised this idea hasn't already been brought forward.
This idea has been brought forward before. If you can figure out how to remap Escape Velocity's controls to a gamepad, as well as figure out how to port it to any of the console platforms, contact Ambrosia then.
@mackilroy, on Jun 11 2008, 12:51 PM, said in Escape Velocity On Xbox Live:
Without putting to much thought into it immediately, I would say EV's controls would map fairly easily onto a gamepad.
As to HOW to port it, I am no programmer but...
This would not be the first classic Mac game to jump to Live. I am fairly sure you're aware of the port of Marathon: Durandal on to Live not to long ago. Maybe if the people at Freeverse got in touch with the people at Ambrosia they could work something out. I'm only speaking as a consumer, not a developer so I probably am oversimplifying things, but it doesn't seem to far fetched does it?
Yes, I'm aware of the port. However, EVC/O/N all use considerably more keys. For example, in EVN there are 34 keys used in the game, and being generous with the buttons on an Xbox 360 controller, that gives you fifteen. While button combinations could be used, that would be unwieldy in a game like EV. Though you could use the sticks to substitute for four of the buttons, that still gives you a lot of extras you can't use.
@mackilroy, on Jun 11 2008, 01:24 PM, said in Escape Velocity On Xbox Live:
Alright you are gonna drag it outta me. Here goes my controller scheme.
The 360 controller can actually be said to have 16 buttons, not counting the guide button so we will go ahead and name them all for reference;
Left Bumper Right Bumper Left Trigger Right Trigger Left Click (Clicking the left stick) Right Click (Clicking the right stick) Crosspad Up Crosspad Down Crosspad Right Crosspad Left Back Start X Y B A
Now for the controls needed in EV
EV_Control_Screenshot.JPG (48.39K) Number of downloads: 40
As you said, 34 distinct commands
Let's start assigning!
We can eliminate the first 4 by assigning them to a stick, let's say the left one. We'll also go ahead and assign AFTERBURNER to the left click so you can use it while manuevering without having to use another finger.
I say we assign AUTOPILOT to the left trigger since it is something you usually hold down while using.
Let's assign HYPERSPACE MODE to the Right stick. I'd say you thumb up on it to bring up the mini map, choose your destination by moving the stick (HYPER SELECT) and actually JUMP with Right Click.
NAV SYSTEM OFF, I would make that a hold down of two seconds for the Y button
COMMUNICATE, the X button
LAND/DOCK, the Right Trigger
FIRE PRIMARY, the A button
FIRE SECONDARY, the B button
SELECT SECONDARY, the Left Bumper
WEAPON SAFETY, hold down Left Bumper
TARGET SELECT, the Right Bumper
CLOSEST TARGET, hold down Right Bumper
ESCORT MENU, hold down Crosspad Down
ATTACK TARGET, Crosspad Up
DEFEND ME, Crosspad Down
HOLD POSITION, Crosspad Left
RECALL, Crosspad Right (DOCK, hold for 2 seconds)
PAUSE, the Start button
ACKNOWLEDGE, hold X for 2 seconds
BOARD, the Back button
JETTISON CARGO, EJECT, and SELF DESTRUCT would be options in the pause screen
CLOAK, the Right Trigger
GALAXY MAP, the Y button
PLAYER INFO and MISSION INFO also on the pause screen.
SHOW FRAMERATE, sorry but I would just leave that one out.
I understand that reading the layout like this can be pretty confusing so I'll try and make a picture to post later. But since I came up with a control scheme, I think it's only fair that you tackle the other half of the problem.
You've ignored the problem of porting the game to the Xbox 360.
@mackilroy, on Jun 11 2008, 03:21 PM, said in Escape Velocity On Xbox Live:
I thought we had an understanding, I get the controller scheme, you get the port.
I honestly would like to pursue this further but how exactly do you get in touch with the people who would be interested in this?
@dirty-violator, on Jun 11 2008, 03:48 PM, said in Escape Velocity On Xbox Live:
Sorry, but the game engine is Matt Burch's. I believe his life was threatened by his wife were he ever to do anything with it ever again. So looks like it's not gonna happen.
You'd have to find someone capable of doing the porting, you'd have to be able to pay them, so on and so forth, then you'd have to go to the people who created the game (ATMOS/Matt Burch) and somehow convince them to let you port it over. After that you'd have to pitch it to Ambrosia and Microsoft, and get approval. Then you port it, release it, and see if anybody buys it.
It's a lot of work.
Yeah, apparently she either doesn't like her husband ignoring her needs in favor of code and compilers, or doesn't like him running himself ragged trying to make it all work, possibly a combination of the two.
This post has been edited by CaptJosh : 11 June 2008 - 03:32 PM
You only really need a few keys. Not to say I endorse this idea or think it would ever possibly happen.
Left Forward Land (some kind of pointer and selector button, like a mouse) Fire Primary Hyperspace-route-select Jump
Only six keys and a mouse equivalent and you can complete nearly every possible mission. A board button would take care of the other missions. Other features, like being able to turn right, selecting a secondary weapon and fire it, being able to bring up a map, etc., would be nice, but are not required.
@mackilroy, on Jun 11 2008, 04:29 PM, said in Escape Velocity On Xbox Live:
True, but I think that if there was enough demand for it Ambrosia would make it happen or at least look into the possibilities. Unfortunately it looks like I am the only one enthused by the idea.
You could get a hold of the free software Microsoft released (XNA?) and make it yourself.
@dirty-violator, on Jun 11 2008, 09:05 PM, said in Escape Velocity On Xbox Live:
No, this is about the 500th "Ambrosia on X-Box Live!" topic there's been. But Ambrosia doesn't actually make games, it just produces them. And the guy who made EV isn't going to do anything more with it. Likely ever.
Matt Burch has been, on pain of death, forbidden by his wife to do any more work on the EV game engines.
@captjosh, on Jun 14 2008, 01:39 PM, said in Escape Velocity On Xbox Live:
We could threaten him with insanity (worse then death)?
Seriously though: Is there any need to port it? How many people who have an x-box 360 don't have a computer (you don't even need the internet on it). You've played the game and enjoyed it so recomend it to them (or your friends at least?)
Plus I don't think Ambrosia are going bankrupt any time soon so it's not like they need to put EV on a different "market".
This post has been edited by undead_shadow : 17 June 2008 - 05:38 AM
undead_shadow: no.
And yes, if you're going to put Escape Velocity onto the Xbox, porting is mandatory.
@mackilroy, on Jun 17 2008, 10:21 AM, said in Escape Velocity On Xbox Live:
awwww :rolleyes:
I think you'd have an easier time starting from scratch. Not least for reasons of licensing! EVx is quite an old game now, and while it was ground-breaking in its time, the things you'd need to create a clone are a lot more commonplace nowadays. 3D modelling tools, for example.
Would that be theft of intellectual property? Not if you were creative enough to come up with your own setting, look, and feel. Space trading goes back to Bell & Braben's 'Elite' - maybe further. Top-down space combat dates back to 'Asteroids' - again, maybe further... there's not a whole lot about any of the EV games that you wouldn't be able to replicate. Just as long as you don't fill your universe with Emalgha, Voinians, the Strand War. That really would be weak. Not least because we've all played those games to death.
Think of this as an opportunity to redesign the game. Build in more commodities. Allow more than four planets in a solar system. Put equipment mass in kilos instead of tonnes, so you aren't restricted to missiles weighing zero, or multiples of a tonne. Allow shields with different properties against different weapons? Gravitational effects near black holes? Allow events to change the politics of the galaxy over time, regardless of the player's actions? Make planets much, much bigger, and make ships handle differently while over a planet? And so on... enjoy the possibilities - don't just make a clone!
Some elements of the EVx franchise should be retained, I think, including:
The ability to outfit ships with a variety of equipment
Capturing ships, hiring escorts, looting wrecks
Campaign play that changes the politics of the universe
Lots of missions
Capability for players to create new content
I don't remember on EV, but in Nova, you CAN have more than 4 spobs in a system (planets, stations, whatever). You just can't target more than four of them using the number keys, so they're a pain.