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Messages - Christian Knudsen

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2716
Development Discussion and Suggestions / Re: Mission messages wanted!
« on: October 15, 2007, 03:52:52 PM »
I can't use a random character name (or a random ship name, for that matter) in the message, since character names can be up to 30 characters long, and the entire message itself shouldn't be longer than 30 characters. Random base and system names won't be longer than 13 characters, so they are ok.

The rest are great, though!

Quote from: "Nikolai"
Do all of the messages have to be serious?  Or do you want some jokes thrown in there?


Well, a few humorous ones wouldn't hurt as long as they don't pull you out of the gaming experience and still fit within the gaming universe.

2717
Development Discussion and Suggestions / Re: Mission messages wanted!
« on: October 15, 2007, 11:35:32 AM »
Very nice! I've added them all to the game.

2718
Development Discussion and Suggestions / Re: Mission messages wanted!
« on: October 14, 2007, 01:31:25 AM »
These are great. Keep them coming! :D

2719
Development Discussion and Suggestions / Mission messages wanted!
« on: October 13, 2007, 01:32:54 PM »
Hi all!

For version 0.2 I'd like to add a greater variety of messages for the "deliver message" missions. If you have any suggestions, please post them here or send me a PM. The messages shouldn't be longer than 30 characters. So far I have these messages:

'everything is ready as ordered'
'happy birthday'
'the shipment will be late'
'prepare for the next stage'
'the plans have been altered'
'stay away from ' + RandomBaseName
'meet me at ' + RandomBaseName

2720
Bugs / Re: Windows XP x64
« on: October 04, 2007, 03:26:58 PM »
I've looked into converting to GNU Pascal or Free Pascal, but I'm pretty sure that's not going to happen. I'm using a lot of assembler and interrupt routines that won't work in these compilers. So, I'll stick with BP7.0 and DOSBox.

2721
Quote from: "Nikolai"
Or making it prohibitively expensive to keep upgrading might frustrate those who are stalled in fixing and upgrading their ships or buying new ones.  Or perhaps a hackable transponder can be hacked by more than just you, meaning that very rare but exceptionally skilled hackers can change your profile without your permission from a distance.  (Imagine being changed to look like a Kilrathi vessel close to a military base.)


Yeah, those are interesting possibilities. :)

Quote from: "Nikolai"
I can't help but wonder if this kind of thing could be built more deeply into this game (as long as the extra complications didn't detract from gameplay, of course).  I always thought it slightly disappointing that the only "software" you could buy in the original Privateer were maps of the local systems and quadrants; surely, space pilots would depend on software to do so much more than that in the future!


Another piece of software you could buy would be computer controllers for turrets. They could even come in three different price ranges -- the cheapest wouldn't be very precise in its targeting, while the most expensive would be very precise.

2722
Bugs / Re: Windows XP x64
« on: October 01, 2007, 10:37:33 AM »
I compiled in Borland Pascal 7.0 protected mode, which is 16-bit. I'm currently investigating whether or not it would be possible to convert to GNU Pascal, which is 32/64-bit.

2723
You can already buy a cargo expansion that increases your cargo hold with 50%. It's in the manual, however I forgot to write in the manual that you can't buy the cargo expansion for a Demon or Centurion.

Different afterburner levels won't make it into the game. The way the game engine is set up only allows for a max speed of 900 KPS. Only gun shots can travel faster. It's all tied to how often the screen refreshes. A gunshot actually moves one square every time the screen refreshes.

I really like your configurable transponder idea. Something like that will likely be added to the game at some point. There should be a downside to it, though, as it would otherwise be too powerful. Maybe like you said; distance is a factor in how effective it is. The closer other ships are to you, the easier it will be for them to identify you correctly. And maybe the transponder hack mechanism uses a lot of energy, so your energy reserves will be depleted quickly. You'd then have to make a choice between using the hack and not have energy for guns and afterburners, but hopefully fooling your enemies -- or not using the hack and just engage in combat.

2724
General / Re: Unusual Game Facets
« on: September 28, 2007, 03:01:24 PM »
Ground combat won't be like in space, where there are often hostile ships attacking you. You'll mostly be involved in ground combat if you choose an "assassinate" mission from a fixer that involves killing a character on a base, or if the plot requires it. Or you might have broken some law and the confed police force will come after you on a base. Maybe some bases will have a "no guns allowed" policy, and if they discover you're carrying a weapon, they will try to arrest/kill you? I might make pirate bases more hostile, so that you risk them attacking you if pirates in general are hostile towards you.

As to sleeping on your ship... This will probably be added some time in the future. The character combat parts will enable the possibility to disable and board other ships (and engage in character combat on board the ship), which will also make it possible for you to walk around on your ship (depending on its size!). I'm thinking it should be possible to have part of your cargo hold converted to sleeping quarters for a price. You will then be able to just walk to your sleeping quarters on your ship an take a nap. I'm not sure how I'll handle enemies suddenly attacking you during sleep, since if I have to simulate everything going on in space while you sleep, the sleeping procedure will be pretty slow. I'll probably just add a random risk of a ship appearing and attacking you.

2725
General / Re: Unusual Game Facets
« on: September 25, 2007, 11:47:00 PM »
Quote from: "Nikolai"
"Right now"? Tantalizing!


Well, sleep will also tie into the character combat part of the game. I will start working on that aspect after the release of version 0.2. Much like classic roguelikes, your character will have skills and traits that affect combat. If he's too tired, it will have a negative effect on his skills, so sleep will also come into play there.

2726
General / Re: Impressive!
« on: September 25, 2007, 11:43:29 PM »
That's very interesting. It sure seems like a complex game with six different major storylines, each having branching minor storylines. I'm not sure how I'll handle the plot in Ascii Sector -- it might be completely linear, but I might also go with smaller 'quests' that can be completed in any order.

I'll play EV Nova some more when I get a bit more free time on my hands...

2727
General / Re: Unusual Game Facets
« on: September 24, 2007, 03:52:55 PM »
Quote from: "Nikolai"
* Why are there hotels?  Does sleeping in the game do anything at all?


Right now sleeping is only good if you don't like the missions that the guilds are offering. When you sleep, guild missions are still updated, so you can take a nap and wake up to find some new missions being offered. Commodities are also updated when you sleep. So, for example, if you need to buy 25 units of a commodity, but the base only has 20, you can sleep for a few hours and maybe there are more of that unit when you wake up.

Quote from: "Nikolai"
* Why is my credit balance recorded to the hundredth of a credit? For that matter, when did I spend a fraction of a credit?


Commodities rarely cost a whole number of credits.

2728
General / Re: Impressive!
« on: September 24, 2007, 02:46:54 PM »
Wow, that game is very similar to Privateer. However, I'm not gonna spend a lot of time playing it, as I would rather code than play. :)

How does the non-linear plot work in EV Nova?

2729
Bugs / Re: Crash on new game in Dosbox 0.65
« on: September 23, 2007, 10:43:00 AM »
I've just tested the different versions of DOSBox on a Fujitsu Siemens Celeron 3.06 GHz with 992 MB RAM and it seemed to run best in DOSBox 0.62.

2730
Bugs / Re: Crash on new game in Dosbox 0.65
« on: September 23, 2007, 08:56:10 AM »
Hmmm... That seems to be a file access problem. I wrote in another thread that I remembered DOSBox 0.65 as being better with file access, but I might be remembering wrong. When I played around with DOSBox there was one older version that couldn't handle files in my program at all. That might have been 0.65 and that's why it's stuck in my mind. I'll give it a try myself later, but in the meantime, try running the game in a different version of DOSBox.

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