[Xsera] Other Xsera Read, discuss, and be merry.
#52
Posted 03 December 2008 - 12:47 AM
(x)enos. Awesome in a can. Without the can, though.
#53
Posted 10 December 2008 - 02:27 PM
prophile, on Dec 2 2008, 02:23 PM, said:
Just thought I'd ask to see if there are/were any plans down the road for in game 3D modeling , or would that rendering .
One more question i have is this , will there be an increased object maximum in game? Because the current limit is a bit low for some of the missions with asteroids in them , say chapter 17 for example , after a while there are to many asteroids to build any more ships or shoot anything for that matter , or in some 3rd party scenarios where a huge fleet of ships jumps in.
#55
Posted 13 December 2008 - 08:41 PM
#56
Posted 14 December 2008 - 02:27 AM
Dark.Revenant, on Dec 13 2008, 05:41 PM, said:
Actually, you'd be surprised. I don't have the actual numbers, but prophile has run tests and the limits would surprise you (assuming that you want 30+ FPS).
We'll see how things go, but with the upgrades we're giving this thing, I wouldn't be surprised if it has system requirements.
(x)enos. Awesome in a can. Without the can, though.
#58
Posted 14 December 2008 - 01:59 PM
This goes along nicely with a few other interesting little quirks that old Ares has.
#59
Posted 14 December 2008 - 02:31 PM
Also, on a completely unrelated note, I can do various effects, such as explosions, shields, and weapons/projectiles for this project if you need them. Several years ago (obviously, I have a lot more experience now), I made the "Shields" and "Explosion Revamp" EV Nova plugins, if you guys are looking for something of a portfolio.
This post has been edited by Dark.Revenant: 14 December 2008 - 02:35 PM
#60
Posted 14 December 2008 - 03:11 PM
Lord Commander Anic, on Dec 14 2008, 10:59 AM, said:
We're planning to "unlimit" this game, meaning that the only hindrances to having 80 people on one multiplayer game will be your hardware. Hopefully. Of course, that's easier said than done.
(x)enos. Awesome in a can. Without the can, though.
#61
Posted 15 December 2008 - 05:08 AM
adam_0, on Dec 14 2008, 08:11 PM, said:
That is extremely sexy sir- I wish more people did that when making games.
this will be excellent
#62
Posted 02 January 2009 - 10:55 PM
'prophile' said:
This carries some major advantages. Multiple projects using the core engine means it gets far more in the way of updates to keep it running efficiently and with plenty of features for us happy developers to use. The engine is called Apollo, and, incidentally, if any of you are thinking of making a game any time soon, it's there for you to use!
Whoa, this is major. I had my doubts, but building Dawn of Infinity on top of a separated Apollo engine might actually work. I heartily approve of going in this direction. I should check out the IRC room sometime.
#63
Posted 04 January 2009 - 11:22 AM
Captain Bob, on Jan 2 2009, 07:55 PM, said:
Yeah, come sometime. Also, you can download the latest build (although it's not stable at the moment) from github, link in the FAQ.
(x)enos. Awesome in a can. Without the can, though.
#65
Posted 05 January 2009 - 09:03 PM
Captain Bob, on Jan 3 2009, 03:55 AM, said:
Agreed. Having a generic "space combat engine" is a great idea. Given how many people like writing space warfare games, I can see it becoming a font of fun. Particularly if EV fans like Captain Bob write up a "space RPG engine" that adds onto it, allowing EV-style projects to be easily created. Hell, I can see people writing up a "space strategy engine" (a la Star Control I) which then make use of the combat engine to give people direct control over battles...
The One and Only
Ares Webboard Moderator, and all-around Nice Guy
#66
Posted 06 January 2009 - 11:08 AM
Sundered Angel, on Jan 6 2009, 02:03 AM, said:
Empire at war meets ares?
#67
Posted 14 January 2009 - 09:43 AM
zamzx zik, on Jan 6 2009, 08:08 AM, said:
What I always loved about Ares, and missed greatly in Empire at War, was the ability to take direct command of any vessel on the fly. In EaW, the ships don't always behave like they are ordered to, often breaking formation to go on personal vendettas/suicide runs. I don't appreciate their overzealous enthusiasm, especially when they go 1-on-1 with their DIRECT counter and are quickly annihilated. I often wish i could take over for myself. Ideally, the player would start at the helm of the most powerful ship in the fleet, just as the "fleet commander" units already do.
Then again, I'd be happy just having a group of people to play against. The Petroglyph mac community is nonexistent.
#68
Posted 21 January 2009 - 12:57 AM
(x)enos. Awesome in a can. Without the can, though.
#69
Posted 21 January 2009 - 01:16 AM
I'm certainly no expert here... I just don't want to end up with performance issues on computers with relatively weak GPU's. I suppose the shaders could always be optional though.
I have faith in you guys
#70
Posted 21 January 2009 - 02:51 AM
"We don't live to work. We live to live, work is just something that we have to do to live." -Chamrin
#71
Posted 21 January 2009 - 10:01 AM
redsteven, on Jan 20 2009, 10:16 PM, said:
The policy is "no significant changes on the graphics for the original remake", which still holds true: there will be a button (read: really big red button) that will allow all preferences and settings to default back to Ares-like settings (or something of that sort) - hopefully for a very authentic experience.
(x)enos. Awesome in a can. Without the can, though.
#73
Posted 21 January 2009 - 06:05 PM
I don't have anything against adding optional spiffy graphics - it would be pretty cool, actually.
So what do you guys think about implementing actual missions and stuff? Once the Engine is up and running, is adding in the original campaign going to be a cakewalk (relatively speaking, of course)?
Or is it going to take some serious effort to find out all the triggers and stuff that were in the original campaign and port them over?
#74
Posted 21 January 2009 - 09:05 PM
redsteven, on Jan 21 2009, 03:05 PM, said:
I don't have anything against adding optional spiffy graphics - it would be pretty cool, actually.
So what do you guys think about implementing actual missions and stuff? Once the Engine is up and running, is adding in the original campaign going to be a cakewalk (relatively speaking, of course)?
Or is it going to take some serious effort to find out all the triggers and stuff that were in the original campaign and port them over?
Here's what I'm imagining (and this is not something I've collaborated with everyone else, so it's easily subject to change): after the first demo, major overhauls will go underway to allow for the usage of all the ship and weapon data, allowing us to rapidly import them using Pallas' data (in fact, I've been working on getting this ready in between working on other things). As soon as that system is in place, the second demo will be released (with lots more features than the first). After that, AI and triggers should be the biggest items on our plate.
(x)enos. Awesome in a can. Without the can, though.
#75
Posted 21 January 2009 - 11:37 PM
prophile, on Jan 20 2009, 11:51 PM, said:
How old would something like this work on? My PowerBook's Radeon 9000 (64 MB)? My G3's Rage 128 (6 MB)? If this is what I am imagining, my 1 GHz PB might struggle a bit.
Github won't let me download anymore. It says "This repo is too large to generate a tarball. Our new download system is in the works. Sorry about that." Zip didn't work either.
"Reality doesn't care if you believe it." -Boba Fett
Ares X