Onions
Newbie
- Joined
- May 13, 2003
- Messages
- 849
- Reaction score
- 0
Need modellers/skinners for this project, email me at [email protected] if your interested or pm me on these forums.
Resonance is a futuristic space combat modification. I know how you all like to see people's ideas on here so here they are
GamePlay
I aim to provide a multi-layered approach to gameplay complexity. The first layer comprises of a simple yet effective simulation in which players may instantly pick up on and get straight to the action. This will consist of an accessible control system, simple physics and an easily understandable graphical user interface. The second layer is where things get more complex, with the physics simulation becoming more intricate along with ship customisation. This, I believe, will provide a successful learning curve. Players will start a game and slowly discover the more complex gameplay features, giving them something to work towards. Furthermore, there will be 3 game modes. “Battle Mode” is simple deathmatch action at its best, in space. “Clan Mode” features team based objectives allowing clans to form and compete in our official ladder. The final mode will not be revealed to the public yet, but you will like it, and it will probably be played the most.
General Look
Ships will be simple yet modular, allowing more advanced players to tweak their ship the way they want it by adding/removing parts. Reasonably low poly stuff to keep frame rates up, but this will involve some amazing texture work. Same goes for level design; simple hence fast yet reasonably detailed. User Interface will be functional, clear and easy to get to grips with.
Combat
Most of the combat will be 1 on 1 dogfight action. Short range weapons will be more powerful than medium-long. Ships will have a limited amount of energy that will be regenerated over time. This energy will be used for weapons, shields and other abilities, thus creating an added dimension to gameplay in which players must manage their resources carefully.
Physics
Players will be able to perform certain manuevers with their ship. The first that springs to mind is a boost. This will last around 3-4 seconds and will consume energy. Ship handling will be as expected in a frictionless medium, although momentum will be dampened to enhance the simplicity of the control system. More obvious physics simulation concepts include collision etc
Ship Concept
The ships in this game are one-man space fighters. Each will have 1 or more engines on the back of the vehicle from which a particle effect will be emmitted. They must look relatively aerodynamic.
Any questions, feel free to ask. Concerning your doubt of the current team's ability, I led and coded a space combat mod for HL1 (which we gave up after a few sexy alpha builds in favour of HL2), modeller worked on BattleCruiser 3000 or something like that
Anyone is welcome, give me examples if you can though it isn't necessary.
Cheers!
Resonance is a futuristic space combat modification. I know how you all like to see people's ideas on here so here they are
GamePlay
I aim to provide a multi-layered approach to gameplay complexity. The first layer comprises of a simple yet effective simulation in which players may instantly pick up on and get straight to the action. This will consist of an accessible control system, simple physics and an easily understandable graphical user interface. The second layer is where things get more complex, with the physics simulation becoming more intricate along with ship customisation. This, I believe, will provide a successful learning curve. Players will start a game and slowly discover the more complex gameplay features, giving them something to work towards. Furthermore, there will be 3 game modes. “Battle Mode” is simple deathmatch action at its best, in space. “Clan Mode” features team based objectives allowing clans to form and compete in our official ladder. The final mode will not be revealed to the public yet, but you will like it, and it will probably be played the most.
General Look
Ships will be simple yet modular, allowing more advanced players to tweak their ship the way they want it by adding/removing parts. Reasonably low poly stuff to keep frame rates up, but this will involve some amazing texture work. Same goes for level design; simple hence fast yet reasonably detailed. User Interface will be functional, clear and easy to get to grips with.
Combat
Most of the combat will be 1 on 1 dogfight action. Short range weapons will be more powerful than medium-long. Ships will have a limited amount of energy that will be regenerated over time. This energy will be used for weapons, shields and other abilities, thus creating an added dimension to gameplay in which players must manage their resources carefully.
Physics
Players will be able to perform certain manuevers with their ship. The first that springs to mind is a boost. This will last around 3-4 seconds and will consume energy. Ship handling will be as expected in a frictionless medium, although momentum will be dampened to enhance the simplicity of the control system. More obvious physics simulation concepts include collision etc
Ship Concept
The ships in this game are one-man space fighters. Each will have 1 or more engines on the back of the vehicle from which a particle effect will be emmitted. They must look relatively aerodynamic.
Any questions, feel free to ask. Concerning your doubt of the current team's ability, I led and coded a space combat mod for HL1 (which we gave up after a few sexy alpha builds in favour of HL2), modeller worked on BattleCruiser 3000 or something like that
Anyone is welcome, give me examples if you can though it isn't necessary.
Cheers!