"The problem is I am using GUI which doesn't have a math sign for ^2 so I have to use Pow(number, exponent)."
Just do dX*dX + dY*dY + dZ*dZ <= Rn
Already know that one too. Just sticking with the pow for the current time being. Later upgrades in optimization.
@Bibendus
Also another thought for making it work on line. I could make a system to make all units invisible by clocking them and only visible for certain players. It might affect visuals too much though.
Already know that one too. Just sticking with the pow for the current time being. Later upgrades in optimization.
@Bibendus
Also another thought for making it work on line. I could make a system to make all units invisible by clocking them and only visible for certain players. It might affect visuals too much though.
This won't work so well :|
Even making different map sections for each player you would have to duplicate the other players ships if one player comes near to another. You would need to share health and eventual movements and shots.
I think that using smaller units units to make the world appear bigger is a better solution.
I know. I need to show a different setup/duplicate of objects/ships for each person. Also, rotating of your main unit doesn't work when your unit moves.
I'll take your suggestions under advisement but I'm going to proceed my way first.
I don't think I'll be aiming for a shooter. Although units will be able to fire and attack other units the main objective will be different. You need to out-think your enemy. Gravity, asteroids, gas fields, ship tactical formations, attack or run, reconfiguration of your ship systems to give you an advantage (increase your ships AI [Drones, attack methods]), teach your AI to use tactics like set up mines and fire in another direction to trick the enemy, reconfiguration of your ship to give massive speed to travel in stronger gravity areas and maybe lead the enemy in and gravity will kill them, reconfiguration of your ship to focus on a few attacks instead of the whole arsenal (long range missiles instead of short for enemies too strong for close combat, point defense instead of range to counter drone attacks, etc.
The enemy can be much stronger then you and you will have no chance of killing it with a head on assault, on the other hand the enemy may be super weak but you don't want to waste resources shooting down a hard to hit target so you find another way to handle it.
Focus of the game will be configuring your ship before departing base/home/planet, then while your "out there" you need to make do with what you have. You can mine for resources to repair or increase your ships armor, get more fuel, etc., but your ships structure will take damage which requires going back to base. Also decisions on your ships configuration will effect many things much as trading more armor and mass for less speed and a increase in fuel cost. Now that I think about it, I guess the heart of the game is making money by being resourceful and out thinking your enemy.
Missions/Quests/Story-line/Epic quest: Sneak into a area (need to reconfiguration ship to minimize detection by lower energy use [weapons, special systems, etc.])
The ship itself will be very diverse:
Special systems/Factors:
Fuel & Reactor (uses fuel/limited supply)
Engines (MagnetoplasmaDynamic Drive, http://andromeda.wikia.com/wiki/MagnetoplasmaDynamic_Drive)
Anti-Gavity Field/AG Field (Lowers mass of the ships, can be used to protect the ship, http://andromeda.wikia.com/wiki/Battle_Blade)
Shields (uses fuel/Energy, Stops a limited percent of damage from energy weapons)
Weapons:
AP Cannon/Anti-Proton Cannons (http://andromeda.wikia.com/wiki/AP_Cannon, attacking close targets)
Point Defense Lasers (Short range energy bolts for shotting down missiles
Missiles
Smart missile (a missile with a tracking system (short to mid range)
PM-6 Star Arrow smart anti-ship missiles
PM-6L Strategic Star Arrow smart anti-ship missiles (extended range variant)
PM-6LII Strategic Star Arrow multiple independent kill vehicle (MIKV) variant
SAPM-6III Strike Arrow surface attack variant
OM-5 standard Offensive kinetic kill missiles
DM-5 standard Defensive kinetic kill missiles
Beams (high energy with fixed angle or low energy with small angle of attack)
Accelerators/Rail Guns (objects have a fixed speed and angle of attack)
Already know that one too. Just sticking with the pow for the current time being. Later upgrades in optimization.
@Bibendus
Also another thought for making it work on line. I could make a system to make all units invisible by clocking them and only visible for certain players. It might affect visuals too much though.
This won't work so well :|
Even making different map sections for each player you would have to duplicate the other players ships if one player comes near to another. You would need to share health and eventual movements and shots.
I think that using smaller units units to make the world appear bigger is a better solution.
@Bibendus: Go
I know. I need to show a different setup/duplicate of objects/ships for each person. Also, rotating of your main unit doesn't work when your unit moves.
I'll take your suggestions under advisement but I'm going to proceed my way first.
Good luck ;)
BTW I should say I had a project idea like yours of a 3d space shooter. However I don't like the genre so I never started to work on it :P
@Bibendus: Go
I'm going to ramble on for a bit.
I don't think I'll be aiming for a shooter. Although units will be able to fire and attack other units the main objective will be different. You need to out-think your enemy. Gravity, asteroids, gas fields, ship tactical formations, attack or run, reconfiguration of your ship systems to give you an advantage (increase your ships AI [Drones, attack methods]), teach your AI to use tactics like set up mines and fire in another direction to trick the enemy, reconfiguration of your ship to give massive speed to travel in stronger gravity areas and maybe lead the enemy in and gravity will kill them, reconfiguration of your ship to focus on a few attacks instead of the whole arsenal (long range missiles instead of short for enemies too strong for close combat, point defense instead of range to counter drone attacks, etc.
The enemy can be much stronger then you and you will have no chance of killing it with a head on assault, on the other hand the enemy may be super weak but you don't want to waste resources shooting down a hard to hit target so you find another way to handle it.
Focus of the game will be configuring your ship before departing base/home/planet, then while your "out there" you need to make do with what you have. You can mine for resources to repair or increase your ships armor, get more fuel, etc., but your ships structure will take damage which requires going back to base. Also decisions on your ships configuration will effect many things much as trading more armor and mass for less speed and a increase in fuel cost. Now that I think about it, I guess the heart of the game is making money by being resourceful and out thinking your enemy.
Missions/Quests/Story-line/Epic quest: Sneak into a area (need to reconfiguration ship to minimize detection by lower energy use [weapons, special systems, etc.])
The ship itself will be very diverse:
Special systems/Factors:
Fuel & Reactor (uses fuel/limited supply)
Engines (MagnetoplasmaDynamic Drive, http://andromeda.wikia.com/wiki/MagnetoplasmaDynamic_Drive)
Anti-Gavity Field/AG Field (Lowers mass of the ships, can be used to protect the ship, http://andromeda.wikia.com/wiki/Battle_Blade)
Shields (uses fuel/Energy, Stops a limited percent of damage from energy weapons)
Armors:
Ablative Armor (Absorbs damage but loses armor each hit, http://andromeda.wikia.com/wiki/Ablative_Armor)
Photoreactive Armor (Absorbs energy damage and lasts longer then normal armor, http://andromeda.wikia.com/wiki/Photoreactive_Armor)
Reactive Armor (Stops physical damage but loses armor fast, http://andromeda.wikia.com/wiki/Reactive_Armor)
Structural-Integerity (uses fuel/Energy, armor to reduce damage)
Electromagnetic launch system (For lunching missiles or ships, accelerates object leaving the main ship)
Repair:
Multi-purpose Shipboard Robot (http://andromeda.wikia.com/wiki/Multi-purpose_Shipboard_Robot) General Utility Androids (http://andromeda.wikia.com/wiki/General_Utility_Androids)
Nanotechnology (http://andromeda.wikia.com/wiki/Nanotechnology)
Weapons:
AP Cannon/Anti-Proton Cannons (http://andromeda.wikia.com/wiki/AP_Cannon, attacking close targets)
Point Defense Lasers (Short range energy bolts for shotting down missiles
Missiles
Smart missile (a missile with a tracking system (short to mid range)
PM-6 Star Arrow smart anti-ship missiles
PM-6L Strategic Star Arrow smart anti-ship missiles (extended range variant)
PM-6LII Strategic Star Arrow multiple independent kill vehicle (MIKV) variant
SAPM-6III Strike Arrow surface attack variant
OM-5 standard Offensive kinetic kill missiles
DM-5 standard Defensive kinetic kill missiles
Beams (high energy with fixed angle or low energy with small angle of attack)
Accelerators/Rail Guns (objects have a fixed speed and angle of attack)
Drones:
Sensor Drone (http://andromeda.wikia.com/wiki/Sensor_Drone)
Fighters:
Type 2 Arch-Light (Mid-range attack fighter, http://andromeda.wikia.com/wiki/Type_2_Arch-Light#Type_2_Arch-Ligh)
RA-26 Shrike (Long range attack fighter, http://andromeda.wikia.com/wiki/Type_2_Arch-Light#Type_2_Arch-Ligh)
RF-42 Centaur Tactical Fighter (http://andromeda.wikia.com/wiki/RF-42_Centaur_Tactical_Fighter)
AF/A-29 Phoenix (http://andromeda.wikia.com/wiki/AF/A-29_Phoenix)
I have to go now, bye.