Hi all, I played FTL and I was very impressed by it, so I decided to make a SCII map ispired to it. If you don't know FTL, it is a space simulator where you can manage in a limited way ship and crew.
Let's speak about the project. SCII small maps are a big limitation and loading a new map saving everything would be a pain in the ass. I founded a way to solve this problem.
I post an image of the spaceship you control (it is not the final version, and it isn't furnished yet): upload
(I know it looks claustrophobic for now :P)
-The concept is that you are imobile, is the universe that turns around you. For example, when you make a spacejump to a planet, you see the "special effect" and after the planet under you.
-Everything is clickable or usefull, every single terminal has it's small or big function.
-Deep customization of crew.
-Random generated universe.
-Terran exploration??? <- This is not really planned for now, maybe in future.
-Other FTL stuff.
The problem is that I haven't the time to make everything alone, so I need support to make:
-Spaceship interiors: Though I'm good with scripts/triggers, I suck at mapping. If you think you can make good interiors, you are welcome :D
-Interface: It's the bigger problem, I'm not experienced in this way and it would take too much time to me. It should be similiar to the FTL one, where you can manage spaceship's energy and allocate it. Also, I need custom dialogue box to manage crew, cargo, missions, communications, map, research and ship's upgrade (just the interface, I will make scripts).
-(optional)Various stuff like weapons, ship's upgrades, etc...
If you like the project and want to help me to realize it, you are welcome, I need all help you can give.
We might should unite our projects. Probably not:D (as I am a lonely wolf)
I am "making" an space rpg with "random" generated map. (I actually always stop working on it)
I already did the universe and kind of the terrain. Its not fixed spaceship as you want yours, but I dont think that would work nicely in SC2. Its easier to make 2 area... 1 for space and 1 for the space ship interior like in cruiser command. (I didnt want that in my map but who knows.)
I also already added some ship controls and I am in the middle of working on a enemy ship spawn engine.
Also its 9 player map with everybody have its own area, but they can join each other in 1 area. (I already that too)
It isn't properly a copy, if you see my first project () it was a kinda of FTL with a lot of more other elements. However, I didn't like the idea to switch space/interiors. FTL gave me the idea to fix the spaceship and to move the external space, and thanks to relativity it's possible. For example if I travel at speed X and an enemy spaceship follows me at speed Y, if Y>X it will reach me and combat is unevitable until FTL charge, if X>Y the enemy spaceship is slower then me of X-Y and I see it go away at my back.
Oh my gosh. I got FTL yesterday and actually started a design document for an FTL-inspired game :D
I definitely can't join a team right now (all my free time goes to starmon). But feel free to ask me if you need any help ^.^
This is most certainly a concept that you can do very well in sc2. It would actually be relatively easy to set up FTL-like space combat, if you could get the two ships close together on the terrain (or just do it sprite-based like the real game). Again, let me know if you need any help on specific problems.
Thanks for the answer! Actually I'm still undecided on some aspects of the mod, for example, how much different from FTL it should be? The impossibility of SCII to let moving of the ground in-game is a big limitation, so I thought to make a system like this:
(the ship will be smaller than now)
-Will there be multiple combat?
-For the boarding they can board you but you can't board them, or at last you can't see your soilders in their ship.
I could make it if there would be a way to visualize in a dialogue box a different part of the map and to interact with it.
I would like to know your opinion about some choices I must take, how the game should feel like FTL.
I think FTL has a really solid base already. One of the problems I'm noticing right now (having only played an hour or so) is that it's extremely luck-based. If you get unlucky with your first few sectors, you have no chance to survive. Compare this to something like binding of issac (another rouge like game). Being lucky can make the game substantially easier, but a skilled and unlucky player can still beat the entire game. It might be interesting to see if you add some more options to allow for skill-based gameplay, or perhaps give the player more options to start with so they can try out different 'builds' (FTL has these, but they're locked for what appears to be quite a long time).
You can actually attach dialog boxes to units, if that's of any use. The only issue with the way you have set up is that you can't change it mid-game. So there can only be so many pre-placed encounters like that.
From what I've played, having your ship boarded is not really fun. That said, sc2 is far better in the rts department, so you may be able to make ship-boarding more enjoyable to play.
Another idea might be to build your entire ship out of units/doodads on the fly. This would be more complicated, but would allow you to reconfigure ship layouts, the presence, location, and layout of enemy ships, and things like that.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I think this genre has a lot of potential in Starcraft 2. A well made one would probably become popular with the right exposure. You can definitely spice up the combat using the SC2 editor. Also I agree with Zelda that even with poor luck a great player should be able to get far in the game or even possibly beat it. I don't understand the problem with boarding another ship. Couldn't boarding another ship be done via dialogs? Just have a button you can press if you want to board a ship and then teleport your combat units to the ship and move the camera. You don't need the boarding combat to be trigger/dialog based at all while you can still keep the space combat dialog based. I will play this if you manage to finish it. Best of luck!
Hey there, I'd be willing to help with development of this if you still have plans for it, I just recently picked up FTL and got hooked to it. The one thing I'd want the game to have though is a multiplayer Co-op. FTL development is a long ways off from any multiplayer, but a Starcraft 2 map of it is MORE than capable of such.
I know this is a couple months late of a post but it's the first one that came up via google, if there's another FTL project in development let me know. I'm going to try and start development on a port for FTL myself.
I feel that since the general system for FTL is near perfect, we should just basically port it over. Obviously with the races changed to starcraft versions, but statistics and calculations should remain. Potential for additional content could be astronomical, also considering a co-op environment fits this kind of game so well. Micro between managing power, timing weapons, fighting on the ship and repairing systems are one of the greatest challenges of FTL, allowing friends to lighten the load for you would be great enough of a co-op experience as it is.
About the techical side of things, I'm no expert but wouldn't Render To Texture along with some dialouge be a pretty streamlined way of handling things? If you have a camera over the enemy ship and rendering that camera to a texture next to your own ship, covering up the sides of the texture with dialouge just like in the actual game. Now that i think about that's just visual but I guess maybe you can actually make all the weapon, drone etc. abilities work like intented under the hood in some way?