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 Post subject: Star Wars: Dominance
PostPosted: Sat Nov 29, 2008 11:58 am 
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In short, this is basically my Rebellion 2 project. Though I have no actual code, program, or even art yet, I do have a dozen ideas (that have probably been said before).

First, I have chosen XNA Game Studio to be my dev platform (though I don't know if I'm going to use 2.0 or 3.0... I'm leaning towards 3.0). I want to use a very common file format for everything (images, 3D models, sounds, XML) and editors for files that can't work the same way (maps, scripts). My main goal with this game is not only to bring out the best from engines like Empire at Wars and SWRebellion, but to have the possibility of expansion and modification in the coming months/years. If a new feature could be implemented in the future, it will be. And anybody with the game can simply download an update to gain that new feature without losing ANY of the new/old files already attached to the game.

For units (troops, vehicles, fighters, ships, etc.) I want to have no limit (of course if there is too much going on at one time on the screen somebody's computer will crash...) and anyone can add or take out certain units to tweak gameplay. There will be an editor that will create XML files for new units. There will also be a simple tag in the XML file that says whether or not the unit is used. If true, the unit is in the game and all the rest of the code is read. If false, the unit is completely ignored by the engine.

I also want a wide range of players to have fun playing the game. In Rebellion, for example, resources to create and maintain units were more complicated than just credits (like in EaW) and added more depth to the gameplay. Some players don't like, some do. To solve this problem, I will write a simple formula that equates more complicated resources to credits. Exmaple:

100k Durasteel + 20k Electronics = 2 AT-ST
7,000 Credits = 2 AT-ST

Of course that is just an example and probably won't be exactly how the game will function.

I am also toying with the idea of full 3D space battles. In the movies, Ships flew underneath ememy vessels and laid waste to the underside of their hull. I've yet to see this in a Star Wars game. Though EaW was in 3D (as was Rebellion during space fights) the battles were basically fought in 2D. Rebellion could have been fought in full 3D but the ships always eventually leveled out.

Also, hero units will be included. Though stats will be more realistic than other Star Wars games (Rebellion got as close as I can remember). Han Solo can't take on multiple squads of Stormtroopers. But if you look at games like Battlefront, he can almost fight the battle by himself.

Though I would like to see it implemented, it will probably not be put in first: "porting missions out to other games like Jedi Academy". But, instead we should just write the whole game internally. Porting out would be chaos and no way that I can see to tell if the mission was a success. So, Somewhere down the line, I would love to see other games like Battlefront, Jedi Academy, etc. be rewritten to play along side of Dominance. Of course, units, characters, and everything else in the game would have to be recreated in the side games. It would be chaos, would be the biggest game I've ever seen, but would be all worth it in the end.

I know I'm not the first to present ideas like this, and this isn't the first time I've said I would do this either, but now I at least have the programming experience t start a project like this.


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 Post subject: Re: Star Wars: Dominance
PostPosted: Thu Dec 04, 2008 10:12 pm 
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So...have there been so many people saying "I'm gonna make Reb 2!" that I don't get a response now? Damn..

Anyways, I am interested in talking with people who either want to help develop the game or would like to see, or not see, certain things in the game. PM me if you are interested. Or post here..

EDIT: Oh yeah, and...bump :P


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 Post subject: Re: Star Wars: Dominance
PostPosted: Sat Dec 06, 2008 7:37 am 
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Well, obviously... the entire has seen many projects go up and then back down. I think what they are really anxious to see is some results. Continue to work on the project and I feel as though you'll grow that interest :) So just keep up the work! We all support you, of course. Don't forget that, either


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 Post subject: Re: Star Wars: Dominance
PostPosted: Sat Dec 06, 2008 8:51 am 
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Location: Death Stars are out at night, big and bright, deep in the heart of Texas.
JanDeis wrote:
... or would like to see, or not see, certain things in the game. PM me if you are interested. Or post here...

It's already been done, you just have to go to What are people's 5 ESSENTIAL wants for Reb2? and read the entire thread. Repeating everything is just an exhausting waste of time. Not to be onry, but just to offer constructive criticism: What separates your remake from anyone else's? In no way am I saying not to do it, I'm just saying there are a couple of people/groups doing this, and I'm wondering why they aren't pooling their talent/resources and working together to come to an efficient conclusion. Will several different versions just "muck things up"? I don't know. Anyway, good luck on your version of Rebellion 2, and don't let the lack of response get you down (we're all still interested) :wink:

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Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?


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 Post subject: Re: Star Wars: Dominance
PostPosted: Sun Dec 07, 2008 2:22 am 
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I'm actually not making Rebellion 2 (though this project is dangerously similar to what Reb 2 is/would/will be). I've actually taken looks at multiple threads in this forum and printed myself a resource sheet of everything that seems to be a big hit in this kind of game. Mainly what this project is though is a game engine that I'm making a Star Wars game with as a base. It is going to be the Dominance Engine which can play different mod sets and will have a full editor that lets anyone create their own scenarios with existing mod sets or create new mods for themselves.

My update for the project:

- I've started creating the GUI for the galactic overview. I'm implementing unit commands, missions, loyalty/diplomacy, trade/travel routes, production, and resource info all into the main screens.

- I'm starting to study how the resource system will work. I'm thinking of simple equations like this:
2500 Kg of Durasteel = 1200 Credits
There will most likely be a resource.xml file that houses all this information about the resources used in the game. I'm going to stick with this method unless I see a problem with it in the future. If anybody has an idea for the resource system that would work better, please, don't hesitate to tell.. Just remember that I'm trying to include the option of micro-management along with strictly credit-based economics (Simple or Advanced economics would be the in-game option).


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 Post subject: Re: Star Wars: Dominance
PostPosted: Mon Jan 12, 2009 7:02 am 
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Did you change to making a framework because the worry about IP infringement?


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 Post subject: Re: Star Wars: Dominance
PostPosted: Mon Jan 12, 2009 10:50 pm 
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First time I seen this thread. Sounds like a nice idea. The more versions the better. I guess everyone has there own particular reason why they would rather work lone wolf style. For me, it is the level of my programming skill and what I am used to working with.

I just want a decent space game with real strategy. Too many games today are just too dumbed down, So I am trying to make one I like to play.

I always wish all good luck. :)

OP -A new game is one way of avoiding copyright infringement? Just add in a Star Wars TC Mod? :mrgreen:

Sometimes I worry about using/recycling original artwork for a remake. I am not a graphics artist.

Quote:
100k Durasteel + 20k Electronics = 2 AT-ST

I like that type of resource system. No credits. Plus have the refineries slow down if the planet is not very loyal to you. Similiar to Rebellions, but a bit more complicated. Have an option for a decent AI to off load some of the work. I want economic sobotague to be more of a real option for the Rebels to use against the Empire. (guerrila war tactics). Regular Rebellion you almost do not need to worry about it. Too much resource available in game.

Thus if a player is in a losing position, instead of him quiting the game, he could launch an attack upon a stratic resource to cripple the other player bloated economy. The bigger the Empire, the more it take to maintain it. Give a losing player a chance to keep playing and win. Sins of a Solar Empire does that to an extent.

Custom made capital ships via research, ala StarFury game?


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 Post subject: Re: Star Wars: Dominance
PostPosted: Wed Jan 28, 2009 10:57 pm 
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steel wrote:
Did you change to making a framework because the worry about IP infringement?


No actually. I switched because I started thinking about mods and a built in editor and figured it would be a lot simpler in the end (probably not for me though) to just make a shell program that can take models and a large amount of xml files to make the finished game. Then, the editor can import images for textures and GUI and can move things around (ie. two games made with the engine could have two completely different menus and GUI).

I'm also just doing this as a long learning project. As I learn new codes (I'm taking my C++ class through the college right now) I'll see if they can benefit this engine and incorporate them wherever I need it. Or if I find that I need something, I'll look for that code and implement it myself and learn that way as well. Eventually, this will be finished.

But yes, this will be just a shell game that comes with a Star Wars mod pack.


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 Post subject: Re: Star Wars: Dominance
PostPosted: Sun Feb 01, 2009 12:27 am 
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To be fair JanDeis, thats what all games should be made like these days :)

Im doing the same on mine. I am building the core engine and all that which will load the information from XML files to create the different types of units.
I will eventually make an editor (really easy to make in C# btw) so people dont have to do it by hand as well :)


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 Post subject: Re: Star Wars: Dominance
PostPosted: Wed Sep 15, 2010 7:43 pm 
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So after a very long period of inactivity, I am back with nothing but failure haha. I've been working on multiple projects and the only ones that ever seemed to work correctly were my school assignments. Command line, behind the scenes calculations, pretty much anything non-graphical I've more or less perfected. I actually automated a board game and cut a 6 hour game to 45 minutes. But I digress.

Anyway, I'm looking now to pick the Dominance project back up. I do not aim to be the only programmer ( though if need be I will ). I'm currently setting up my website and this will be the first project I undertake. I'll keep everyone updated.


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 Post subject: Re: Star Wars: Dominance
PostPosted: Wed Sep 15, 2010 9:34 pm 
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Seeing as your using XNA, why not simply jump on mine. Im more than willing to walk you through the code and get you up to speed on how to get things done. Moving along pretty quickly and close to a decent 2D simulation.

Im in need of someone to help keep the motivation up.


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 Post subject: Re: Star Wars: Dominance
PostPosted: Wed Sep 15, 2010 10:16 pm 
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Well back when I started this thread I was planning on using XNA ( at the time version 2.0 ) but I've been using C++. I'm sure since I know C++ I could pick up C# ( the syntax is very similar and built in functionality is simpler to use ). My only problem with C# is it is Windows only development. Another gripe I have is C# doesn't offer the low level access that C and C++ have. I would much rather use C++ but I will take a look at your project. Do you have a link?


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 Post subject: Re: Star Wars: Dominance
PostPosted: Thu Sep 16, 2010 3:57 am 
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I moved into C# with no formal training from C++. Its all much simpler without having to deal with pointer functions/passing etc etc.

I agree its a bit of a shortfall being Windows only, however there is a simple way for me to look at this. Something like 90% of people use Windows. I would say any of those who are into gaming of any form its most likely much higher.

Coding a game in C#/XNA removes 90% of the low level stuff you have to code in and out, as well protects you from things like memory leaks.

Making my game in C#/XNA will require at worst, a third of the time to take to code up a C++ version using OpenGL. That is with OpenGL training compared to none from XNA.

Anyway, the code for the project is http://reb2.codeplex.com/ and I dont have a compiled binary up on that site to give you however if you want a quick squizz at the engine in action either compile it yourself, or shoot me an email at aaron.mijatovic@gmaill.com and ill package one up and send it to you.


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