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 Post subject: higher res IDOE video
PostPosted: Sat May 05, 2007 1:38 pm 
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alright I made a nicer video of some small engagements in IDOE.
I know the firing is all wacky--Im working on fixing that (slowly).

http://video.google.com/videoplay?docid=-9173940845088455219&hl=en

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PostPosted: Sat May 05, 2007 2:33 pm 
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You know, you could keep posting in the same thread. It would cut down on the overall number of threads in this section. It's all related to the same thing anyways.

Anyways; AAAAAGH! The strobing coloured lights! I'm going into seizures~!
lol :roll:
Starting to look better.

What were all of the Mon Cal's aiming for btw?

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PostPosted: Sat May 05, 2007 3:32 pm 
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the only reason i make a new thread is that the old thread won't appear on the front page. I know when I'm just popping on the site for a second to see if there is something new I just glance at the forum summary on the front page to see if there's anything new up.

The next time I have something to report, I will make a thread called IDOE Development or something, and try and keep everything inside that one thread.

The moncals were all aiming at the star destroyer (and later the lambda). The problem is that the aiming code is majorly screwed up at the moment, and sometimes ships shoot in the wrong directions. I'm working on figuring out a way to solve this, and hope to have it fixed soon.

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PostPosted: Sat May 05, 2007 3:35 pm 
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the video seems to be down at the moment, but i watched it a couple times earlier to make sure it worked. Perhaps google is running low on bandwidth..

Or perhaps the LucasArts IP lawyer ninjas are hot on my trail (probably not, seeing as how its a not for profit fan game)

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PostPosted: Sun May 06, 2007 1:58 pm 
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Hey, I've remembered this project form awhile back and almost forgot about it, but then I dig up an old copy of rebellion and it reminded me.

I've always had high hopes, because I thought the idea was pretty nice. This video gives me hope that the idea is still alive, but I wanted to know how are along are you guys? :)


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PostPosted: Sun May 06, 2007 2:02 pm 
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Oh.. lol, I spoke to soon.. IDOE is not the http://swgalacticcivilwar.com/ lol.... :( oh well.. I guess it is similer in thought though...


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PostPosted: Sun May 06, 2007 2:40 pm 
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I know you are going for the commander point of view, and it is awesome to have the main game from the commander's perspective, but while you are waiting for fleets to jump from one place to the next - it doesn't hurt to beable to do other stuff such as planet and system development.

I was thinking if you are doing things on a galactic scale like rebellion and not linear level driven campaign of going from system to system, I think it would be eaiser to have the player manage everything rather then an AI to run economic manageing with what areas need shipyards, and fleet building - what ships get made and so forth..

Because really it is the politicians jobs to run the commnders and tell them where to go and what to do. It was the reason why the Empire built a death star rather then 20 star destroyers and is one of the reasons why the Tie Defenders didn't get mass produced.

BTW, looking at your site I like the videos you have posted and everything.


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PostPosted: Mon May 07, 2007 10:50 am 
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Hi Ar198,

welcome back to the site, and thanks for the nice comments.

The premise for IDOE is that you are a fleet commander. As such, you do not have much control over the economic and galactic strategy of your alliance.

IDOE might be described as a full-galaxy tactical space combat simulator.

Think of it as a an RPG embedded in an RTS. or something

@ all
The problems with the firing code are being ironed out, expect the final IDOE thread in a couple days (in which i will contain all future idoe news). This will almost definitely include some really cool videos with lots of combat and blood (heh just kidding on the blood)

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PostPosted: Tue May 08, 2007 12:20 pm 
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Nice, nice. But there's still so much to be done. Btw. do you have some kind of basic audio system in the game? It might be cool to hear all the laser turrets shooting :)

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PostPosted: Tue May 08, 2007 2:03 pm 
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I'm spending today (and probably most of the week when i have time free) porting the engine over to Microsoft's xna framework. This will probably end up meaning a group up rewrite of most of the code, so we will see how long that takes...

no audio yet, but one area that will be a lot easier once i port over to xna

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PostPosted: Tue May 08, 2007 5:28 pm 
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XNA? Microsoft game development platform only for C#, seems like you're lucky :) Keep us informed.

PS: Nice blog on gamedev.net ;-)

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 Post subject: bam!
PostPosted: Tue Sep 11, 2007 9:57 pm 
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new video. the game has been pretty much rewritten since I was last on here, but might still look the same. One of the more obvious changes is that weapon shots now point where they are going, and recharge rates are now calculated per turrent. Unfortunately my enthusiasm for the project kinda died down over summer, and I'm starting to drift in the direction of some other game concepts, so I'm not sure how much farther this game will get.

http://video.google.com/videoplay?docid=5587063130731424652&hl=en

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PostPosted: Sun Sep 16, 2007 1:22 pm 
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*looks around. whistles quietly to himself, blows dust off forum and returns to lurking*

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