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 Post subject: Rebellion 2?
PostPosted: Tue Apr 29, 2008 10:26 am 
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Posts: 128
Without further adieu, I'd like to officially announce that development has begun on "Rebellion 2" (name subject to change). As of now, it is currently being programmed in Java, as I personally feel as though Java can best handle the addiction to frames the original seemed to have :P

This is what we have planned:

1. Ground Units - We would like to see all combat units, not just main characters, gain experience upon success. We would like for you to be able to name your units, too.
2. Starships - You will be able to add main characters to flight groups. For instance, you can attach Wedge to an X-Wing, and that X-Wing will gain a significant bonus. You will also be able to set which fighters will be in which flight groups now, too. And yes, we're also adding Gunboats.
3. Capital Ships - We want to add more (maybe 4-5 for each side). Also, you'll be able to set up their formation and which flight group they will belong to beforehand. Other suggestions?
4. Resource Management - Each planet will now display how much of a given resource it produces per turn and we will have a separate window to tell you where those resources are going. Sadly, no more limited minerals. There's a essay's worth in why, so if you want to know just PM me.

The code itself will be posted by mid-June on our SourceForge page for the game. I will announce it at that time but for now:
https://sourceforge.net/projects/swrebellion2/
Is the official link!


Last edited by DavidAdas on Mon Jun 02, 2008 6:54 am, edited 2 times in total.

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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 11:38 am 
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Very interesting ideas , for my part i would ask for more than just 4 different fighters per side ,at least 7 should be right including TIE Advanced (not the X1 but the Avenger), Assault gunboats ,Missile Boat, E-wing ,Z-95 Headhunter, T-wing ,R-41 Starchaser, etc, and the possiblities for changing the stats for each of the ships ,just like the RebEd program can do it.
Thats all for the moment.
I Am Interested 8)


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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 11:42 am 
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Posts: 1924
Location: Canada
You are certainly not the first person(s) to undertake the challenge of creating a new Rebellion game, and I very much doubt you will be the last. That said I do wish you the very best luck in your endeavour and I hope that you'll update us on any progress that is made. Also, beware of lawyers. With how large a cash cow the Star Wars franchise has become I'm afraid LucasArts is unlikely to take infringement upon their territory lightly.

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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 12:18 pm 
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Dark Lord of the Sith
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We have a whole list of ideas and forum for them. That's why this thread has been moved

Best of luck on this project

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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 1:19 pm 
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Location: Dark side of the Yavin moon.
Hmm, that's the fourth Rebellion 2 project so far :?

Wouldn't it be better to team up with someone, eg. Slocket if you don't want to change the game core (or me, if you're more ambitious :wink:)?

Well if you really want to work solo, I wish you the best of luck (and lots of patience and determination).

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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 5:16 pm 
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I find your lack of faith... disturbing. No, but seriously. If there are any programmers in this community, they can agree with me in saying that 90% of Rebellions methods are very simple in design and easy to recreate. I suppose I should wow you with an example though. Below, I will write up a quick method that'll be a rubric for diplomacy missions. It is going to call on other methods of the missions class which obviously aren't present, but you'll get the general idea:


//Method to return the success or failure of diplomacy mission
public void diplomacyCheck()
{

int diplomacy = character.getDipomacyRating();

success = chanceMethod(diplomacy);

while (character.isOnMission){
boolean success;
if (success = true)
{
int planetDiplomacy = planet.getDiplomacy();
planetDiplomacy++; //Planet's rating goes up.
diplomacy++; //Character's rating goes up.

SuccessMessage message = new SuccessMessage(); //Success message.
}

else (success = false)
{
FailureMessage message = new FailureMessage(); //Failure Message.
}
}
}


Bam! We've just finished making diplomacy missions. Of course, there's tweaking to be done, but still. I will be posting up every inch of my code once we're officially started. It'll be completely open source, so you are all free to contribute. But for whomever said that all we have is total conversions? Not anymore.


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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 29, 2008 11:28 pm 
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Dark Lord of the Sith
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The concepts may be easy, but creating the infrastructure is going to take the most time. Hope your team will be able to put in the effort.

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 30, 2008 2:35 pm 
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Posts: 191
Location: Dark side of the Yavin moon.
DavidAdas wrote:
I find your lack of faith... disturbing. No, but seriously. If there are any programmers in this community, they can agree with me in saying that 90% of Rebellions methods are very simple in design and easy to recreate. I suppose I should wow you with an example though. Below, I will write up a quick method that'll be a rubric for diplomacy missions. It is going to call on other methods of the missions class which obviously aren't present, but you'll get the general idea:


I do not lack faith, I'm merely saddened that instead of working on one big community project together, everyone's trying to make their own dream game. I created my project in the hopes that more people will join, but I wasn't so lucky (I admit my PR skills are also to blame).

DavidAdas wrote:
Bam! We've just finished making diplomacy missions. Of course, there's tweaking to be done, but still. I will be posting up every inch of my code once we're officially started. It'll be completely open source, so you are all free to contribute. But for whomever said that all we have is total conversions? Not anymore.


I can't be wowed so easily :) The main flaw in your method is in using the "while(onMission)" construct, which would effectively block the whole game until the mission is completed. Using some kind of event scheduling is more desirable, although more complicated (just a detail :)). Also you mustn't forget about network synchronisation and cheating prevention...and when you're done with that you'll probably realize that your dipomacy method is a considerable mess :D

However don't let me turn you down, if you have the right skills ad determination, you can make it. And open source is a good way to go ;)

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 30, 2008 5:07 pm 
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Resource Management is the bugbear of the game; the outer rim (unexplored sectors?) is completely crap as a concept, also if you guys are serious abolish the 'natural disaster' from the game, and you will be everyone's friend. :)

Seriously, elements of resource management make no sense, like how a system can be blokaded by an an unarmed Heavy Transport are simply stupid

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 30, 2008 6:15 pm 
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Joined: Tue Sep 19, 2006 12:00 am
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Location: green bay wisconsin usa
Hmmm I would have to say that some of the game mechanics are actually quite difficult and involved. For example, here the "fleet" code from my old Reb2 project. This code managed a collection (or fleet) of ships, and mostly dealt with handling orders from the alliance

http://nordwindranger.com/codeDump.aspx

In either case I will be interested to read more about your project. Please post a website if you have one, or just keep us updated

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 30, 2008 7:53 pm 
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Joined: Tue Apr 29, 2008 8:52 am
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Moribundus wrote:
I can't be wowed so easily :) The main flaw in your method is in using the "while(onMission)" construct, which would effectively block the whole game until the mission is completed. Using some kind of event scheduling is more desirable, although more complicated (just a detail :)). Also you mustn't forget about network synchronisation and cheating prevention...and when you're done with that you'll probably realize that your dipomacy method is a considerable mess :D

Well, you are certainly right ;) I only put in there what I felt was necessary to prove my point. There are other considerations that were not put there such as the code to handle multiple methods (for the while loop). As for the network aspect, I'm not entirely sure how to approach that quite yet. There's multiple ideas but I'll wait and see how large the game gets.


Jahled wrote:
Resource Management is the bugbear of the game; the outer rim (unexplored sectors?) is completely crap as a concept, also if you guys are serious abolish the 'natural disaster' from the game, and you will be everyone's friend. :)

Seriously, elements of resource management make no sense, like how a system can be blokaded by an an unarmed Heavy Transport are simply stupid


Well, I agree with the natural disaster part. But seeing as how the planets will have static resources, there wouldn't be a reason for those anyway. And as for Heavy Transport blocks, while I do agree, I'd have to see how everyone else feels about that before I go doing it. It's a game mechanic at this point and thus can be a touchy subject.

nordwindranger wrote:
In either case I will be interested to read more about your project. Please post a website if you have one, or just keep us updated

First off, nice code! Some great ideas I hadn't thought of.

I will be posting it all up on a site once finals are over with :P They end this Friday. By that Monday I hope to have the classic "auto-load" menu (with Imperial March) working and maybe even have it open the GUI for the game.


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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 30, 2008 11:43 pm 
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Location: Death Stars are out at night, big and bright, deep in the heart of Texas.
DavidAdas wrote:
Below, I will write up a quick method that'll be a rubric for diplomacy missions. It is going to call on other methods of the missions class which obviously aren't present, but you'll get the general idea:


//Method to return the success or failure of diplomacy mission
public void diplomacyCheck()
{

int diplomacy = character.getDipomacyRating();

success = chanceMethod(diplomacy);

while (character.isOnMission){
boolean success;
if (success = true)
{
int planetDiplomacy = planet.getDiplomacy();
planetDiplomacy++; //Planet's rating goes up.
diplomacy++; //Character's rating goes up.

SuccessMessage message = new SuccessMessage(); //Success message.
}

else (success = false)
{
FailureMessage message = new FailureMessage(); //Failure Message.
}
}
}


Bam! We've just finished making diplomacy missions. Of course, there's tweaking to be done, but still. I will be posting up every inch of my code once we're officially started. It'll be completely open source, so you are all free to contribute. But for whomever said that all we have is total conversions? Not anymore.

Although my "coding skills" are obsolete (anyone remember ENIAC?), I still have some good ideas for those willing to update the game. I would hope that there would be several possible variables added to the success/detriment of diplomacy missions. In my opinion, an Imperial diplomat with a fleet in orbit is always more persuasive than without :twisted: ; also, getting a successful espionage mission on the planet should provide some "info" to help sway opinion (and of course a failure, if detected, would reverse progress). Constructing facilities on planets that employ the populace should also increase support (and scrapping just the opposite); maybe tie in some "prestige" to the facilities to give better positive responses, i.e. it's better to work at a construction yard or shipyard, etc. than let's say a mine or refinery. And if R&D is done on the planet, another bonus.

I applaud you on your ambition, and only hope didn't bite off more than you can chew. Like mentioned earlier, many have stated lofty goals, too lofty; and the weight and length of the project crushed them before they got too far. If you do have a "team", then you are at a better position to spread the load and avoid the crush of "hopelessness". Good luck, and I can't wait to see your progress. I'll volunteer to be a sounding board for ideas, as that's probably all I would be able to handle.

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 Post subject: Re: Rebellion 2?
PostPosted: Thu May 01, 2008 2:08 pm 
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Joined: Tue Apr 29, 2008 8:52 am
Posts: 128
ENIAC? Heh, Turing-machines are always bad ass, no matter what generation you are from ;)

Now that I think about it, though, you're right. Diplomacy will need to be re-evaluated for sure. I like your idea of using your fleet as the classic "big stick," that is quite good and wouldn't affect balance. After that, though, we need to decide how effective diplomacy should be or for whom it should be used. I always felt that the Imperials should have an alternative to diplomacy (let's be realistic here...) but again, that'd be a change I could only make if the community agreed.

And yes, I certainly am biting off more than I can chew, but that is why this will be open source. I'm also hoping to rely on the community for other things. For instance, I suck royally with photoshop. If someone here can help me make event photos, menus, character portraits, et cetera... It'd save me hours of frustration :P There's also modeling, sound clips, and of course those who have a wealth of ideas to capitalize on (such as yourself). So feel free to pitch in whatever you can!


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 Post subject: Re: Rebellion 2?
PostPosted: Sun May 04, 2008 7:05 pm 
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Joined: Tue Apr 29, 2008 8:52 am
Posts: 128
I have good news. Characters are almost completed. I've merely used the characters from the previous game, but I'm loading their information using .CSV files (meaning you will be able to make your own in the future). I will have a blog and the code up in a day or two.

It will be built like this inside the .CSV:

boolean isKnownJedi;
int Diplomacy;
int Combat;
int Espionage;
...

You'll be able to make your own by just inserting the information you want into a text file ;)


Last edited by DavidAdas on Mon May 05, 2008 7:31 am, edited 1 time in total.

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 Post subject: Re: Rebellion 2?
PostPosted: Sun May 04, 2008 9:57 pm 
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Joined: Tue Apr 29, 2008 8:52 am
Posts: 128
http://swrebellion2.blogspot.com/

This is a makeshift blog I have up for now. My code is not yet up mainly because I need to properly comment it. Once it is, everyone is free to have a field day. Also, is there any character you'd specifically like to see in the game? Just want some ideas.


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