Saturday, December 22, 2007
More Ships, More Chaos
Monday, December 17, 2007
Wiki Wiki
Friday, December 14, 2007
Coming Along
Anyway, back to the point. I actually created and played through an entire game of Fleet Combat Online from start to finish the other day. Of course I have played a few turns at a stretch to test various new bits of code all the time. But this was the first where I started a game and didn't stop all the way through it. Of course, I was playing both sides since the AI isn't coded yet and I don't want to release the current version of the game.
It went very well. I didn't find any major defects and all the features worked as they should. It needs a little play balancing. I played with one Destroyer armed with a massive rail gun against a frigate with a guided missile launcher and a torpedo launcher. I thought for sure the destroyer would win because of the almost un-dodge able rail gun shots. But it totally went the other way. Even though I was playing against myself, the destroyer could not keep its distance from the frigate because it had to constantly maneuver to dodge incoming missiles. The rail gun on the destroyer only fires forward, so it was useless when the ship had to turn its beam to the incoming fire. So the destroyer went up in flames after inflicting only about 15% damage to the frigate.
Next I will test a larger number of ships, maybe four on two or something. Also, I have implemented damage control since the previous test game, so that may affect the outcome. I will post screenshots of the battle next week.
Monday, December 10, 2007
Progress Report
So that is what I am working on now. I am thinking of using the concept of "command points" which all players will have. Think of this as cred with your superiors -- it allows you to requisition more ships or larger ships for a particular battle. If you keep losing battles (especially when the odds were in your favor), your ability to convince your superiors to send you more ships goes down.
When you create or join a game, you can add ships to the battle by requisitioning them from HQ. As other players join, they too can add whatever ships they can scrape up. When all players are ready, the battle begins.
This concept is something that can be built on a lot in the future to give players some motivation to win battles rather than just giving up or retreating.
Friday, December 7, 2007
Its all about the content
So I am writing a bunch of little xml files like this to define a ship:
<TypeID>1000</TypeID>
<Name>Columbia class Destroyer</Name>
<Abbreviation>CCD</Abbreviation>
<Mass>110000</Mass> <!--mass in kg-->
<Length>42</Length> <!--length in meters-->
<HitPoints>250</HitPoints> <!--hitpoints of hull-->
<SubSystems>
<Reactor ReactorTypeID="1000"/>
<Engine EngineTypeID="1000"/>
<Weapon WeaponTypeID="1000"/><Weapon WeaponTypeID="1001"/>
<Sensors SensorTypeID="1000"/><LifeSupport LifeSupportID="1000"/>
</SubSystems>
<!--drawing instructions: MoveTo(x,y):LineTo(x,y)-->
<Geometry>M,0,-10:L,5,5:L,0,0:L,-5,5:L,0,-10</Geometry>
</ShipType>
You can see that this small ship has one engine and two weapons. The specifications of the engines and weapons are defined in other XML files. This way, it should be easy to make new ship types or tweak existing ones for balance.
The "geometry" section is drawing instructions for the client. This is so each ship class will look a little different so you can tell them apart visually. Right now, I am just going to use simple line drawing graphics, but maybe in the future I will add some actual artwork. (I am no artist!)
Thursday, December 6, 2007
Do you OGame?
I am not sure that I "get it". The game play (at least in the beginning) is very very slow, and there isn't much to do except click on a link to start building something and then wait for the timer to tick down. But I could see that later in the game having a lot more going on as you end up with hundreds of planets and huge fleets and alliances and all that. So I'll keep playing it and see how it turns out.
One thing is for sure, they have TONS of people playing it. I hope that is a good omen for Fleet Combat Online...
Tuesday, December 4, 2007
Your Orders?
Fire Control (shown) is where your weapons show up. You can load them with various types of missiles and target weapons individually to different targets.
Defenses is where you would control shields (if they exist in your "era"), point defense weapons, armor, etc.
Damage Control will show the status of all the parts of the ship and allow you to assign repair resources to each sub system.
At the bottom you can see the sensor output. This is showing information about the current target of your ships sensors. Its distance and bearing as well as a predicted intercept course that is calculated based on the speed and heading of both ships.
I am currently working on fleshing this section of the UI out some more to show more information and allow for loading and configuring of various weapon types.