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Post by dinth on Mar 23, 2009 10:02:10 GMT
Please post here your feature proposals.
Here are few mine: - make economic balancing. Now, for half a game player have money trouble, and for a secound half of game he has so much cash, that he can buy anything (and there arent any things to buy) - make resistances and weakness for different weapons types of enemy ships and also player ship. It is obvious, that one type of hull can be resistant to laser beams, but less resistant to conventional weapons, than another. This can make game more compex and not-boring very easly - make XML (maybe compilable in some way, hmm for example like in Angband, all data files are text, and game compiles them to binary when first run) data files. - make easly modificable AI scripts for example in LUA, or own language like NoAI in OpenTTD or lastest version of Wesnoth, which have own script language.
Last is simple, but should be made in first place: - make OpenTyrian pass alt+tab to window manager when in fullscreen on linux.
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Post by Mindless on Mar 23, 2009 15:22:10 GMT
Last is simple, but should be made in first place: - make OpenTyrian pass alt+tab to window manager when in fullscreen on linux. I'm not sure that's actually possible using SDL (we can't pass keys to the window manager as far as I know), but in Classic r897 alt-tab disables fullscreen and input grabbing... so essentially you have to press alt-tab twice to get the desired results. Hopefully that's better than nothing
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Post by dinth on Mar 23, 2009 22:29:12 GMT
Hm, now ive researched about alt+tab behavior in SDL developers says that not passing alt-tab to WM is actually feature :/ Thats strange because earlier i saw quotes of developers of many WM which said that not passing alt-tab to WM's is a bug and hipoteticaly it is possible to make it work anyway, but they will not do anything, which will fix buggy fullscreen software :/ That are downsides of opensource software :/
Hm, maybe it would be good to use dbus request to change window when alt-tab is pressed ?
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Post by AntX on Mar 26, 2009 20:23:12 GMT
- make economic balancing. Now, for half a game player have money trouble, and for a secound half of game he has so much cash, that he can buy anything (and there arent any things to buy) Sooooooooooo true. You then get bored and stop playing. You have billions of dollars and can't spend them anywhere else since you have the greatest stuff already. - make resistances and weakness for different weapons types of enemy ships and also player ship. It is obvious, that one type of hull can be resistant to laser beams, but less resistant to conventional weapons, than another. This can make game more compex and not-boring very easly Again, good idea. Ship hulls/armor are generally made of metal and ceramics, so they should have a pretty good tolerance to heat, at least on the external layer. Afer all, were'nt they designed to go through insane temperatures when entering the athmosphere? On the other hand, repeated physical impacts would become devastating very fast. This is when you need... A gravitation repulsor. Yes, just like the one you pick in-game, except that you can buy a better one, upgrade this puppy, and that you don't have to develop carpian tunnel to feel its benefits ; it does its magic by itself, depending on certain factors like the size of objects (after all, you can't repulse big asteroids!), the velocity of bullets, and technology tricks (anti-repulsion matter!). And when ennemies get tired of your physical quasi-immunity, and start using lasers, sound waves and lightning against you, it's time to equip... The energy shield. Now come on, not the puny shield we have in tyrian right now. It can actually deflect, transform or even absorb energy. Some would be better against electrons, some against photons, etc. When the ennemy's weapon are stronger than your shield, they deplete it bit-by-bit, until it reaches the armor and does damage. BUT! Back to first case, since it would take quite some time to breach it with a laser! So, if you followed my toughts so far, 3 types of protection (armor,gravitation,energy) instead of the basic two, whose function are essentialy identical anyway... how boring. Tell me whatcha think, and let me think of other stuff
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Post by yuriks on Mar 26, 2009 20:30:02 GMT
Sounds quite complex. =) Some good ideas there though, but you have to remember this is a single player game for now, (coop counts as single player) so I dunno if all those strategical possibilities would stay relevant. It may degrade to just "on level X buy weapon A, and then on level Y switch to B".
Happy birthday, btw.
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Post by AntX on Mar 26, 2009 20:38:32 GMT
Thank you very much sir Just turned 27, but I'm definitely thinking of going back to 26 next year and so on... haha.
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Post by dinth on Mar 27, 2009 8:17:23 GMT
IMO, ceramical armors should be great for heat & lasers, but should be very weak for shattering weapons and sound, metal armors should be standard without much resistances and weaknesses, and polymer and/or biomaterial based, which should be great for shattering weapons, sounds, all kinds of weapons which deal physical impacts or vibrations, but also extremely flameable.
Energy armors are shields in Tyrian, and arent hull related, but they could also have resistances.
Gravitron should be in future of OpenTyrian, some non-armor-related enhancment, similar to shield and generator, which should pull cins and bonuses to player, and enemy missiles away of player.
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Post by AntX on Mar 27, 2009 20:12:37 GMT
Cheers to that! ;D We should mod together when enhanced is ready to get modded
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