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Saturn 7 - ship internals
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Robo
Guest
Quote
2020-06-15 05:21:59

I have the basics working for inside one of my ships - with auto closing doors, access levels and solar backup power (crashed ship).

https://youtu.be/mg2A2EZPIoI

Let us know what you think.....


count2rfeit
Guest
Quote
2020-06-15 17:05:22

hummm... I understand the solar power thing - if you over use the systems and drain the batteries you could get trapped until the sun comes up and recharges them, a be careful feature to add excitement to the game, but 2 things about it....

1- if i was designing a real ship, I would see that as a real flaw! And playing the game, I would think the same thing - The ship should have a full time power supply - nuclear generator? - dilithium crystals? (star trek)

2- won't that put a lag into your game? if the player gets stuck during the night cycle and has to wait for the sun to up in the day cycle... would they get bored with it? stuck in the grew quarters and can't leave because the door won't open. I don't know how long your day/night cycle is, but if it goes on for more that just a few minutes, I might get tired and exit the game...

well, just my thought about it. And as always, you have done an amazing job to create a complex door system - with different level cards (level 1 cards will not work on some doors), low power detention, doors can work at the same time

and your interior looks great ... but where are the Jefferies tubes ( again star trek)


count2rfeit
Registered User
Quote
2020-06-15 21:10:23

sometime last year I was working on a space ship interior - I stopped on it and was doing other projects, and kind of forgot about it... but you have inspired me to dig it out again!

If I find it, I will upload a .exe file to show you what I had in mind for my spaceship.... nothing as big as yours through.

thanks


Robo
Guest
Quote
2020-06-16 01:09:17

count2rfeit wrote:
hummm... I understand the solar power thing - if you over use the systems and drain the batteries you could get trapped until the sun comes up and recharges them, a be careful feature to add excitement to the game, but 2 things about it....

1- if i was designing a real ship, I would see that as a real flaw! And playing the game, I would think the same thing - The ship should have a full time power supply - nuclear generator? - dilithium crystals? (star trek)

2- won't that put a lag into your game? if the player gets stuck during the night cycle and has to wait for the sun to up in the day cycle... would they get bored with it? stuck in the grew quarters and can't leave because the door won't open. I don't know how long your day/night cycle is, but if it goes on for more that just a few minutes, I might get tired and exit the game...

well, just my thought about it. And as always, you have done an amazing job to create a complex door system - with different level cards (level 1 cards will not work on some doors), low power detention, doors can work at the same time

and your interior looks great ... but where are the Jefferies tubes ( again star trek)


Thanks for the feedback. Yes, it could be boring waiting all the time. The player could have a sleeping bag with them and sleep it off or wait some minutes for the battery to charge. I will have to check some charge still happens at night time albeit slower. I will have some maintenance actions the player can do with his inventory also while waiting, that should help.

The backup power is due to each ship crashed on the planet and no main engines working, so still has some backup power. I will include a voice over by the computer to say "main engines offline" and "solar backup only"..


count2rfeit
Registered User
Quote
2020-06-16 02:45:20

oh , yes that is a pretty cool idea... after a crash the only power available is the solar backup... like you said, it's not something I remember seeing in a game before. And like I said, a good "be careful" feature to survive on an distant planet!

Man, your game is looking like it will truly be GREAT. ( don't mean to be jealous, but I wish I had thought of it....)


Robo
Guest
Quote
2020-06-16 06:01:47

wrote:
oh , yes that is a pretty cool idea... after a crash the only power available is the solar backup... like you said, it's not something I remember seeing in a game before. And like I said, a good "be careful" feature to survive on an distant planet!

Man, your game is looking like it will truly be GREAT. ( don't mean to be jealous, but I wish I had thought of it....)


Haha - thanks :)
I'm a big fan of solar power - installed a couple systems for people also.
In the future I can only think that everything will be based on energy and batteries so thought to add that in. I want to add in as many 'modifications' to normal life as possible so that it becomes a challenge to maintain all those strategically. I want my game will be a strategic survival game on alien planet. Think "The Long Dark" meets "System Shock 2" - 2 of my favorite games ever...


creaturefreak
Registered User
Quote
2020-06-16 10:27:43

Hey ROBO,

As usual great video and game mechanics and programming.
It's looking great!

Just my 2 cents....

I like using the key cards to open the doors, makes sense. I think though, you can make it worth more to the player to have one, and prevent it from being to redundant .
Here's an idea..
Perhaps in one of those smaller compartments/rooms an "Alien creature" has penetrated one of the compartments and is eating the supplies or damaging the solar energy cores etc. Having the player hold on to or acquiring a key card may be vital to the players survival as they play a "cat and mouse" game with the creature and lock it in rooms so the "player" can hunt for supplies. In fact If the player does not contain the creature all the vital supplies they need can be in serious jeopardy.

I love all the details and gadgets you have in your inventory and all the objects that can be accessed via storage bins , etc. I think putting yourself in the shoes of a Gamer that doesn't play "survival" games and figure out what can you do to entice them to play your game. If it's strictly for peeps who like survival games then ignore what I've mentioned .

My 2 cents Robo..your doing amazing work and an inspiration to all of us, thank you for sharing and asking are opinions.

CF


Robo
Guest
Quote
2020-06-16 13:51:39

wrote:
Hey ROBO,

As usual great video and game mechanics and programming.
It's looking great!

Just my 2 cents....

I like using the key cards to open the doors, makes sense. I think though, you can make it worth more to the player to have one, and prevent it from being to redundant .
Here's an idea..
Perhaps in one of those smaller compartments/rooms an "Alien creature" has penetrated one of the compartments and is eating the supplies or damaging the solar energy cores etc. Having the player hold on to or acquiring a key card may be vital to the players survival as they play a "cat and mouse" game with the creature and lock it in rooms so the "player" can hunt for supplies. In fact If the player does not contain the creature all the vital supplies they need can be in serious jeopardy.

I love all the details and gadgets you have in your inventory and all the objects that can be accessed via storage bins , etc. I think putting yourself in the shoes of a Gamer that doesn't play "survival" games and figure out what can you do to entice them to play your game. If it's strictly for peeps who like survival games then ignore what I've mentioned .

My 2 cents Robo..your doing amazing work and an inspiration to all of us, thank you for sharing and asking are opinions.

CF

Thanks for the feedback - much appreciated!
Yes, was thinking in one scene to add an indoors alien actually and have a "aliens" movie aspect where you are left in the dark and have to find your way around or fight the alien...nice idea :)
One day if I get around to it might make use of the small map extension and show where the alien is like a tracker with aliens like beeps perhaps as it gets closer...:)

Locking it in one of the rooms sounds like a nice idea...as I have some rooms with multiple entrances...and destroying storage items - also a good idea hence the urge to stop it..yes, it will destroy the circuit breaker and shut down the lights...until you fix it later, very cool, cheers :)


AnAverageGuest
Guest
Quote
2020-06-16 16:27:31

Wow! That's EXTREMELY impressive(especially for this engine)! I especially like the (health, hunger, thirst, etc.)bars in the top corner. I do as well like the card system you put on the doors. Great job and good luck with your game! :D


Robo
Guest
Quote
2020-06-16 17:13:28

AnAverageGuest wrote:
Wow! That's EXTREMELY impressive(especially for this engine)! I especially like the (health, hunger, thirst, etc.)bars in the top corner. I do as well like the card system you put on the doors. Great job and good luck with your game! :D


Thanks for that - most bugs now fixed.
Yes, CopperCube is ok if you split up the scenes into separate levels to load up. We now have adjustable transparent png images and even a shiny metal look if you work at it...CC can do some decent stuff even today..


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