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  #1  
Old 01-10-2011, 03:06 AM
gwFCCtennis gwFCCtennis is offline
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What became of this?
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  #2  
Old 01-10-2011, 03:24 AM
fowlplay4 fowlplay4 is offline
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Originally Posted by gwFCCtennis View Post
What became of this?
It's only been 6 days, so nothing.
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  #3  
Old 01-25-2011, 09:30 PM
defaultaccount defaultaccount is offline
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This is a update of whats going on...

I've been trying to work out how the movement system will work and gravity, orbits, and movement with gravity with the whole system.

I can run down a few things on the fly but i'm going to edit this post after a day or two with what I've been writing down.

Basically gravity runs down as two factors being velocity and direction. Within them two factors there is a Push and Pull helping them decay or grow in speeds.

In every simulation there are what are called 'stars', these objects of they're own have a pull on ur character, or an 'orbit'. as well as the walls. A different color star could have whats called a anti-orbit witch pushes the character away. Main focus is to still have good able movement between these orbits and anti-orbit to have the player have a good control on they're movement without it having a determent on the overall flow of movement. (being able to dodge and maneuver with arrow keys.) You're also able to grab a hold of a star, or object/wall and vault off of it in the direction you're trying to go. The Push and Pull straights will keep you within a distance so as you can't maneuver too far outside that strength without ultimately changing ur direction drastically. I was also thinking of making two types of movement types: 1 being like a jet pack movement, and one where as it is a burst of movement

In reality to movement you're always going to be trying to maneuver between these stars in a type of key hole scenario where you get the most velocity from them when you pass by they're orbit. Think of yourself as a asteroid going by planets.

I'm still really trying to work out the whole mechanics of this and how these systems should be made. I'm also reading few more books. I've been writing alot of this down and I don't have what I wrote in front of me right now, so I'll edit this as i said in a bit alot easier to understand.

I'd expect i'd be still working on alot of the graphics and the overall mechanics of these systems VS making it as simulation as possible and staying true to what I'm trying to Create. Sorry i haven't been Full Force with this whole thing yet. I'm still in the process of working out the systems in my head.

I plan on buying this server very soon.
PS. anyone who's interested in this project who can graphic half decently, contact me VIA PM.
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Last edited by defaultaccount; 01-26-2011 at 06:14 PM..
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  #4  
Old 01-27-2011, 03:59 PM
defaultaccount defaultaccount is offline
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Movement depends on two factors push and pull. Orbit is when a object big enough pulls the character changing his velocity and direction.

A player who points toward [moves] a orbit will be able to 'crash' into the object and vault off it, only by vaulting off it will the player be able to move away from the object because of the strength of the pull that close. Walls have orbit but much less forceful.

In a battle room simulation firing your gun does not change your direction and velocity much. But a noticeable amount of velocity is lost when firing more than a few bullets opposite direction your velocity and direction is going.

In a simulation there are also whats called a "counter orbits". these are more of a push scenario where as gravity pushes the player away. They do not have as much push as a anti-orbit object.

Factors of movement:
-Push
-Pull

=Direction.
=Velocity.

The main focus is the ability to still have maneuverability within these constructs. And the ability to dodge without it being too unreal. Players have a movement factor fringe in flight. Within this fringe movement does not impair velocity or direction. Movement outside the fringe will change direction and velocity drastically.

http://tinypic.com/r/116s361/7

spars are going to be alot diferent in alot of these aspects. direction in spars and velocity will be changed by the fireing of ur weapon. In a gravity spar atleast.

EVENTS:

With events i'm hoping to focus on having bare minimum of gravity type events and having it more modern type game plays.

Chance type: Races,Minefield,ect
WAR type: Instant spawn defend/conquer type team events
Tactical events: Round type

I'm still really trying to work out the whole mechanics of this and how these systems should be made. I'm also reading few more books.

I plan on buying this server very soon.
PS anyone who's interested in this project who can graphic half decently, contact me VIA PM
idk heres some more eye candy:

http://tinypic.com/r/1ifwg1/7
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Last edited by defaultaccount; 01-27-2011 at 09:47 PM..
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  #5  
Old 02-17-2011, 08:13 PM
defaultaccount defaultaccount is offline
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I'm almost done all of the images and tiles that i'll need..expect to see the server up soon. I'm making the animations and finishing up the gun graphics.

http://tinypic.com/r/r02yjr/7
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