Infinity: Quest for Earth - Page 2

Infinity: Quest for Earth

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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Infinity: Quest for Earth

Post by zwzsg »

AF wrote:Whats stopping it at the moment? I can imagine the mouse bindings may be an issue, but otherwise its all lua codable?
Lua can read mouse and keyboard input, lua can draw geometry with OpenGL, so yes, every kind of game is Lua codable in Spring. It's just a small matter of coding a game engine in Lua.
AF wrote:I can imagine the mouse bindings may be an issue
What do you imagine? I get event when a mouse button is pressed and released, I can read button state and mouse position at any moment, so what's the issue?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Infinity: Quest for Earth

Post by KDR_11k »

Air Raid is already a directly controlled flight combat game, for space you'd just have to remove the terrain and the concept of "up" but I think that removes way too much from Spring to make sense (currently Air Raid also uses the unit behaviour to get dogfights and stuff, that wouldn't work at insane altitudes to make terrain irrelevant).
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Infinity: Quest for Earth

Post by zwzsg »

For Air Raid, you also keep the concept of units, with their models, textures, and stat sheet, and their weapons, which fire shots, with their physics of travelling straight and hitting hitbox, and then damaging and explosions, and ...

To turn Spring into a space game, all that could be kept as well. But IMO it would be more challenging to ignore it, and use only the raw OpenGL commands and the raw input in Lua gadgets.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Infinity: Quest for Earth

Post by trepan »

When last I played with SpringRTS' Lua, it could manage the video,
audio, user inputs, and send custom network messages. From those
features, you should be able to write any game that you want. I'm
not saying that it's ideal for an FPS style game (lock-step protocol
isn't all that great for responsiveness), but it could be done. You
don't need to use the built-in physics (ex: the hard ground limit).
Machete234
Posts: 642
Joined: 12 Feb 2010, 11:55

Re: Infinity: Quest for Earth

Post by Machete234 »

Back to this infinity game: how will the actual gameplay be like?
A lot of these space sims have game mechanics of a browser game and I never found that very fascinating.

Of course the old wing commanders were cool but they were single player missions only.

Did somebody try it yet?
Its seems like a team deathmatch version is out.
Im here on a crap pc so I cant.
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