Ok, not sure if this is the right place to post this but...
I apologize in advance for the formatting below, but I'm going to write it the way my brain processes things.
I was wondering if the spring engine is capable of a hypothetical feat:
building=research_development_facility
building.commands=(assemble_parts,build_on_unit)
building.assemble_parts=(part(lenses)+part(wires)+part(circuitry)=module)
module.type=advanced_laser
module.stats=combined_component_stats
unit=commander
building.build_on_unit(unit,module)
unit.newmodule=module
I know this might take a little to decipher. Basically i just want to know if its possible to throw up a splashscreen for assembling new weapons, and then putting them on a unit. That would allow for fully customizable research. just program in components, and the individual component stats (+&- gotta have a balancing system) would then decide the stats of the final weapon.
Custom Resource System & In-game Unit Creation
Moderator: Moderators
Re: Custom Resource System & In-game Unit Creation
Simple answer:
Yes, it's possible, and it's been done to some extent.
Research is 100% possible, and various implementations can be seen in various games for this engine. That's the easy part.
The hard part is the "unit assembly system". The graphics side of that isn't too bad- just make all the pieces and then show / hide them. But to make a classy UI for displaying the results would be a bit more challenging.
Yes, it's possible, and it's been done to some extent.
Research is 100% possible, and various implementations can be seen in various games for this engine. That's the easy part.
The hard part is the "unit assembly system". The graphics side of that isn't too bad- just make all the pieces and then show / hide them. But to make a classy UI for displaying the results would be a bit more challenging.
-
- Posts: 4
- Joined: 23 Sep 2010, 20:26
Re: Custom Resource System & In-game Unit Creation
i was thinking the UI would be fairly simple:
list of components
list of module types
component.stats+module.type(X)=module.ability(x)
build button merely shows output of actual component+stats&abalities
if (i_like=component) build(unit,component);
else recreate_component;
everything would just be done from the splashscreen.
and to avoid micromanagement nightmares perhaps:
build(unitype,component)
list of components
list of module types
component.stats+module.type(X)=module.ability(x)
build button merely shows output of actual component+stats&abalities
if (i_like=component) build(unit,component);
else recreate_component;
everything would just be done from the splashscreen.
and to avoid micromanagement nightmares perhaps:
build(unitype,component)
Re: Custom Resource System & In-game Unit Creation
Basically, you'd have to write that from scratch, but yeah, you can do that.
-
- Posts: 4
- Joined: 23 Sep 2010, 20:26
Re: Custom Resource System & In-game Unit Creation
alright...time to just throw it out there for actual developers to see:
my original idea->leading to all these tangents:
Multiplayer space-based game reminiscent of Eve-online.
with an open ended programming system somewhat like i just described.
design the games basic resources and there stats
different stats+module types create certain effects
and from there, the game programs its own content as the users play it.
I will sadly never have the knowledge, time, or experience to accomplish such a goal. The worst part is, my brain is able to conceptualize the basic functions required to program a game like that.
my original idea->leading to all these tangents:
Multiplayer space-based game reminiscent of Eve-online.
with an open ended programming system somewhat like i just described.
design the games basic resources and there stats
different stats+module types create certain effects
and from there, the game programs its own content as the users play it.
I will sadly never have the knowledge, time, or experience to accomplish such a goal. The worst part is, my brain is able to conceptualize the basic functions required to program a game like that.
Re: Custom Resource System & In-game Unit Creation
Oh... this is a feature request... not a feasibility request.
Answer then is 'almost certainly not happening'.
If you can visualize the logical states required to think about the rules you want... that's pretty much all programming is, though. Sit down with the Wiki and learn about Lua.
Answer then is 'almost certainly not happening'.
If you can visualize the logical states required to think about the rules you want... that's pretty much all programming is, though. Sit down with the Wiki and learn about Lua.
-
- Posts: 4
- Joined: 23 Sep 2010, 20:26
Re: Custom Resource System & In-game Unit Creation
know...its not a feature request lol
im just trying to find alternatives that i might be able to accomplish.
im definately gonna look at that wiki...thank you
im just trying to find alternatives that i might be able to accomplish.
im definately gonna look at that wiki...thank you
Re: Custom Resource System & In-game Unit Creation
game logic belongs in lua. this is all stuff that does not belong in engine but in lua. Make a more organized and clearer post in the lua subforum.
If you are expecting someone to "help you" by doing it you came to the wrong place.
If you are expecting someone to "help you" by doing it you came to the wrong place.