Summary:
The bases of the game is obvious Star Trek, I am planning on using various sources to form campaign games. Example: Dominion wars. Operations for campaign missions will include operations as seen in the Deep Space 9 series, But also operations not seen in the series that I basically just made up, but that fit into the background plot all the same. How ever I want to go much further than just the dominion wars.
Game play:
Game play will include both Space fleet combat and Terrestrial Battle fields from mission to mission in various campaigns. Such as Battles for planets seen in the Deep Space 9 Dominion Wars.
Fleet Combat:
Fleet combat will be based off a series http://en.wikipedia.org/wiki/Legend_of_ ... tic_Heroes Using factors in combat such as Admiral personalities and random events on individual ships but the basics of fleet combat will be taken out of LOGH series
Terra combat
Missions involving ground combat will be pretty typical of any other RTS.
Unique campaigns
I am going to do some interesting things in terms of campaigns for the game. Not just standard campaigns seen in the various series but some other mostly imagined campaigns including/featuring mirror universe campaigns and campaigns taken out deep form ancient lore of various races
Star trek: Galaxy Wars
Moderator: Moderators
Re: Star trek: Galaxy Wars
Prepare for the worst and most un-fun road ahead of you. If you need help with specifics feel free to ask though. 

Re: Star trek: Galaxy Wars
A multi-tiered project is going to be a lot of work... smoth has been working on Gundam Annihilation off and on for like 10 years and isn't "finished" and Imperial Winter has a team working on it and has been stewing for a number of years... and those are simple compared to what your proposing.
I'd suggest the following "plan"
pick one isolatable aspect of your project, for example:
Modelling and Scripting Units (and testing them in existing games)
Creating the "Fleet Combat" or "Terra Combat" part of your game (using assets from an existing game)
Building Mission and Campaigns (using existing games)
and get that part squared away.
When you've gotten one of those things out of the way you bring "value" to your project idea but also have something to show off, play around with and be proud of... at this point you may be able to attract developers with one of the skill sets you don't have but don't count on it... you will have a feeling of accomplishment that will help you move on to the next "isolatable" aspect of your project... when you get good at or (get someone good at) all the different parts (and have a number of scripted units and useful gadgets and widgets) then you can start patching it all together into the project you envision.
Of course that's just my two cents.
I'd suggest the following "plan"
pick one isolatable aspect of your project, for example:
Modelling and Scripting Units (and testing them in existing games)
Creating the "Fleet Combat" or "Terra Combat" part of your game (using assets from an existing game)
Building Mission and Campaigns (using existing games)
and get that part squared away.
When you've gotten one of those things out of the way you bring "value" to your project idea but also have something to show off, play around with and be proud of... at this point you may be able to attract developers with one of the skill sets you don't have but don't count on it... you will have a feeling of accomplishment that will help you move on to the next "isolatable" aspect of your project... when you get good at or (get someone good at) all the different parts (and have a number of scripted units and useful gadgets and widgets) then you can start patching it all together into the project you envision.
Of course that's just my two cents.
Re: Star trek: Galaxy Wars
^ two cents form someone who, as far as I am aware, has never actually been part of a Spring game project.
My advice is to get one single unit in game and working and a mod base to work from. I will however echo Sinbad's advice to focus on just one area of your idea to begin with and expand later.
Do you have any skills in

My advice is to get one single unit in game and working and a mod base to work from. I will however echo Sinbad's advice to focus on just one area of your idea to begin with and expand later.
Do you have any skills in
- 3D Modelling?
- UV Wrapping?
- Texturing?
- Animation?
- Programming, particularly with lua and OpenGL?
Re: Star trek: Galaxy Wars
There was the "Chess Mod"... I was the first person (other then satirik) to figure out how to replace the rank icons in TASClient... I wrote most of the (now obsolete) "Using_Spring" section of the wiki and was one of the people who whined really really loud when we realized that the map format supported features other then trees but that that the map converter tool didn't have a way to inject them... I also wrote the first tutorial on how to do so when the map converter tool was forked to allow this option (though it's likely obsoleted now)... I did various experiments in map, water and feature interaction and released a few maps (though mostly experimental ones) and made and textured some crystal features that were used on a few maps before they were replaced by better ones. I am also pretty sure that I was part of the Lego Mod team...FLOZi wrote:^ two cents form someone who, as far as I am aware, has never actually been part of a Spring game project.
Re: Star trek: Galaxy Wars
Chess and LEGO are acceptable answers, I'll let you off. 

Re: Star trek: Galaxy Wars
i'm pretty sure i was in the lego mod team, but that was back in the 60s, and my memory of that period is kinda hazy
sounds to me like really you're making two games (fleet combat, and ground combat) and then tying them together with a metagame for the campaign. concentrate on one first; and yeah: start small. single unit, working, ingame, and go from there.
the fleet combat actually sounds quite promising in terms of being able to locate art assets elsewhere (i've seen umpteen model enterprises of varying quality available for free in various places for example) wheras with the ground combat you'd probably have to do some "from scratch" modelling in order to have things that are fully compatible with springs animation system.
please make sure mister sulu is in your game. oh! oh! and commander chekov and the nuclear wessels!
also: i'm thinking SWIW + star trek = lol final battle
sounds to me like really you're making two games (fleet combat, and ground combat) and then tying them together with a metagame for the campaign. concentrate on one first; and yeah: start small. single unit, working, ingame, and go from there.
the fleet combat actually sounds quite promising in terms of being able to locate art assets elsewhere (i've seen umpteen model enterprises of varying quality available for free in various places for example) wheras with the ground combat you'd probably have to do some "from scratch" modelling in order to have things that are fully compatible with springs animation system.
please make sure mister sulu is in your game. oh! oh! and commander chekov and the nuclear wessels!
also: i'm thinking SWIW + star trek = lol final battle
Re: Star trek: Galaxy Wars
heh
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Re: Star trek: Galaxy Wars
I like how you say: "I am going to do", "missions will include", and other affirmative tenses, for a project that will never go past the stage of daydreaming.
Re: Star trek: Galaxy Wars
Actually there is a veritable wealth of startrek models out there, there is a very real chance that no modelling beyond hitpoints and conversion si necessary. For 99% of units, no animation beyond a basic script would be necessary due to a lack of moving partszwzsg wrote:I like how you say: "I am going to do", "missions will include", and other affirmative tenses, for a project that will never go past the stage of daydreaming.
Re: Star trek: Galaxy Wars
That's for space units, but initial post mentions ground combat, too. Ground units without moving parts won't look very good :)