Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

Making the game

Name: Anonymous 2019-01-02 14:12

So because you've annoyed me with constant "make your game"/Velox et Astrum reminders, i've started a gitgud project here.
https://gitgud.io/FrozenVoid/velox-et-astrum

Name: Anonymous 2019-01-02 14:13

Its open to any suggestions and ideas, right now I'm thinking using C+SFML library to build a prototype.

Name: Anonymous 2019-01-02 14:47

make an open source brood war clone

Name: Anonymous 2019-01-02 15:06

//See LICENSE for license info

int main(int argc,char**argv){


}


what kind of suggestions do you want? that's all the code you wrote. it's literally fucking nothing

Name: Anonymous 2019-01-02 15:07

Needs moar tentacle rape.

Name: Anonymous 2019-01-02 15:31

This isn't voidchess

Name: Anonymous 2019-01-02 15:34

>>4
Its for testing web editing. You apparently can edit/add files just like github webIde.

Name: Anonymous 2019-01-02 16:29

>>5
So basically, you're busy transporting ore peacefully just as some dark object hangs over your transport barge, giant tentacles envelop the ship and start breaking containment armor. You frantically order support from nearby ships but the psionic barriers created by the monster above disrupt subspace communications for several light-years around the system. The last thing you see is an barbed tentacle breaking through a vent, spraying toxic gas clouds visible on internal monitoring cameras.

Name: Anonymous 2019-01-02 16:41

>>6
What is voidchess and how its relevant to real-time space strategy?
>>3
It will be sort of RTS game(IN Space), but replicating Broodwar isn't the goal(the only thing worth there is unit balance system). Broodwar is terrain-bound(air units are an exception) and is very small in terms of size, the scale of deep space is much larger: the objects are sparse and distances require time to cross.

Name: Anonymous 2019-01-02 18:28

make your're game

Name: Anonymous 2019-01-02 19:19

>>10
I've added some design drafts, check it out
https://gitgud.io/FrozenVoid/velox-et-astrum/tree/master/design

Name: Anonymous 2019-01-03 7:24

>>11
A few thousands EMP bombs teleported from Terran planets
confusing. the beginning makes it sound like your're are going the hard sci-fi route with slow generation ships colonizing space over hundres/thousands of years but then suddenly we have teleport

Name: Anonymous 2019-01-03 7:45

>>12
>the beginning makes it sound like your're are going the hard sci-fi route
Thats was Earth-phase, before the colony ships reach the planets, hundreds of generations pass along with technological progress. Hard sci-fi + Thousands of years= Soft sci-fi

Name: Anonymous 2019-01-03 7:48

>>12
Also teleport doesn't mean you can go from A to B instantly. You need receiving station at B and Sending Station at A.
Warp is discovered later.

Name: Anonymous 2019-01-03 7:52

>>13
kind of sort of not really. if most of those generations spent their whole lives on ships (which need to be maintained) with no easy access to resources and people from outside of their're are community, technological regression would be more likely (and potentially more interesting). see: Heinlein's concept about TV show about space Amish (it got made eventually but don't watch it, it's nothing like his original ideas), Analogue: A Hate Story (disregard the SJWisms), maybe W40k to an extent (not isolated ships but scientific and technological regression due to constant war)

Name: Anonymous 2019-01-03 7:59

>>15
There is a pirate faction with exactly this, holding on ancient tech they barely understand and piloting junk ships.
Government-build Ships are ruled by Central Ship AI and it maintain order and progress towards goals of original designers.

Name: Anonymous 2019-01-03 8:05

>>16
that makes more sense. on a different note: do you want this game to be about the war with aliens, treating the described plot as more of a backstory, or do you want to play through the whole thing? if the latter, do you imagine it as a one continuous play session like in grand strategy and some 4X games or do you want it to be divided into discrete levels, like in old-school RTSes?

Name: Anonymous 2019-01-03 8:06

>>15
The dystopia of Velox Et Astrum is not about regression into the past, its exposing humanity's deepest moral flaws and desire for expansion as inherently corrupting drive that leads to conflict, the idea of human supremacy and imperialistic tendencies of space exploration in context of multiple species competing for control. (I'm beginning to sounds like a SJW, but its more about how these inclinations meet challenges and uncover human nature without much "moral lessons" just documenting the tragic end of such endeavours and their realistic flaws in practice. "Brutal reality meets human ambition".).

Name: Anonymous 2019-01-03 8:08

>>17
The plot will influence campaigns/unit design/overall tech, the main game will be something like 3D starcraft multiplayer meets Eve Online aestethics.
Edit:I don't mean to steal any content from Starcraft/Eve Online, i just describe the gameplay elements common with the ideas. Edited on 03/01/2019 08:21.

Name: Anonymous 2019-01-03 8:11

>>18
this sounds interesting, but you will need good writing to pull it off because if you don't stress the human flaws aspect enough then you'll get the usual 'le cool spaceships shootan each other', and if you stress it too much you'll get preachy shit

Name: Anonymous 2019-01-03 8:21

>>20
I don't think you should need to play campaigns, you can just get through a quick tutorial and jump straight to multiplayer space shootan. The plot/campaigns meant to give the game depth/backstory.

Name: Anonymous 2019-01-03 8:22

will the game have dubs-checking mechanics? inb4 egregores

Name: Anonymous 2019-01-03 8:29

>>20
Don't worry, i will not make you check your human privilege each gaming session, it will be available as lore embedded into campaigns/missions attached to plot episodes. The alien campaigns (only planned now) will give each species specific moral flaws and weaknessess with realistic evolutionary causes.

Name: Anonymous 2019-01-03 8:35

>>22 Actually i intend to add "Numbers in the brain" minor sub-plot in some of the episodes on colony ships.
Few of the colony ships will have mentally ill people with numerological obssessions starting due their work of checking coordinates, angles and trajectories all day and their general distrust of computers. Edited on 03/01/2019 08:37.

Name: Anonymous 2019-01-03 8:45

>>24
haha I hope you really make it about dubs. like, a dude flies a ship into a star/black hole because its coordinate was dubs/trips and he thought it means it's some sort of portal to heaven

Name: Anonymous 2019-01-03 9:13

>>25
(this applies to Colony ship period only)
A 'dude' has no power to "fly" a ship.
The ship is driven by computer System governed by Central Ship AI. Its users may
request coordinate/trajectory updates but
major changes will be rejected outright. Edited on 03/01/2019 09:14.

Name: Anonymous 2019-01-03 14:12

The ships will be driven by Mentifex's AI, the first MSIE AI in space.

Name: Anonymous 2019-01-03 15:42

>>27
Should work about as well as it did for the Navy.

Name: Anonymous 2019-01-03 17:43

I started a text-based roguelike in haskell http://163.172.62.104/game.tar.gz

Name: Anonymous 2019-01-03 20:00

>>29
>ip url
>generic filename
>tar.gz, which is a terrorist format
NO THANK YOU!!

Name: Anonymous 2019-01-03 20:21

>>31
Domains are expensive. Edited on 03/01/2019 20:21.

Name: Anonymous 2019-01-03 23:59

>>29
virus

Name: Anonymous 2019-01-04 5:40

>>32
.tar.gz, so a virus that expects you to
untar it, manually resolve all dependencies and bad headers and compile it yourself? doesn't make sense to me.

Name: Anonymous 2019-01-04 6:48

>>33
And ironically it won't even compile if the virus is requiring
gcc 5 or later, lots of distros are stuck with gcc4.8 as the latest default since users didn't upgrade often.

Name: Anonymous 2019-01-04 7:08

>>34
It only requires ghc without any extensions..

Name: Anonymous 2019-01-04 9:12

GHC is a virus itself

Name: Anonymous 2019-01-08 11:06

Name: Anonymous 2019-01-08 13:37

>>37
all those were fixed years ago, anus

Name: Anonymous 2019-01-08 14:30

>>38
- Vendor Statements
This is the documented and expected behaviour of tar.
Does not seem very fixed.

Name: Anonymous 2019-01-08 16:57

>>38
Implying they were fixed in your're are Debian.
Implying there are no other NSA, FSB, Mossad and you-name-it backdoors in Stallman's software.
Implying Linus doesn't make money by introducing backdoors too.

Newer Posts
Don't change these.
Name: Email:
Entire Thread Thread List