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Space Vessel Command Simulation: Engage in Cosmic Battles!

thane-gray avatar
22 diapositives · 355 Views · Nov 27, 2014

Dive into a dynamic space adventure where you control every aspect of a navigable spaceship through interactive consoles and chairs. Customize each ship module, manage energy systems, and strategize with crew members for an exhilarating cosmic journey. Explore planets, defend against threats, and master the art of spaceship management. Join the modding community on Googlecode to collaborate on innovative ship features and gameplay elements.

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  1. Space Mod

  2. Basic Idea You enter the turrets and the ship „hull“ via „chairs“. Each part of the ship that requires energy has an energy and damage control console (the red thing) • Walkable spaceships • With energysystem The „Hull“, a vehicle with turrets, symbolizes the ship The interior (made with bricks, walkable)

  3. What has been done so far • If you enter a vehicle, you control an other one, you get out with light key. • Managed to mount a tank turret on a jeep (-> same mountpoints) • Mounting script can be taken from tank/bomber • Chair01 has been made 

  4. What is next • Modeling the ship in blender (Atlas, moved to milfshape :P) • Guiing, captains gui, engineers gui, • Energy system

  5. Coreidea • Googlecodeproject hosts a svn • Progress is shared • Everybody can download it, members can upload stuff

  6. Modteam and Duties • Head • Thinking • Gameplay (Does it work out? What is needed for it to work out?) • Balancing • Playerclasses (Captain, Gunner, Engineer, what do they do/need?) • Complexity of Shipsystems • Are there several modules? What do they do? • How to simulate the Energysystem? • Teleporters? Hyperdrives? • Modeling • Weapons • Ships • Rumpf und Aussenhülle • Inside of the ship • Scripting • Guis • Weapons • Ships • Coreshipfunctions (dass man einsteigen kann, dass schiffe getrennt verwaltet werden, was passiert wenn eins explordiert etc) • Driving • Energysystem • Mapping • A Spacemap • Only a few distant Planets, no Solarsystems (about 5-6 Planets)

  7. CapShip • The Player can interact with the CapShip via Chairs and Consoles. Chairs -> Controling, Console -> Report, Settings • Chairs availbable • Bridge (Captain, Plots course, makes decisions, has star/sectormap, Status of ship) • Guns (Gunners, defend ship, status of gun, sectormap) • Consoles available • Gun control (nothing yet, useless? For repairs! Status!) [R] • Engineroom: • Reactor (Engineer: Reactor status, Powersupply of Subsystems, overload reactor) [R] • Elevatorcontrol (for the elevator) [R] • Pulsedriveengine (Engineer: Status, overload) [R] • Shields (Engineer: Shield status, Powersupply of shields, overload shields) [R]

  8. Guis • Inflight • CapshipControlSystem (CCS) • Bridge • Cap: Status, Cursecontrol, Map, Hyperdrive • Engineering • Reactor: (reactor)Status, Energysupply to subsystems • Shields: (shield)Status, • FighterControlSystem (FCS) • Cockpit • Status (maybe Hyperdrive?)

  9. RGun Reactor Hyperdrive Backdoor Cockpit Shields Thrusters LGun Atlas – Freighter1st ship

  10. ToDo Liste – Common • Script • What happens in a CapShip (steering, energystuff) • CapShip Modules and Features • Mining (later?) • AI for turrets (later..) • Modeling • Capships, Fighter, miner, Base

  11. ToDo – Start – Goal: Notorious Class • Modeling • Chair (Controlscript done, model needed) • Computer Interface Panel (CIP) • Interior without windows

  12. Capship ideas general • Every ship is moving modest (slow), it is a tactical mod! • Cannot be steered like other vehicles, only via coursecontrol gui on the bridge • Has an energysystem

  13. Controls in General – ideas • In your console gui you have bar for every module, at wich % it is currently running. • Min 0%, max 120% (overload) from 100-120% it will take dammage if it is running

  14. Thrusters ideas • Run usually on 90%

  15. Shields - ideas • You cant see them, they are directly over the hull -> no model required • If damage is done to the ship the shields will get the damage until they are down • The regeneration rate of the shields depends on the energy they get • Usually they run on 50%

  16. Hyperdrive – ideas • Coords are set on the bridge (capchair), but it is launched from the engineroom -> you need both! • It takes about 2-5 min to travel from one planet to an other one • Shields dont work in hyperspace • 20s after dropout shields restart

  17. BACKUP

  18. RGun Backdoor Cockpit LGun Atlas - Freighter RGun Backdoor Cockpit LGun Reactor Hyperdrive Shields Thrusters

  19. Personal • duck