Epistax good job and I think both post are useful and those things are what permits replaying.
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Originally posted by vmxa1
Very cruel to mention it again, anyway Dr listed it in the games he was drawing from. So I am not on the on the wrong thread this time (am I ).
And DrHacker, just PM or e-mail with what you have and I try to help you as best as I can. (if you don't know, click the links above the post of whome you want to contact saying PM/e-mail)
Hope to hear news from you soon
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Ok, I've emailed Yolky and sent a PM to Gilgamensch (You don't have any email link ?!), let's se what you say...
Epistax, you have some good points... Good things to have in mind when designing. Thanks. Noone else who want's to contribute?
In my game there is races, with individual strengths. Keep in mind though that this is a game I'm making on my spare time, as lone coder, so I'm trying to keep it small. Trying to reincorporate every feature of MOO as Ray K did I won't. I don't think I would manage that. But as to what parts are to be cut out I don't know...
Right now the ship design is complete, you can create new ship designs from the specs in the tech tree. So at least that feature of MOO is in.
Letting ships get experience is a pretty nice feature... Not to hard to implement. What do you think, what should you get experience from?
I had this idea that you can get experience from different fields, not just more and more from every battle you enter (although that should play a role too).
What about having several "experiences", like winning a battle, exploring a new system, making first contact... And a ship having been though all of those get higher experience that a ship that just has been sitting at the homeworld, defending it, but has seen many battles? Just a thought, what do you think?
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Maybe you could look at those different experiences and use them to mold the units. Say, you have a scout ship that gains experience from searching stars for new systems. It could gain experience that would eventually make it a "Research" class ship. Give it a bonus of say +10 research points. Or, say you have a ship that plays a mostly defensive role. As they spend more time gaining experience in this way, they could specialize as a "defence" class ship, giving it a bonus for a defensive type attribute. This wouldn't lock them in to this role in any way, just give them bonuses for performing certain tasks. Plus, the ships could still gain experience in other areas as the performed additional tasks and gain additional bonuses. It would make it more difficult to scrap an older ship just to upgrade to the next level beam weapon and help a nonresearch oriented race stay competitive while they tried to catch up.
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Drhacker I never got any email.
yolkyis@rogers.com
try again please or pm me and give me your email and will get in touch with you that way.
Davor
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Originally posted by Harry Seldon
Has anyone even heard from RayK recently? I think his last post was months ago. I wouldn't be much help with programming unless you're writing it in pascal or basic. That's q or gw, not visual.
Java Moo is just sitting on my PC with it's siren call... "Ray, Ray, I need more code"
Never fear. MOO is possibly my favorite PC game of all time and I am determined to resurrect it!"Barbarism is the natural state of mankind... Civilization is unnatural. It is a whim of circumstance. And barbarism must always triumph."
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Good to hear and I loved Diablo1/2. I finished Nightmare, but never started Hell. In fact I have not done the Cow level in NIghtmare mode, only the normal one.
Actually, it was the D2 expansion, Lord of Destruction, that I got for Xmas. Now I'm burned out on it! I don't know about you guys, but I have to rotate between strategy & action games."Barbarism is the natural state of mankind... Civilization is unnatural. It is a whim of circumstance. And barbarism must always triumph."
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