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Feature questions Thu, 02 February 2006 10:43 Go to next message
Kelzar is currently offline Kelzar

 
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One of the things that has always bothered me about stars is that it has "edges" and "corners". Is freestars restrained similarly or will there be the possiblity of screen wrap as if the map were transposed onto a sphere? Does the coding allow the possiblity of 3D and 3D with screen wrap?

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Re: Feature questions Thu, 02 February 2006 15:37 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Well, LEit would be the best person to answer this, but I'm pretty sure I can anticipate what he'd say:

FreeStars 1.0 will be as close as possible to Stars, so at this stage there will be edges and corners.

It would certainly be possible to have screen wrap option in some future version (i.e. after FreeStars 1.0 is finished and released) if someone wants to go to the trouble of coding it, but that maps onto a torus rather than a sphere. And then where would the Mystery Trader come from? Laughing

As for 3D, FreeStars is not coded for that as far as I'm aware, but wouldn't be all that hard to do at the server end. The hard part for 3D is writing a user interface, so after looking at it, my conclusion is that it doesn't add enough playability to be worth the considerable effort at the client end.

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Re: Feature questions Thu, 02 February 2006 17:54 Go to previous messageGo to next message
LEit is currently offline LEit

 
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And Madman hits it out of the park...
I may have added that wrapping a galaxy doesn't make much sense in reality.



- LEit

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Re: Feature questions Thu, 02 February 2006 18:29 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Speaking for myself, I quite like the idea of edge wrapping for fairness reasons - it breaks down the huge variation of starting in the corner, or starting in the middle.

However, it does have a large effect on gameplay (most people would have more neighbours) so does affect the game balance. It also adds some complexity to the UI.

Perhaps as an option in FreeStars X where X>1.0.


[Updated on: Thu, 02 February 2006 18:36]

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Re: Feature questions Sun, 12 February 2006 22:17 Go to previous messageGo to next message
Zoiker is currently offline Zoiker

 
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LEit wrote on Thu, 02 February 2006 17:54

And Madman hits it out of the park...
I may have added that wrapping a galaxy doesn't make much sense in reality.


For many races, the starting position, relevant to the galaxy, can be a huge advantage or disadvantage, so I think this could make a lot of sense. When I play a -f race or I'm in the mood for a lot of diplomacy, I much prefer to be in the middle of the galaxy. OTOH, when I'm playing a slower race (i.e. HP or modest HG) then being on the edge or the corner provides a much shorter border to defend whilst the economy ramps up.

From a coding perspective, so long as the designer has encapsulated the Location behaviors the calculations shouldn't be that problematic.

Cheers,
Zoiker

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Re: Feature questions Sun, 12 February 2006 22:33 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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If you are looking for weird mapping ideas (hey, the current one is weird already - whoever said the universe was flat? Where's my z coordinate?) then here's one that could be fun... 'Bumpy' universes. Basically in some areas of the universe space could be , well, longer/thicker...

A 'simple' example - all stars have a 10ly radius where each 1ly is equivalent to 2ly movement to cross (in terms of fuel usage AND time take.) Slightly better would be for a 'functional' basis to the cost.

Flip idea around and you can create starlanes of easier movement - everything within 20ly of a star is normal movement, 21-40ly is double cost, 41-60ly is triple, etc.

Or create a bitmap to underlay the map, and idividual coordinates can have their own movement costs individually configured (eek)

IF you really wanted to take it far you could vary the costs based on direction travelled and make it more expensive to depart a star than to approach it (gravity well type effect.) Although in 'reality' the effect is negligable (go 1ly away from the sun and see how much it effects you... not that much at all is the answer Wink


Just thought I'd go insane for a moment. It'd be nice if structure of the 1.0 code was flexibale to make coding such a thing possible later (in version 348754...)

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Re: Feature questions Mon, 13 February 2006 03:10 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Dogthinkers wrote on Mon, 13 February 2006 16:33

(hey, the current one is weird already - whoever said the universe was flat? Where's my z coordinate?)

Tell you want - I'll do you a deal - I'll do all the work of putting the z coordinate into the server if you put it in the client in a way that's easy to use.

Quote:

IF you really wanted to take it far you could vary the costs based on direction travelled and make it more expensive to depart a star than to approach it (gravity well type effect.) Although in 'reality' the effect is negligable (go 1ly away from the sun and see how much it effects you... not that much at all is the answer Wink

Well, the effect is quite large within one light year - the sun has quite a deep gravity well.

Also, why not go the whole hog with strange geometries? Make it cheaper to go around a star clockwise than anticlockwise (some sort of twist in hyperspace to do with the galaxy rotating). That would have some interesting effects.

I'd have to point out that in most non-euclidian geometries, the shortest distance between two points is no longer a straight line - have fun doing the micromanagement to work that out Razz. If it's a strong effect, you'd need a computer to plot a course.

I suspect any geometry ideas apart from wrapping should go quite far down the list of enhancements.

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Re: Feature questions Mon, 13 February 2006 07:34 Go to previous messageGo to next message
Kotk

 
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Heh. Surprised Its game. Rolling Eyes Must be easy and fun to play without breaking both your mouse and your brain to travel 3D near and around gravity wells of our physics. We play on 2D hyperspace map of quite strange universe with linear distances. There are only 3 minerals and planets exist without suns. Wink

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Re: Feature questions Mon, 13 February 2006 20:32 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Yep - and wormholes can be used to go from one side of the map to the other. No need to wrap the universe around (this isn't Pac-Man after all). Just define several wormholes and you can do the same thing.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Feature questions Mon, 13 February 2006 21:15 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Hehe, hence my suggestion to add 'thicknesses' in version "348754" Razz


Seriously though, for a moment, just a simple z-coordinate is very easy to handle in client. You can do something like ctrl+click to drag 'height' of waypoint up and down. Alternatively (or additionally) you could have a type in or slider on shp order's waypoints to adjust the coordinates manually (I'd like to have this just for x,y - it's a pain getting that fleet to go _exactly_ where you want it. To make life easier you can make normal drag and drop of waypoints snap to planets in z just as they normally do in x and y.

Visually, spinning and rotating map is trivial, if you feel the need to do this in client (but not really needed for playability.) As another visual aid you could make objects on map appear larger when 'higher' or smaller when 'lower' (when not in habitability view.)

There's heaps more methods I haven't bothered to list here... Just showing how conceptually simple it is to implement z coordinate.

To be honest, the game works well enough just in x and y, I suspect adding z adds unnecessary complexity, but it's certainly plausible.

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Re: Feature questions Mon, 13 February 2006 21:39 Go to previous messageGo to next message
Zoiker is currently offline Zoiker

 
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Quote:

Seriously though, for a moment, just a simple z-coordinate is very easy to handle in client.


That aside, what precisely does the added dimension add to the game that's not already there?

If realism's your answer, I'm going to side with Kotk's earlier comments:

Quote:

Heh. Its game. Must be easy and fun to play without breaking both your mouse and your brain to travel 3D near and around gravity wells of our physics. We play on 2D hyperspace map of quite strange universe with linear distances. There are only 3 minerals and planets exist without suns.

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Re: Feature questions Tue, 14 February 2006 01:01 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Zoiker wrote on Tue, 14 February 2006 13:39

That aside, what precisely does the added dimension add to the game that's not already there?


You must've gotten bored reading my post, Zoiker... If you read the last part... Rolling Eyes

Dogthinkers wrote on Tue, 14 February 2006 13:15

To be honest, the game works well enough just in x and y, I suspect adding z adds unnecessary complexity, but it's certainly plausible.


I'm just having fun throwing out ideas, following along the concepts in this thread.

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Re: Feature questions Tue, 14 February 2006 04:05 Go to previous messageGo to next message
gible

 
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fwiw, I like the idea of being able to have a 3d universe. If nothing else it means bigger borders, less effective minefields, and more good starting positions...then add in a wrapping universe and things get *really* fun. Star coordinates displayed relative to the player's homeworlds, and individualised starnames, it would only be a minor headache once you got proficient at it, and even less so if you build in sharing player info, but it adds a small touch of realism without causing major headaches(like gravity wells(good idea tho Laughing )

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Re: Feature questions Tue, 14 February 2006 10:10 Go to previous messageGo to next message
BlueTurbit

 
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gible wrote on Tue, 14 February 2006 03:05

...then add in a wrapping universe

Now there's a good thought. No more getting stuck on the edges or corners with limited expansion compared to the other races.



BlueTurbit Country/Rock

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Re: Feature questions Tue, 14 February 2006 18:00 Go to previous messageGo to next message
NingunOtro is currently offline NingunOtro

 
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BlueTurbit wrote on Tue, 14 February 2006 16:10

gible wrote on Tue, 14 February 2006 03:05

...then add in a wrapping universe

Now there's a good thought. No more getting stuck on the edges or corners with limited expansion compared to the other races.



Am I bad at following the logic displayed, or did we really end with a wrap-around 3D universe? Shocked Not very realistic, but might be funny to try ...



If we were esteemed intelligent 'enough', they would have contacted us.
If we can not find them, either we are not smart enough, or they are smarter at hiding.

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Re: Feature questions Tue, 14 February 2006 18:41 Go to previous messageGo to next message
BlueTurbit

 
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a physics team led by Jean-Pierre Luminet of the Observatoire de Paris proposes that the universe is the shape of a volleyball, or something much like one — a shape that geometrists call a "dodecahedron," the union of 12 curved pentagons. They base the result on CMB data reported this year by NASA's Wilkinson Microwave Anisotropy Probe (WMAP).

"A dodecahedron universe is kind of a wrap-around universe," says study mathematician Jeffrey Weeks, a MacArthur Fellow based in Canton, N.Y. The "edge" of such a universe simply connects with its opposite side, sort of like a videogame in which a spaceship leaves the right side of a screen only to appear on the left. Someone living in such a universe would perceive no edge to it, for that reason.

http://www.usatoday.com/tech/news/2003-10-08-volleyball-univ erse_x.htm



BlueTurbit Country/Rock

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Re: Feature questions Wed, 15 February 2006 00:03 Go to previous messageGo to next message
Madman is currently offline Madman

 
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BlueTurbit wrote on Wed, 15 February 2006 04:10


Now there's a good thought. No more getting stuck on the edges or corners with limited expansion compared to the other races.


Another thought with a wrap-around universe: give everyone their own local coordinate system, so everyone thinks they are right in the middle of the universe. In addition to making it nicer to use the GUI, it would also add a little justification for each race feeling 'special' in the scheme of things.

Then if you went a step further and had different star names for each player, it would be very hard to communicate positional information with someone you hadn't met yet - it would be hard to even tell anywone where your homeworld was (mine is at (0,0) - where's yours? Laughing). Not impossible - "see that cluster of stars that forms a pentagon and has a big empty space to the left of it? Lets use that as a reference point."

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Re: Feature questions Wed, 15 February 2006 03:40 Go to previous messageGo to next message
gible

 
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Madman wrote on Wed, 15 February 2006 18:03


Another thought with a wrap-around universe: give everyone their own local coordinate system, so everyone thinks they are right in the middle of the universe. In addition to making it nicer to use the GUI, it would also add a little justification for each race feeling 'special' in the scheme of things.

Then if you went a step further and had different star names for each player, it would be very hard to communicate positional information with someone you hadn't met yet - it would be hard to even tell anywone where your homeworld was (mine is at (0,0) - where's yours? Laughing). Not impossible - "see that cluster of stars that forms a pentagon and has a big empty space to the left of it? Lets use that as a reference point."



Razz I just said that...
"Star coordinates displayed relative to the player's homeworlds, and individualised starnames, it would only be a minor headache once you got proficient at it, and even less so if you build in sharing player info, but it adds a small touch of realism without causing major headaches(like gravity wells(good idea tho Laughing ) "

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Re: Feature questions Wed, 15 February 2006 05:28 Go to previous messageGo to next message
Madman is currently offline Madman

 
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gible wrote on Wed, 15 February 2006 21:40


"Star coordinates displayed relative to the player's homeworlds, and individualised starnames, it would only be a minor headache once you got proficient at it, and even less so if you build in sharing player info, but it adds a small touch of realism without causing major headaches(like gravity wells(good idea tho Laughing ) "

Damn, I must have missed reading that bit. I guess great minds think alike Razz

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Re: Feature questions Wed, 15 February 2006 08:08 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
BlueTurbit wrote on Tue, 14 February 2006 16:10

gible wrote on Tue, 14 February 2006 03:05

...then add in a wrapping universe

Now there's a good thought. No more getting stuck on the edges or corners with limited expansion compared to the other races.


... no more secure edges, as you have now 360 degree border. Attacks coming from every direction. In the late game hard to find your core planets, as the map scrolls all-around. Navigational nightmare.

All that you have in Reach for the Stars, and I can tell you it is almost unplayable even on the medium (50*50) map. IIRC I never finished campaigns, as at some stage mission maps became wrapped, and too big to be fun.
BR, Iztok

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Re: Feature questions Wed, 15 February 2006 12:26 Go to previous message
Zoiker is currently offline Zoiker

 
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Dogthinkers wrote on Tue, 14 February 2006 01:01



You must've gotten bored reading my post, Zoiker... If you read the last part... Rolling Eyes


Bored? Never. I understood your comments to imply this was more a theoretical discussion, but I figured they were coming from a desire to see something that wasn't currently there in 2D.

Just curious what that something is, theoretically, of course Cool

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