Custom Query (296 matches)
Results (58 - 60 of 296)
Ticket | Owner | Reporter | Resolution | Summary |
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#240 | twidmer | bknecht | fixed | Space Cruiser |
Description |
IntroductionNormally space ships aren't that big in the game, but Enterprise and Star Trek have huge ships as well. Orxonox does not really have one of those big things. GoalHuge spaceship with stuff like hangar bay, bridge, drive and stuff. Implementation
Search for other large space ship online to get a quick overview and creative input. Then draw sketches of your ideas, to get a actual impression of your idea. Please consult a PPS leader before starting to model. |
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#246 | nobody | bknecht | duplicate | Appealing mouse control |
Description |
OutlineMouse control is the interface the player can interact with his ship. It really is important that this part won't be tricky or tedious to get into. Hence it is essential that this interface works right! The player has to feel free and under control all the time, this means an appealing control has to be available. Starting pointWe can capture the mouse control and have a camera/node/ship to turn. What you have to do is simply the interface between it. Find a way so that the produced values by the player in the mouse control result in an appealing movement in the game and eventually on the screen, so that the player really feels under control. How to startPlay a game which does it right. Darkstar One has a good mouse control. One may also try out Freelancer for a more complicated approach. I personally felt lost the first hour, but that's me. You can also play a game you remembered to have a good mouse control for flying a ship or plane of some kind. A certain similarity to the genre of Orxonox is a must, though. GoalIf I cannot look around and feel kinda limited in the very basic movement of a game, I don't like to play it. Orxonox needs more players and so we cannot afford to present the game with a fiddly mouse control. |
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#247 | rgrieder | bknecht | fixed | Appealing mouse control |
Description |
OutlineMouse control is the interface the player can interact with his ship. It really is important that this part won't be tricky or tedious to get into. Hence it is essential that this interface works right! The player has to feel free and under control all the time, this means an appealing control has to be available. Starting pointWe can capture the mouse control and have a camera/node/ship to turn. What you have to do is simply the interface between it. Find a way so that the produced values by the player in the mouse control result in an appealing movement in the game and eventually on the screen, so that the player really feels under control. How to startPlay a game which does it right. Darkstar One has a good mouse control. One may also try out Freelancer for a more complicated approach. I personally felt lost the first hour, but that's me. You can also play a game you remembered to have a good mouse control for flying a ship or plane of some kind. A certain similarity to the genre of Orxonox is a must, though. GoalIf I cannot look around and feel kinda limited in the very basic movement of a game, I don't like to play it. Orxonox needs more players and so we cannot afford to present the game with a fiddly mouse control. |