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Project Review (currently 17098 views) |
| Damon |
| Posted on: 27 November 2003, 10:56pm |
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It's now been almost two months since I set up this forum so I thought it might be a good idea to talk about how I feel the project is faring overall.
I will summarise here which areas I think are strong and weak and also ask the question regarding the oveal direction of the project: is it going in the right direction and if not what has to change? I will also talk about what I think the major up and coming challenges will be.
I know it may seem a bit strange me doing this as there are currently only a handful of people following and even fewer contributing on a regular basis (with the obvious exception of Steve and Alan , thanks for your input guys ), but I am doing this as much to get things on track in my own mind as for any other purpose. I'm not expecting any reply to this post, feel free to ignore it completely if you wish, however on the same note, if you have anything you wish to add this is an opportunity to have your say and give me feedback.
I have broken this discussion into the following segments along with my comments on these:
World Building Game Design Storyline Missions Ships Issues Faced Where to next?
World Building
General
So far I think the world building element of the project has gone well. One of my aims from the start was to have a rich, vibrant and deep game world and I think good progress has been made in achieving that. It should be noted that the decision was made to change the setting of the first game (in what I hope to be a series of titles) from the initial proposed peroid in 900at to a much earlier peroid in 300at. This was unfortunate in some ways as Steve has done some exellent work for the 900at (post nano swarm) which would have made an even more interesting setting than the one we are going with in my oppinion.
It should be noted that there are a few reasons for going this way:
Firstly I see the first title being more limited and only focusing on a few distinct regions in the solar system rather than the 900at scenario which is richer and in which most of the solar system has been colonised. While a game set in a fully colonised solar system is pretty cool and worth aspiring to, the scope is too great for a “small” shareware title which is already becoming very complex! But on the same note is an excellent scenario for a later title, especially if it can build on the some of the groundwork set in the earlier titles (provided the series makes it that far). If this is the case then the ideas from 900at certainly won't go to waste!
Secondly, there are certain advantages of the earlier timeline that suit a shareware title of smaller scope:- More themes which can be related to by target audience: There will be more baselines in an earlier setting and fewer bizare species. (But with still enough technology and other unique properties to make it a rich and interesting world). I believe it is important not to focus too much on heavy OA concepts too soon. Not without laying down a gentle background/education first. I noticed this topic has been discussed on the main list ,well it also applies to the game.
- CisLunar and Mars heavily populated in 300at which provides a vibrant game environment in a limited number of regions. As the first game is limited to these regions, this works well.
- We can show subtle distinctions in future titles which are set in different time periods.. this way we can slowly build more advanced OA concepts into series with 900 at being the goalposts for a fully featured game. By adding things slowly we have the advantage of a) allowing more time to gain a dedicated fanbase and b) allow plenty of scope for future upgrades/titles/enhancements and (hopefully) c) Keep the fans keen for more! They will eagerly anticipate the next title in the series as it will offer new mods/technology/species/stories etc.. I believe by slowly introducing subtle changes in subsequent titles, an advantage is gainsed from a commercial/marketing point of view
I have listed a break-down of each of the HUBS and have summarised what work has been done in various regions as well as what I feel is still required for the game. If I’ve missed anything please feel free to point it out to me.
All HUBS
Some basic world building is needed for all HUBS
I will summarise these as best I can:
- Locations/Structures (these may be orbital structures or planet (or Moon) bases, or other points of interest such as beanstalks)
- (Mega) Corporations/Businesses/Factories
- Factions – each area needs a number of unique factions
- Characters – local figureheads in the region (player may only know of these by reputation), NPCs and PCs
- Stories/legends – related to the region, these don’t necessarily affect gameplay, but add depth to the setting.
- Stats (for individual colonies – basic stats as well as demographic breakdown of species, a stats template still needs to be finalised)
Terra
What is done
Alan and Steve have made some great contributions here, describing the Earth nation states in the time period as well as a general status and a description of life in general. Steve has added four space elevators which (I believe) have been accepted into the OA canon.
What is needed
What we need to do now is establish an orbital society with colonies that can be visited by the player. There are three regions: LEO, GEO and HEO. I believe LEO may be off-limits, except when using one of the space elevators so perhaps the main focus should be on GEO and HEO. If the player can use the space elevators (and I think it will be cool if we allow this) We also need some earth locations the player can visit.
Lunar
What is done
Not a lot yet, there is a scattering of orbitals and bases so far.
What is needed
Establishment of ground based Lunar colonies as well as an orbital society.
Mars
What is done
Mars is one region which has some detailed information in the canon, including some stats, though these apply to the far distant future. There are also some detailed timeline events in the canon directly applicable to Mars. Steve has also added a faction - the Eurekan Cybercracy and the character Dido Ferretti. Steve has also given his take on Mars in the time period.
What is needed
We have some good information for Mars which is a better starting point than many of the other regions. What needs to be done now is to add new stuff to the existing material as well as linking it all up. As with Earth and Lunar, Mars needs an orbital colony, beanpoles and planet bases.
L4
What is done
I have written an overview of L4 (just a draft at this stage) and have added two factions, the police department and the Penglai underworld . I have also added the characters Ming Su and Terminus the traffic control AI.
What is needed
My write-ups are only drafts at this stage so I need to finish them off. We need a few more factions, characters and (mega)corporations as well as establishing an economy by placing factories and retail outlets etc.. (as with all regions)
L5
What is done
Nothing at this stage.
What is needed
I intend to do a write up of L5 also. I picture it as a less developed region than L4 but with a lower cost of living making it an attractive place for businesses, thus it is an emerging power, but also the choice for vagrant’s and gypsy’s who are attracted to the region by the cheap living. Is also the site for scrap recycling so lots of opportunities for salvage, but more junk floating around so can also be quite hazardous to the unwary. Perhaps a major shipyard also?
Belt
What is done
There is already an OA write-up for the asteroid Kleopatra. Steve has done some write-ups including Ceres, Vesta and Astrea
What is needed
The belt is a special case compared with the other HUBS (and is not really a hub). Some thought is required to decide how to incorporate the Belt into the game. I’m not entirely sure how to handle it at this stage, but will discuss it soon.
Game Features
The problem with this sort of game is that the scope of game features is quite broad and there is a lot of functionality to deal with. I have proposed some basic features for the first title in another thread which I will discuss in turn here:
Interactive Bar Chat
I think this area is going well, thanks to some very good ideas from Alan. This is one area I think we have already made good progress.
World design, habitats (locations, interior design)
As well as deciding the “external” locations of habitats we also need to think about the internal design. A single habitat could have many different locations a player can visit, but perhaps in the first title this should be limited to only a few.
Bulletin Board Missions
Well I have posted some ideas. I have suggested we stick to Cargo transport, Smuggling, Mining missions at this stage. The next step is to think about how this can be included in the player interface.
Player interaction system
This goes hand in hand with interactive bar chat. There are probably two modes of this which will require two separate interfaces: face to face in the bar and on a comms channel.
Player stats/reputation/inventory system
Need to decide:- what player stats are worth including
- how the reputation system will work (I’m talking nitty gritty details)
- Inventory system interface (cargo, personal devices (if these come into play at all), bots
- Partner/Lover, etc list – a list of current intimate player relationships
News board
Little thought here.. a news board itself is pretty basic, probably need to think up some interesting news items as well as ways to make some news items that translate into actual opportunities.
Trading interface/Dynamic economy
I think we are on top of this one as there have been some excellent discussions, especially regarding factories and businesses etc. At some stage this will need to be revisited to build on what has been started. One challenge will be to decide which commodities to include in the game.
Player Ship interface (mods, purchase point, storage location etc)
Again little thought has gone into this area. Will need an interface that will allow the player to buy a ship and add mods, they will also need to easily tell if a mod cannot be installed on their particular class of ship.
Email/Comms system
Need to decide how this will work in the game (of if it should be scrapped completely). If a player can send a message to a character there will need to be a clear method of doing so. Perhaps email’s are read only?
Flight Engine
I am thinking the emphasis of the first title might be more the adventure game element than space flight in which case one option is to do away with it altogether. If the first title does include a flight engine I propose it be similar to Escape Velocity Nova which is simple 2D. If I can get a graphics programmer interested then we might be able to aim for higher goals in this department.
Storyline
Haven’t even begun to think about this.. lot of options, this will need some work soon.
Missions
Again no thought here either, storyline missions or otherwise.
Ships
Yes some good work done here thanks to Steve’s propulsion system posts and GURPS THS ships. Some ship design will need to be done for the game and we can base this on what’s already posted. I propose three basic classes for the first title:
Shuttle Medium Freighter Heavy Freighter
There may be different models within these classes.
Issues Faced
Delivering this project as a finished product won’t be an trivial task, but I believe the idea is a winner if all the various features of the game are done well and they mesh together well. I believe a good design is the key to achieving a good game and this will continue to be the main focus of this forum.
Looking outside the box
There are also a number of external issues outside the scope of the game which will need to be thought about:
Marketing strategy
Once the game has been designed and implemented what next? The question is how best to promote it? I feel the best way is to go about this is via the shareware market, but I have not looked at how to go about this in much detail. What I’ve gathered so far is that the best games aren’t necessarily the best sellers (Sad but true). At some stage some marketing techniques will need to be discussed. In the mean time I might purchase some books on the subject and see if I can get an insight into how best to promote the finished product.
Success At this stage it seems a long way off (and it is), but how should things be handled if the game is successful? This may sound bizarre, but success opens up a whole new can of worms. If the project makes a lot of money (or any at all) people will take notice. People who have contributed might suggest that they might be entitled to some of the proceeds (and rightly so). IP issues may arise. Also some members of the group might get cut and think that this project is making $’s off the back of OA. Presently we have a verbal agreement in good faith, but there’s a danger that might go out the window once money is involved! So there’s all these things to consider. As discussed from the start I agree it’s only fair that OA should get a license fee out of any future proceeds.
Attracting interest Well so far it’s been a pretty quiet affair. A few people have posted, but Steve, Alan and myself have been the driving forces so far. I guess that is to be expected too as people have little incentive to contribute to other people’s work, when they have their own projects and interests.
I personally think the early timeline is an extremely interesting period and the colonisation of the solar system a fascinating concept to work with, however it seems the group in general is more oriented towards the later setting.
So far I have been reluctant to promote the project outside the OA community and have not decided the best way to go here. On one hand we are currently throwing around some great ideas, but on the other it would be a lot faster if more people got involved. The disadvantage of a lot of involvement is that it requires more management and you may get the ocassional nuisance poster to deal with which potentially will waste time!
My feeling is that more people will get involved when there is something tangible to see like a playable demo, so maybe a demo is something worth considering sooner rather than later. I imagine currently the game is just a misty haze to most people, especially non-gamers!
Attracting DevelopersI’ve been visiting a local game dev forum and there was even a get together the other week which I attended and from what I gather it won't be easy to get people unless there's money to pay them. In one conversation the topic of working for royalties was mentioned to a unanimous cringe.. I think a few have been burnt in the past by such promises.
The best way of approaching local developers I believe is to be completely up front about the project. Mention the project’s great potential, but also point out that there is unlikely to be any payoff for a while and that maybe they should work only part-time and the rest of the time at a part time job? One artist I spoke to said that he’d be more happy with at least a token payment than working for nothing, so perhaps I could offer to provide free lunches or some similar token gesture? That is if I look for developers locally.
I think it maybe best to assume that I'll be doing all the development at this stage.. at least until there is a tangible demo to show to demonstrate the game's potential.
Artwork/Sound/Animated cut scenes
Alan has emailed me some links to some very nice artwork and suggested that these artists have been happy to let him use their work for OA. I am a bit hesitant about such an arrangement due to IP concerns.. which is related to my success scenario posted above. My feeling is that we should try and get one dedicated artist to work on the project (maybe part time). In the industry artists are easier to find than developers so with a bit of luck one can hopefully be found. But I also might email the artists on the list Alan sent me and see what their feelings are about using their work in the game. Some might even be interested in doing something specifically.
My brother has offered to work on some sound and I will be seeing him shortly. His time is limited which may be a factor.
As for animated cut scenes, this is out of my league really, and motion capture is generally for big budget games, but maybe bits from the OA movie(s) can be borrowed?
Finding Time
I am working full-time, but currently have no life (well almost none) and am giving most of my free time to the project, but even so I only have weekends, lunch hours and evenings to work on the project, so my input is limited. Given this I see the project as very much a long term thing. I estimate (loosely) the development time for the first title at about 6 months minimum under given my present time limitations. I know Alan and Steve’s time is also limited so everyone’s available time will be a significant factor.
Where to next?
Going by what I have discussed, I am thinking that a period of extended world building is of immediate importance. So far the discussion for the game has gone off in many different directions, so perhaps it is better to focus on a particular area. The world building is sort of the base for the whole thing so is important.
Maybe we can break the discussion phase into two chunks: The Worldbuilding phase and Game Design phase.
The worldbuilding phase will include full write-ups of all the major regions, habitats, design of habitat interiors, characters, stories, factions, megacorps etc..
I don’t think I need to say it, but the worldbuilding phase is an area that the entire group can be involved in directly. As all the writups will need to be accepted by the group, maybe more will get involved when stuff is posted on the main list?
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 3 December 2003, 8:03pm |
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Posts: 1130 Posts Per Day: 0.45 |
I have been thinking about another issue which I think is crucially important to the success of the game and that is combat. Based on the discussions so far, blatant piracy in most of the regions will not be common. The problem is combat is easily detectable in space and an aggressor easily traced, making hit and hide tactics unrealisitc. So far we have agreed that the asteroid belt will be the main region for pirate havens, due to the vast distance from authorities in the densly populated inner system as well as the vast number of asteroids to choose from in which to start a base and the distances between them.
So if the asteroid belt is the only region where pirates are prominent, then the question must be asked, how can the combat oriented player get their "fix" in other regions?? Surely the Belt shouldn't be the only region where your can brush off your combat skills and shoot things? If it is then there is the risk that the game will fail to capture a large portion of the market!
So the question is how can allowances for more combat be delievered in the game?
One option I can think of is military missions, perhaps the player is a mercenary for hire.. the player would see pleanty of action here, but it would probably be a larger battle field scenario than a one on one skirmish..this is not what I had in mind in the game.
Another option (borrowed from THS) is the ocassional robot piloted drone left over from some major war which is programmed to attack ships not broadcasting a certain code to mark them as friendly.
And what about wars in the early timeline anyway? I haven't seen any in the timeline, but why not if done in a believable fashion?
Another option might be for some dangerous regions within the HUBs. Perhaps there are regular skirmishes in particular areas in the region, so many that authorities are too stretched to intervene on a regular basis. Perhaps the authorities don't have the firepower and are not a serious threat? This is not likely on Earth as it is highly established, I am thinking L5, Mars, Belt (as already suggested) and possibly Lunar. If skirmishes take place in populated areas, then hit and run tactics may be more plausisble. The agressor can simply dock into a nearby station to avoid detection. With 100 objects to dock with, detection may not be so easy.
Anyway these are just some ideas, I will be thinking of this issues some more, but I think it is important that we find a solution as if we only alow for limited combat in limited areas, then we risk cutting out a major section of the gaming audience. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Alan |
| Posted on: 3 December 2003, 10:11pm |
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Dev Team Conultant
Posts: 227 Posts Per Day: 0.09 |
Quoted from Damon, posted 3 December 2003, 8:03pm at hereI have been thinking about another issue which I think is crucially important to the success of the game and that is combat. |
Right!
Quoted from Damon, posted 3 December 2003, 8:03pm at here Based on the discussions so far, blatant piracy in most of the regions will not be common. The problem is combat is easily detectable in space and an aggressor easily traced, making hit and hide tactics unrealisitc. So far we have agreed that the asteroid belt will be the main region for pirate havens, due to the vast distance from authorities in the densly populated inner system as well as the vast number of asteroids to choose from in which to start a base and the distances between them. |
Also further out too, although the outer solar system isnt as developed, by the same token there is more scope for banditry, and hence (as in THS) even non-military ships plying the more isolated regions may have some defensive weaponry (a single laser turret, coilgun, or some such)
So maybe we should add some additional HUBs
- Jovian System (although each Gallean Moon would also be a sort of separate sub-hub?)
- Sun-Jupiter LaGrange Points (some asteroids, so some resources there)
- Saturn (again, a mini solar system in its own right - Rings, Tiotan, smaller moons)
- Uranus
- Neptune
- Pluto
- Kupeir Bodies
- Oort Cloud
The further out, the less there is (as in THS), however the outer system should be a lot more developed in OA 300 AT than it is in THS
Quoted from Damon, posted 3 December 2003, 8:03pm at hereSo if the asteroid belt is the only region where pirates are prominent, then the question must be asked, how can the combat oriented player get their "fix" in other regions?? Surely the Belt shouldn't be the only region where your can brush off your combat skills and shoot things? If it is then there is the risk that the game will fail to capture a large portion of the market! |
Damon i agree this game will be a flop unless we have an extensive combat element to it
This certainly is one good reason to include those extra HUBS out past the Belt. (I know it makes the game more complicated, but it also makes it more interesting)
Of course, it would take months or years to get out there, the situation might change in the meantime, you might arrive there and find out there is no longer any need for combat etc etc. This is also part of the RPG aspect. But there obviously also should be lots of opportunities where the player can engage himself in combat, advertise as a hired gun, etc
Some of these colonies and outposts will be very much wild west, whereas others may be very civilized and staid.
Quoted from Damon, posted 3 December 2003, 8:03pm at hereSo the question is how can allowances for more combat be delievered in the game?
One option I can think of is military missions, perhaps the player is a mercenary for hire.. the player would see pleanty of action here, but it would probably be a larger battle field scenario than a one on one skirmish..this is not what I had in mind in the game. |
Yes, lots of options
Here's a sort of incomplete classification - from best to worst (in terms of game fun)
- Combat with own ship (best option for game) - Merc, Bounty Hunter, Pirate, Freedom Fighter, Trader in lawless region
- Combat w/o spaceship - not part of bigger institution - some examples may be Station Security (casual), Standover Man, Bodyguard, Bounty Hunter (w/o ship), Merc (w/o ship), Freedom Fighter, etc
- Combat with spaceship they give you - maybe military, spaceguard, police, special ops, corporate in-house weapons, etc (part of bigger institution (means you need to spend years training and working there)
- Combat w/o spaceship - part of bigger institution - some examples may be Station Security, Cop, Sheriff, Organised Crime Muscle, Commando, Special Ops, etc
Quoted from Damon, posted 3 December 2003, 8:03pm at hereAnother option (borrowed from THS) is the ocassional robot piloted drone left over from some major war which is programmed to attack ships not broadcasting a certain code to mark them as friendly. |
This is actually a great idea. I love those left-over AKVs! yeah, we should have something like that in the early OA timeline
Quoted from Damon, posted 3 December 2003, 8:03pm at hereAnd what about wars in the early timeline anyway? I haven't seen any in the timeline, but why not if done in a believable fashion? |
Yes, we need a couple of wars for the early interplanetary period. That would let us introduce left-over AKVs, which the player could then try to take out (there would be a bounty on each one confirmed destroyed, for the less sentient, purely automatic non-self-repairing AKVs it would be small, but for the smarter, turingrade ones it would be a lot higher. Some would be quasi-neumann self-repairing; some may have bene reprogrammed by "terroristst"/"idealists" to remove their restraints (taboo on attacking unarmed vessel etc) or give them complete autonomy. These AKVs might still be found in the Belt or beyond, I think it would be rare for them to be in the Lagrange points, unless the war ended very recently, as the ones in CisLunar space would be easily detected (apart from a couple hiding in the junkyards) and destroyed.
Actually, we need a different term to AKV, we dont want it to be too derivative of THS!
ARWS - Autonomous Robot Weapon Systems?
Maybe this should be raised on the list...
ARWS will be classified according to several factors - size, weapons-type, weapons delivery, sentience level, self-reparing/self-replicating ability, etc
some guidelines (maybe this hsould be a separate entry...?)
size
- Light/Small
- Medium (minimum for neumann capacity)
- Heavy/Large (most weapons, longest range)
hull
- inert - metal
- inert - diamondoid, carbonfibre etc
- semi-smart - metal or diamondoid withs oem active nano, or microcircuitry
- smart - nano
sensors (as in THS)
power source (as in THS)
propulsion (as in THS, also see Steve's description of different propulsion types)
weapons-type
- Laser or Maser
- Coilgun
- Warhead
- Teller Mine (nuke-pumped x-ray laser)
warhead
- HE
- HE/Fragmentation
- MicroNuke
- Standard Nuke
weapons delivery
- Ram - kinetic impact only
- Ram - kinetic impact and Warhead
- Proximity detonation
- Ranged - beam
- Ranged - kinetic - one shot
- Ranged - kinetic - multiple shots
Kinetic may also be Unguided (e.g. packs of ball bearings, or even simply bits of scrap metal or asteroid slag accelerated to high speeds) or Guided (e.g. missile)
sentience level
- Non-sentient (automatic - follows fixed instructions)
- Subturingrade (say like an insect or a lower vertebrate)
- Turingrade (human equivalent)
- Superturingrade (at this stage still very rare in this role)
self-reparing/self-replicating ability
- None
- Partial Self-Reparing - but only if the right materials are provided, cannot scavange
- Partial Self-Reparing - can scavange and improvise
- Complete Self-Reparing - can scavange and improvise
- Complete Self-Reparing but Partial Self-Replicating (basic military neumann - can scavange some parts, but need some parts ready made; might be able to make smaller ARWS through scavenging)
- Complete Self-Reparing and Self-Replicating (high level military neumann)
Quoted from Damon, posted 3 December 2003, 8:03pm at hereAnother option might be for some dangerous regions within the HUBs. Perhaps there are regular skirmishes in particular areas in the region, so many that authorities are too stretched to intervene on a regular basis. Perhaps the authorities don't have the firepower and are not a serious threat? This is not likely on Earth as it is highly established, I am thinking L5, Mars, Belt (as already suggested) and possibly Lunar. If skirmishes take place in populated areas, then hit and run tactics may be more plausisble. The agressor can simply dock into a nearby station to avoid detection. With 100 objects to dock with, detection may not be so easy. |
On Moon and Mars, away from the main population centers, sure, there may be militia, terrorist organisations, self-styled rebels etc. In the Lagrange junk jungles there might be some strange characters hanging out. In the urban decay populated environments it will be more the gang warfare type thing
Again, I suggest if we want to have this sort of thing with ships (and we should) we have to extend the HUBs out to beyond the Belt
Quoted from Damon, posted 3 December 2003, 8:03pm at hereAnyway these are just some ideas, I will be thinking of this issues some more, but I think it is important that we find a solution as if we only alow for limited combat in limited areas, then we risk cutting out a major section of the gaming audience. |
Damon I completely agree. Yes, we should make combat central to a lot of the game.
So let's look over a few options again - for combat in which player has own ship, as these can be made the basis for game missions (note minimum requirements are only tentatively suggested here, and will vary according to mission)
ARWS hunter minimum requirement: good ship, a lot of ship weapons, good ship sensors, no other crew, no personal weapons, instincts/cunning, good reflexes. Pay is good. Legal
Pirate minimum requirement: average ship, a lot of ship weapons, crew, a lot of personal weapons, instincts/cunning. Pay is poor to average, or good if mission more dangerous. Illegal
Merc/Hired Gun (ship and surface) minimum requirement: average ship, a lot of ship weapons, crew, a lot of personal weapons, instincts/cunning, good reflexes. Pay is poor to average, or good if mission more dangerous. Legal or quasi-legal
Merc/Hired Gun (ship for hire only) minimum requirement: average ship, a lot of ship weapons, no other crew, no personal weapons, instincts/cunning, good reflexes. Pay is poor to average, or good if mission more dangerous. Legal or quasi-legal
Bounty Hunter minimum requirement: basic ship, some ship weapons, no other crew, some personal weapons, instincts/cunning, good reflexes. Pay is poor to good (but well payed missions may be much more dangerous). Legal or quasi-legal
Trader in lawless region minimum requirement: basic ship, few ship weapons, no other crew, no personal weapons, average reflexes. Pay is poor to average. Legal
Trader in well-patrolled region minimum requirement: basic ship, no ship weapons, no other crew, no personal weapons, average reflexes. Pay is poor to average. Legal
Obviously, the player starts out with a *basic ship*, with few or no weapons, no crew, etc, and through doing various missions can make money from there, and go for more dangerous missions. Also, chances of success increase if you have crew (game NPC) helping
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"Po knows best" - Origin unknown, probably First Federation period |
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| Damon |
| Posted on: 4 December 2003, 8:14pm |
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Posts: 1130 Posts Per Day: 0.45 |
Quoted from Alan, posted 3 December 2003, 10:11pm at here Also further out too, although the outer solar system isnt as developed, by the same token there is more scope for banditry, and hence (as in THS) even non-military ships plying the more isolated regions may have some defensive weaponry (a single laser turret, coilgun, or some such) So maybe we should add some additional HUBs - Jovian System (although each Gallean Moon would also be a sort of separate sub-hub?)
- Sun-Jupiter LaGrange Points (some asteroids, so some resources there)
- Saturn (again, a mini solar system in its own right - Rings, Tiotan, smaller moons)
- Uranus
- Neptune
- Pluto
- Kupeir Bodies
- Oort Cloud
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Yes I definitely want to include these areas in the later games, but in this era it is unattractive as: - there is little business for the trader, in these regions.. settlement populations will be quite low and thus the greater time and distances traveled are less justified. The only profit related reason I can think of for venturing into the outter system is to trade He3 to the inner system - As you have pointed out, the great gas giants are huge complex systems in themselves! We could probably base an entire game around any one of them. As you have pointed out their moons are HUBs in themselves (although not as developed as in CisLunar)
We could have these regions I suppose, but they will need to be simplified one or two base systems in the first title. Also trading in these regions will be vastly different than trading in heavily populated CisLunar!
Travel time and cost will be high, as well as the risk! The question has to be asked, why would the small time trader do it?
Quoted from Alan, posted 3 December 2003, 10:11pm at hereThe further out, the less there is (as in THS), however the outer system should be a lot more developed in OA 300 AT than it is in THS |
Yes, but still small populations I imagine, in THS a lot of outter system locations are mainly for scientific interest. I see Steve's 900at scenario as being more suited to the outter system.
Quoted Text So if the asteroid belt is the only region where pirates are prominent, then the question must be asked, how can the combat oriented player get their "fix" in other regions?? Surely the Belt shouldn't be the only region where your can brush off your combat skills and shoot things? If it is then there is the risk that the game will fail to capture a large portion of the market! Quoted from Damo, posted Today at 1:03am at here. |
Quoted from Alan, posted 3 December 2003, 10:11pm at here Damon i agree this game will be a flop unless we have an extensive combat element to it
This certainly is one good reason to include those extra HUBS out past the Belt. (I know it makes the game more complicated, but it also makes it more interesting)
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I agree that it makes it more interesting. If we do include the outter system we will have to accept that the colonies will be much more simplified and we need to give the player a reason for going out there! perhaps the plot takes them out there?
Quoted from Alan, posted 3 December 2003, 10:11pm at hereOf course, it would take months or years to get out there, the situation might change in the meantime, you might arrive there and find out there is no longer any need for combat etc etc. This is also part of the RPG aspect. But there obviously also should be lots of opportunities where the player can engage himself in combat, advertise as a hired gun, etc |
Well I figured most combat would be spur-of-the-moment.. you are trading goods and get attacked en-route. Sure you could go out pirate hunting or take combat missions too. I can't imagine you would spend months or years of travel for a fight!
Quoted from Alan, posted 3 December 2003, 10:11pm at hereYes, lots of options Here's a sort of incomplete classification - from best to worst (in terms of game fun) - Combat with own ship (best option for game) - Merc, Bounty Hunter, Pirate, Freedom Fighter, Trader in lawless region
- Combat with spaceship they give you - maybe military, spaceguard, police, special ops, corporate in-house weapons, etc (part of bigger institution (means you need to spend years training and working there)
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Yes we could have both of these options, for certain missions you might be provided with a ship, non combat missinos also.
Quoted from Alan, posted 3 December 2003, 10:11pm at here- Combat w/o spaceship - not part of bigger institution - some examples may be Station Security (casual), Standover Man, Bodyguard, Bounty Hunter (w/o ship), Merc (w/o ship), Freedom Fighter, etc
- Combat w/o spaceship - part of bigger institution - some examples may be Station Security, Cop, Sheriff, Organised Crime Muscle, Commando, Special Ops, etc
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The trouble with this option is again it's too much work initially! A space engine will be hard enough let alone a FPS one! I think we should leave the FPS element out of it for now.
Quoted from Alan, posted 3 December 2003, 10:11pm at hereYes, we need a couple of wars for the early interplanetary period. |
In that case, why not set the game in the time of the war? This provides a few neat options such as missions to supply forces, actual combat for a particular force, also pirate attacks may be more predominant (in the inner system as defences are stretched!) as will attacks from forces as you attempt to ferry goods past enemy lines! I imagine war is a big opportunity for the astute trader to profit hansomly!
Quoted from Alan, posted 3 December 2003, 10:11pm at hereThat would let us introduce left-over AKVs, which the player could then try to take out (there would be a bounty on each one confirmed destroyed, for the less sentient, purely automatic non-self-repairing AKVs it would be small, but for the smarter, turingrade ones it would be a lot higher. Some would be quasi-neumann self-repairing; some may have bene reprogrammed by "terroristst"/"idealists" to remove their restraints (taboo on attacking unarmed vessel etc) or give them complete autonomy. These AKVs might still be found in the Belt or beyond, I think it would be rare for them to be in the Lagrange points, unless the war ended very recently, as the ones in CisLunar space would be easily detected (apart from a couple hiding in the junkyards) and destroyed. |
Yes if we go with a non-war scenario these drones (let's call them drones for now, rather than AKV's) would provide combat opportunities. I imagine they would be prominant in some regions of some HUBs, but fairly scarce in the populated regions of Terra, Luna and L4. Vessels in L5 will be more open to drone attacks as I intend it to be a less developed and more open region, with a loose (possibly corrupt) government. Not sure about Mars, drones would be quite easy to intercept in orbit I imagine, but they first have to be identified (which would not be easy until they attack I presume?) and also Mars's population is much lower than the Terra and Lunar regions (I assume the population of Lunar is higher than Mars at this point?)
Quoted from Alan, posted 3 December 2003, 10:11pm at here Actually, we need a different term to AKV, we dont want it to be too derivative of THS! ARWS - Autonomous Robot Weapon Systems? Maybe this should be raised on the list...
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Yes something like this is good! I'm sure most of this can be raised on the list at some stage.
Quoted from Alan, posted 3 December 2003, 10:11pm at here ARWS will be classified according to several factors - size, weapons-type, weapons delivery, sentience level, self-reparing/self-replicating ability, etc some guidelines (maybe this hsould be a separate entry...?)
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Yes I think it should be a separate thread. I will add it when I get time, but if you like feel free to post it yourself as I won't have time for a few days (see announcements)
Quoted from Alan, posted 3 December 2003, 10:11pm at here On Moon and Mars, away from the main population centers, sure, there may be militia, terrorist organisations, self-styled rebels etc. In the Lagrange junk jungles there might be some strange characters hanging out. In the urban decay populated environments it will be more the gang warfare type thing
Again, I suggest if we want to have this sort of thing with ships (and we should) we have to extend the HUBs out to beyond the Belt
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Yes, I understand what you're saying, but I have listed some scenarios here that might be appropriate to the inner system:
If we decide to have a junk jungle at a Lagrange point, say L5 as I am suggesting, then ships can cut power and pretend to be space junk, there might even be a pirate base (or many) in the junk. Pirates would learn the behaviour of the authorities and would know the best time to attack you. Hell they might even have bribed a few officials along the way to turn a blind eye in certain regions! So the junk jungle might have pirate activity.
Another option for the pirate is to engage in an interplanetary "jump" if things get too hot. The authorities could always give chase, but might not as it would be time and fuel costly to pursue. The fleeing pirate could make for the belt. Of course they may be intercepted at end of their trip, but may have some other way to avoid detection. Perhaps nanoassemblers could produce an object resembling a ship which could be launched as a decoy to confused the pursuers? Perhaps they could hide behind a solar flare? It would be interesting to think of some techniques that pirates may use in 300at, I'm sure they would have them!
The other option I have mentioned is the war time scenario in which defences are already stretched and might be so focused on military threats so as not to bother (or unable to do much about) too much about minor skirmishes with pirates.
Also as we are in the early interplanetary era, the region may be less ordered, in some places there may be so many small skirmishes that the authorities simply don't have the resources to handly every attack! This may also be aided by the vast distances in space! In this situation piracy may be fairly common and the authorities would offer incentives for "commoners" to eradicate the problem by offering bounties for the destruction of pirates.
Quoted from Alan, posted 3 December 2003, 10:11pm at hereDamon I completely agree. Yes, we should make combat central to a lot of the game.
So let's look over a few options again - for combat in which player has own ship, as these can be made the basis for game missions (note minimum requirements are only tentatively suggested here, and will vary according to mission)
ARWS hunter minimum requirement: good ship, a lot of ship weapons, good ship sensors, no other crew, no personal weapons, instincts/cunning, good reflexes. Pay is good. Legal
Pirate minimum requirement: average ship, a lot of ship weapons, crew, a lot of personal weapons, instincts/cunning. Pay is poor to average, or good if mission more dangerous. Illegal
Merc/Hired Gun (ship and surface) minimum requirement: average ship, a lot of ship weapons, crew, a lot of personal weapons, instincts/cunning, good reflexes. Pay is poor to average, or good if mission more dangerous. Legal or quasi-legal
Merc/Hired Gun (ship for hire only) minimum requirement: average ship, a lot of ship weapons, no other crew, no personal weapons, instincts/cunning, good reflexes. Pay is poor to average, or good if mission more dangerous. Legal or quasi-legal
Bounty Hunter minimum requirement: basic ship, some ship weapons, no other crew, some personal weapons, instincts/cunning, good reflexes. Pay is poor to good (but well payed missions may be much more dangerous). Legal or quasi-legal
Trader in lawless region minimum requirement: basic ship, few ship weapons, no other crew, no personal weapons, average reflexes. Pay is poor to average. Legal
Trader in well-patrolled region minimum requirement: basic ship, no ship weapons, no other crew, no personal weapons, average reflexes. Pay is poor to average. Legal
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Yes all these options can be roles for the player in the game with some overlap between many of them, (except for the FPS aspect which I don't want to consider at this stage) |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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Quoted from Damon, posted 4 December 2003, 8:14pm at here Yes I definitely want to include these areas in the later games, but in this era it is unattractive as: - there is little business for the trader, in these regions.. settlement populations will be quite low and thus the greater time and distances traveled are less justified. The only profit related reason I can think of for venturing into the outter system is to trade He3 to the inner system
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Actually, frontiers have always been the places of outlaws and those who get upto shifty business
Some suggestions (even for this time frame)
- illegal and semi-legal drugs
- untested / black market biomods
- bionano (incl. bionano weapons)
- unusual cults and social experiments
- fugitives
In the later timeline, these move out to the Oort Cloud, and beyond
Quoted from Damon, posted 4 December 2003, 8:14pm at here - As you have pointed out, the great gas giants are huge complex systems in themselves! We could probably base an entire game around any one of them. As you have pointed out their moons are HUBs in themselves (although not as developed as in CisLunar)
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Yes, this is the main problem, the added complexity
Quoted from Damon, posted 4 December 2003, 8:14pm at here We could have these regions I suppose, but they will need to be simplified one or two base systems in the first title.
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I agree
Quoted from Damon, posted 4 December 2003, 8:14pm at here Also trading in these regions will be vastly different than trading in heavily populated CisLunar!
Travel time and cost will be high, as well as the risk! The question has to be asked, why would the small time trader do it?
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Contraband that could make a small trader rich overnight - plenty willing to take the risk (looka t drug smugglers etc today)
Quoted from Damon, posted 4 December 2003, 8:14pm at here Yes, but still small populations I imagine, in THS a lot of outter system locations are mainly for scientific interest. I see Steve's 900at scenario as being more suited to the outter system.
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By 900 AT the outer system will be just as developed as the inner system - also because of nanoswarm dark ages there wont be the distinction between civilization (center) and "wilds" (periphery)
300 AT represents a time when the frontier is fukll of adventure, opportunity, and danger. Sure, most people out tehre would be law-abiding, whetehr working for corporations, govts, or as scientists and researchers. But teher would also be factions and dodgy business on the side. Also the Jovian colonies would be reasonably established, although not like the two+ centuries old colonies of Moon, Mars, CisLunar, Belt, and other HUBs
Quoted from Damon, posted 4 December 2003, 8:14pm at here I agree that it makes it more interesting.
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And we have to maximise that. Even this first game has to be as intersting as we can make it
Quoted from Damon, posted 4 December 2003, 8:14pm at here If we do include the outter system we will have to accept that the colonies will be much more simplified and we need to give the player a reason for going out there! perhaps the plot takes them out there?
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Well maybe they might only go to one place to do a deal re smuggling etc
Quoted from Damon, posted 4 December 2003, 8:14pm at here Well I figured most combat would be spur-of-the-moment.. you are trading goods and get attacked en-route. Sure you could go out pirate hunting or take combat missions too. I can't imagine you would spend months or years of travel for a fight!
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Maybe you are hired to protect a colony or mining base in the Belt from raiders. That might involve months of waiting where nothing happens, and maybe you might have to go on long patrols to go looking for 'em
Quoted from Damon, posted 4 December 2003, 8:14pm at here The trouble with this option is again it's too much work initially! A space engine will be hard enough let alone a FPS one! I think we should leave the FPS element out of it for now.
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I was thinking of just deciding battle RPG-wise. If you have more mods, wired reflexes, a companion bot etc and are on familar ground you would do better than if you didnt, So there would be a whole list of factors that would determine the outcome
I agree it shouldn't be a Halo type FPS, I find those sort of games boring myself, though I acknowledge they are very popular. Later if Siderial Games becomes big this sort of thing can be incorporated i'm sure, as one aspect of the game, but now yeah, I would suggest combat be determined RPG-wise
Quoted from Damon, posted 4 December 2003, 8:14pm at here In that case, why not set the game in the time of the war? This provides a few neat options such as missions to supply forces, actual combat for a particular force, also pirate attacks may be more predominant (in the inner system as defences are stretched!) as will attacks from forces as you attempt to ferry goods past enemy lines! I imagine war is a big opportunity for the astute trader to profit hansomly!
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True. But this would have to discussed on the main list as well. And we cant have a wayr without raesons. So would first have to look at background, polities, etc etc. Requires a lot of Worldbuilding
Quoted from Damon, posted 4 December 2003, 8:14pm at here Yes if we go with a non-war scenario these drones (let's call them drones for now, rather than AKV's) would provide combat opportunities. I imagine they would be prominant in some regions of some HUBs, but fairly scarce in the populated regions of Terra, Luna and L4. Vessels in L5 will be more open to drone attacks as I intend it to be a less developed and more open region, with a loose (possibly corrupt) government. Not sure about Mars, drones would be quite easy to intercept in orbit I imagine, but they first have to be identified (which would not be easy until they attack I presume?) and also Mars's population is much lower than the Terra and Lunar regions (I assume the population of Lunar is higher than Mars at this point?)
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I dont know. I can definitely imagine Mars being painted the land of opportunity - all the hype over terraforming etc. The Moon is more limited, it's all tunnels and underground cities and mining and old clades and social experiments
Quoted from Damon, posted 4 December 2003, 8:14pm at hereIf we decide to have a junk jungle at a Lagrange point, say L5 as I am suggesting, then ships can cut power and pretend to be space junk, there might even be a pirate base (or many) in the junk. Pirates would learn the behaviour of the authorities and would know the best time to attack you. Hell they might even have bribed a few officials along the way to turn a blind eye in certain regions! So the junk jungle might have pirate activity. |
Yes, brining officials sounds like a good idea. But the authorities would also move in to clear them out if they became too much of a nuisance. Also there is always the danger (to the pirate) of corrupt officials wanting more and more money, or being replaced by honest officials
Of course they could just be scum types, less pirates and more along the line of local thugs who have some jerryrigged ships, they avoid the authorities and will only attack soft targets
Quoted from Damon, posted 4 December 2003, 8:14pm at here Another option for the pirate is to engage in an interplanetary "jump" if things get too hot. The authorities could always give chase, but might not as it would be time and fuel costly to pursue.
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Or the authorities could take them out with a particle canon (if close enough) or a missile or coil gun! Actually if you ahve to run you are in trouble.
Quoted from Damon, posted 4 December 2003, 8:14pm at here The fleeing pirate could make for the belt.
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Assuming they have a few days or weeks head start they would be ok. Perhaps one story option could be as a pirate who has to stay one step ahead of authorities. The more raids he successfully undertakes, the bigger the price on his head (this would be a good reason to hide out in the outer solar sstem, maybe get some extensive cosmetic surgery or bodymods to change his appearance, etc)
Quoted from Damon, posted 4 December 2003, 8:14pm at here Of course they may be intercepted at end of their trip, but may have some other way to avoid detection. Perhaps nanoassemblers could produce an object resembling a ship which could be launched as a decoy to confused the pursuers? Perhaps they could hide behind a solar flare? It would be interesting to think of some techniques that pirates may use in 300at, I'm sure they would have them!
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Camoflague as space junk which I think you mentioned would be the best and easiest. Or camoflague their pirate ship as a legal vessel. Decoys wouldnt help much unless thy ahd an identical thermal signature, rocket engines etc
Quoted from Damon, posted 4 December 2003, 8:14pm at here The other option I have mentioned is the war time scenario in which defences are already stretched and might be so focused on military threats so as not to bother (or unable to do much about) too much about minor skirmishes with pirates.
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But this would make it less a trader sim and more an all-out military one
Quoted from Damon, posted 4 December 2003, 8:14pm at here Also as we are in the early interplanetary era, the region may be less ordered, in some places there may be so many small skirmishes that the authorities simply don't have the resources to handly every attack! This may also be aided by the vast distances in space! In this situation piracy may be fairly common and the authorities would offer incentives for "commoners" to eradicate the problem by offering bounties for the destruction of pirates.
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Exactly. And obviously the more lawless regiosn would be where the adventure seeking player would make for 
Quoted from Damon, posted 4 December 2003, 8:14pm at here Yes all these options can be roles for the player in the game with some overlap between many of them, (except for the FPS aspect which I don't want to consider at this stage)
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Cool, yeah, i was referring to RPG-determined combat
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"Po knows best" - Origin unknown, probably First Federation period |
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Quoted from Alan, posted 5 December 2003, 8:17pm at hereActually, frontiers have always been the places of outlaws and those who get upto shifty business Some suggestions (even for this time frame)
- illegal and semi-legal drugs
- untested / black market biomods
- bionano (incl. bionano weapons)
- unusual cults and social experiments
- fugitives
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Quoted from Alan, posted 5 December 2003, 8:17pm at here300 AT represents a time when the frontier is fukll of adventure, opportunity, and danger. Sure, most people out tehre would be law-abiding, whetehr working for corporations, govts, or as scientists and researchers. But teher would also be factions and dodgy business on the side. Also the Jovian colonies would be reasonably established, although not like the two+ centuries old colonies of Moon, Mars, CisLunar, Belt, and other HUBs |
Ok, well let's consider the option of the outer system in the first game. If we do decide to go down this path then I suggest (and feel free to offer an alternative suggestion) a few small isolated outposts rather than a complex system like one of the HUBs will be like. This is consistent with the era, I'm figuring less than 1% of the solar system population (excluding Earth) will be in CisLunar at this time (correct me if I'm wrong) In reality the outter system will be more HUB-like in many regions than the ones we have mentioned, but to keep the game simple I think we should ignore that for now and only have a few bases that can be visited.
Ok so the player may be motivated to visit these regions because: - they are obtaining black market goods to sell for a much higher profit than can be achieved elsewhere - obtaining tech that cannot be obtained elsewhere, perhaps personal bio enhancements which cannot be obtained elsewhere - to hide/lay low and obtain a new identity (if a fugative) - to meet someone important (perhaps special character who can offer something unique?) - as part of the scripted plot
I think if we are going to include the outer system then we should somehow tie it in with the overall plotline as added incentive to go there. From the start I was thinking there would be some cool things you could do in the outter system such as He3 mining, but I say we leave this out for now.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereIn the later timeline, these move out to the Oort Cloud, and beyond |
Yeah sure
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, this is the main problem, the added complexity |
Like I said before I think if we do have the outter system we should keep it fairly simple. I think the inner system HUBs, Earth, Lunar, L4, L5 and Mars should hold rich and complex societies as we have planned them to be, the belt a scattering of locations and maybe only a few locations at Jupiter and Saturn.. we might not even include anything at all past Saturn.
I will summarise in percentage terms the populations of the various regions:
Mercury and Venus: very low % of population (< 1% of entire solar system) - a few outposts, but mainly scientific interest in these regions
Terra: vast majority of population
Planet (> 99% of solar system) - complex orbital system with four major space elevators
*All percentages below exclude Earth
HEO about 13% of solar system GEO about 22% of solar system
Lunar: about 13% of solar system - major centre due to close proximity to Earth
L4: about 13% of total population - major economic power centre
L5: about 4% of total pop - emerging power, disordered junk jungle etc..
Mars: about 17% of total pop. - major centre with major push for terraforming project
Belt: < 1% of total pop. - isolated region
Jupiter: even fewer - isoltated region
Saturn: fewer still
Uranus: scientific outposts only
Neptune: ditto Uranus
Pluto: ditto Neptune
Note: I have a more comprehensive spreadsheet of my estimates which I will attatch
Quoted from Alan, posted 5 December 2003, 8:17pm at hereContraband that could make a small trader rich overnight - plenty willing to take the risk (looka t drug smugglers etc today) |
Yes one major incentive! We will have to think of ways a player can smuggle it into a region without being caught
Quoted Text I agree that it makes it more interesting. Quoted from Damo, posted 4 December 2003 at 1:14am |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAnd we have to maximise that. Even this first game has to be as intersting as we can make it |
Yeah sure I agree, but we also want to finish it in reasonable time which will mean setting achieveable goals.. a finished product, no matter how simplified is far more use than a great idea which never makes it out the door!
Quoted from Alan, posted 5 December 2003, 8:17pm at hereWell maybe they might only go to one place to do a deal re smuggling etc |
Yes I agree absolutely - I wasn't suggesting the outter solar system not be reasonably developed in the setting, but rather we only expose a limited portion of it in the first game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereMaybe you are hired to protect a colony or mining base in the Belt from raiders. That might involve months of waiting where nothing happens, and maybe you might have to go on long patrols to go looking for 'em |
I'm not sure one guy alone would be hired to protect against a potential fleet of pirate raders.. perhaps instead you are hired for patrol missions. This might simply be an agreement to engage any hostiles which threaten the base (if any are encountered). You might not need to wait around, just go about your business, until trouble rears it's head.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI was thinking of just deciding battle RPG-wise. If you have more mods, wired reflexes, a companion bot etc and are on familar ground you would do better than if you didnt, So there would be a whole list of factors that would determine the outcome |
Sorry, so a RPG engine rather than a FPS engine, this is still is a decent amount of work (although not as much and much simpler than a FPS admittedly). I think the sim element of the game should be top priority, perhaps with a limited RPG element at this stage. My feeling is hand to hand combat might be one feature too much at this stage. Instead perhaps space combat can be handled in a RPG fashion?
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI agree it shouldn't be a Halo type FPS, I find those sort of games boring myself, though I acknowledge they are very popular. Later if Siderial Games becomes big this sort of thing can be incorporated i'm sure, as one aspect of the game, but now yeah, I would suggest combat be determined RPG-wise |
Well RPG combat on a station would be a cool enhancement that can be added on later also, perhaps one for the second title? But we can discuss this further at a later stage.
Quoted Text In that case, why not set the game in the time of the war? This provides a few neat options such as missions to supply forces, actual combat for a particular force, also pirate attacks may be more predominant (in the inner system as defences are stretched!) as will attacks from forces as you attempt to ferry goods past enemy lines! I imagine war is a big opportunity for the astute trader to profit hansomly! Quoted from Damo, posted 4 December 2003 at 1:14am at here. |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereTrue. But this would have to discussed on the main list as well. And we cant have a wayr without raesons. So would first have to look at background, polities, etc etc. Requires a lot of Worldbuilding |
Yes true, it would be a fair amount of worldbuildng, but is one option to consider.. I think a war is a reasonable enough thing to include in the early timeline, even if it doesn't coincide with the game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, brining officials sounds like a good idea. But the authorities would also move in to clear them out if they became too much of a nuisance. Also there is always the danger (to the pirate) of corrupt officials wanting more and more money, or being replaced by honest officials
Of course they could just be scum types, less pirates and more along the line of local thugs who have some jerryrigged ships, they avoid the authorities and will only attack soft targets |
Yes I imagine most attacks will be on soft targets. Pirates will lurk in favourable locations and attack when an opportunity arises. Some hot-headed ambitious types will get inpatient and may try and bight off more than they can chew, but will be quickly cut down by the authorities or their better equipped prey. We could occasionally show battles in the background.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr the authorities could take them out with a particle canon (if close enough) or a missile or coil gun! Actually if you ahve to run you are in trouble. |
I assume there would be evasive manouvers a fleeing pirate could pull off, which may counter these. If the pirate can gain the element of surprise (perhaps by firing a few snap shots) they may be able to apply high thrust burners which could put some quick distance between them and their pursuers, I believe this may be enough to gain a few hours/days or weeks if not prevent a close combat encounter indefinitely! The authorities simply may not bother giving chase, choosing to conserve fuel, or their vehicles may be better suited to short range pursuits. If this is the case they may try and take their target out with one of the methods you mention. If a missile, the pirate may counter it with an ECM system, or may be able to dodge it. If a particle canon, or coil gun the pirate could jink with side thrusters making them an unpredictable target (they could probably only do this for a limited time). Sure the pirate's chance of survival may be limited when they're forced to run, but I'm sure they might have a few tricks up their sleeve for such an occasion.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAssuming they have a few days or weeks head start they would be ok. Perhaps one story option could be as a pirate who has to stay one step ahead of authorities. The more raids he successfully undertakes, the bigger the price on his head (this would be a good reason to hide out in the outer solar sstem, maybe get some extensive cosmetic surgery or bodymods to change his appearance, etc) |
Well if they pull a surprise move which gets them quickly up to speed, (perhaps by applying high thruste) they may need less of a start
Yes this is one slant we can maybe use as long as this is only one possible option (of many), otherwise is too limited for an open ended game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereCamoflague as space junk which I think you mentioned would be the best and easiest. |
Also Saturns rings are another possibility if we have the outter system
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr camoflague their pirate ship as a legal vessel. |
Yes definitely.. and if they make it to a busy system, they can blend in with traffic and maybe hack some fake IFF code or something similar.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereDecoys wouldnt help much unless thy ahd an identical thermal signature, rocket engines etc |
Yes, but at some stage they will cut thrusters in which case there may be a minimal thermal signature anyway.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereBut this would make it less a trader sim and more an all-out military one |
Not necessarily.. the player could still be primarily orientated towards trading goods with the war in the background and the war would probably only be in one or two regions.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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Quoted from Alan, posted 5 December 2003, 8:17pm at hereActually, frontiers have always been the places of outlaws and those who get upto shifty business Some suggestions (even for this time frame)
- illegal and semi-legal drugs
- untested / black market biomods
- bionano (incl. bionano weapons)
- unusual cults and social experiments
- fugitives
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Quoted from Alan, posted 5 December 2003, 8:17pm at here300 AT represents a time when the frontier is fukll of adventure, opportunity, and danger. Sure, most people out tehre would be law-abiding, whetehr working for corporations, govts, or as scientists and researchers. But teher would also be factions and dodgy business on the side. Also the Jovian colonies would be reasonably established, although not like the two+ centuries old colonies of Moon, Mars, CisLunar, Belt, and other HUBs |
Ok, well let's consider the option of the outer system in the first game. If we do decide to go down this path then I suggest (and feel free to offer an alternative suggestion) a few small isolated outposts rather than a complex system like one of the HUBs will be like. This is consistent with the era, I'm figuring less than 1% of the solar system population (excluding Earth) will be in CisLunar at this time (correct me if I'm wrong) In reality the outter system will be more HUB-like in many regions than the ones we have mentioned, but to keep the game simple I think we should ignore that for now and only have a few bases that can be visited.
Ok so the player may be motivated to visit these regions because: - they are obtaining black market goods to sell for a much higher profit than can be achieved elsewhere - obtaining tech that cannot be obtained elsewhere, perhaps personal bio enhancements which cannot be obtained elsewhere - to hide/lay low and obtain a new identity (if a fugative) - to meet someone important (perhaps special character who can offer something unique?) - as part of the scripted plot
I think if we are going to include the outer system then we should somehow tie it in with the overall plotline as added incentive to go there. From the start I was thinking there would be some cool things you could do in the outter system such as He3 mining, but I say we leave this out for now.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereIn the later timeline, these move out to the Oort Cloud, and beyond |
Yeah sure
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, this is the main problem, the added complexity |
Like I said before I think if we do have the outter system we should keep it fairly simple. I think the inner system HUBs, Earth, Lunar, L4, L5 and Mars should hold rich and complex societies as we have planned them to be, the belt a scattering of locations and maybe only a few locations at Jupiter and Saturn.. we might not even include anything at all past Saturn.
I will summarise in percentage terms the populations of the various regions:
Mercury and Venus: very low % of population (< 1% of entire solar system) - a few outposts, but mainly scientific interest in these regions
Terra: vast majority of population
Planet (> 99% of solar system) - complex orbital system with four major space elevators
*All percentages below exclude Earth
HEO about 13% of solar system GEO about 22% of solar system
Lunar: about 13% of solar system - major centre due to close proximity to Earth
L4: about 13% of total population - major economic power centre
L5: about 4% of total pop - emerging power, disordered junk jungle etc..
Mars: about 17% of total pop. - major centre with major push for terraforming project
Belt: < 1% of total pop. - isolated region
Jupiter: even fewer - isoltated region
Saturn: fewer still
Uranus: scientific outposts only
Neptune: ditto Uranus
Pluto: ditto Neptune
Note: I have a more comprehensive spreadsheet of my estimates which I will attatch
Quoted from Alan, posted 5 December 2003, 8:17pm at hereContraband that could make a small trader rich overnight - plenty willing to take the risk (looka t drug smugglers etc today) |
Yes one major incentive! We will have to think of ways a player can smuggle it into a region without being caught
Quoted Text I agree that it makes it more interesting. Quoted from Damo, posted 4 December 2003 at 1:14am |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAnd we have to maximise that. Even this first game has to be as intersting as we can make it |
Yeah sure I agree, but we also want to finish it in reasonable time which will mean setting achieveable goals.. a finished product, no matter how simplified is far more use than a great idea which never makes it out the door!
Quoted from Alan, posted 5 December 2003, 8:17pm at hereWell maybe they might only go to one place to do a deal re smuggling etc |
Yes I agree absolutely - I wasn't suggesting the outter solar system not be reasonably developed in the setting, but rather we only expose a limited portion of it in the first game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereMaybe you are hired to protect a colony or mining base in the Belt from raiders. That might involve months of waiting where nothing happens, and maybe you might have to go on long patrols to go looking for 'em |
I'm not sure one guy alone would be hired to protect against a potential fleet of pirate raders.. perhaps instead you are hired for patrol missions. This might simply be an agreement to engage any hostiles which threaten the base (if any are encountered). You might not need to wait around, just go about your business, until trouble rears it's head.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI was thinking of just deciding battle RPG-wise. If you have more mods, wired reflexes, a companion bot etc and are on familar ground you would do better than if you didnt, So there would be a whole list of factors that would determine the outcome |
Sorry, so a RPG engine rather than a FPS engine, this is still is a decent amount of work (although not as much and much simpler than a FPS admittedly). I think the sim element of the game should be top priority, perhaps with a limited RPG element at this stage. My feeling is hand to hand combat might be one feature too much at this stage. Instead perhaps space combat can be handled in a RPG fashion?
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI agree it shouldn't be a Halo type FPS, I find those sort of games boring myself, though I acknowledge they are very popular. Later if Siderial Games becomes big this sort of thing can be incorporated i'm sure, as one aspect of the game, but now yeah, I would suggest combat be determined RPG-wise |
Well RPG combat on a station would be a cool enhancement that can be added on later also, perhaps one for the second title? But we can discuss this further at a later stage.
Quoted Text In that case, why not set the game in the time of the war? This provides a few neat options such as missions to supply forces, actual combat for a particular force, also pirate attacks may be more predominant (in the inner system as defences are stretched!) as will attacks from forces as you attempt to ferry goods past enemy lines! I imagine war is a big opportunity for the astute trader to profit hansomly! Quoted from Damo, posted 4 December 2003 at 1:14am at here. |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereTrue. But this would have to discussed on the main list as well. And we cant have a wayr without raesons. So would first have to look at background, polities, etc etc. Requires a lot of Worldbuilding |
Yes true, it would be a fair amount of worldbuildng, but is one option to consider.. I think a war is a reasonable enough thing to include in the early timeline, even if it doesn't coincide with the game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, brining officials sounds like a good idea. But the authorities would also move in to clear them out if they became too much of a nuisance. Also there is always the danger (to the pirate) of corrupt officials wanting more and more money, or being replaced by honest officials
Of course they could just be scum types, less pirates and more along the line of local thugs who have some jerryrigged ships, they avoid the authorities and will only attack soft targets |
Yes I imagine most attacks will be on soft targets. Pirates will lurk in favourable locations and attack when an opportunity arises. Some hot-headed ambitious types will get inpatient and may try and bight off more than they can chew, but will be quickly cut down by the authorities or their better equipped prey. We could occasionally show battles in the background.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr the authorities could take them out with a particle canon (if close enough) or a missile or coil gun! Actually if you ahve to run you are in trouble. |
I assume there would be evasive manouvers a fleeing pirate could pull off, which may counter these. If the pirate can gain the element of surprise (perhaps by firing a few snap shots) they may be able to apply high thrust burners which could put some quick distance between them and their pursuers, I believe this may be enough to gain a few hours/days or weeks if not prevent a close combat encounter indefinitely! The authorities simply may not bother giving chase, choosing to conserve fuel, or their vehicles may be better suited to short range pursuits. If this is the case they may try and take their target out with one of the methods you mention. If a missile, the pirate may counter it with an ECM system, or may be able to dodge it. If a particle canon, or coil gun the pirate could jink with side thrusters making them an unpredictable target (they could probably only do this for a limited time). Sure the pirate's chance of survival may be limited when they're forced to run, but I'm sure they might have a few tricks up their sleeve for such an occasion.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAssuming they have a few days or weeks head start they would be ok. Perhaps one story option could be as a pirate who has to stay one step ahead of authorities. The more raids he successfully undertakes, the bigger the price on his head (this would be a good reason to hide out in the outer solar sstem, maybe get some extensive cosmetic surgery or bodymods to change his appearance, etc) |
Well if they pull a surprise move which gets them quickly up to speed, (perhaps by applying high thruste) they may need less of a start
Yes this is one slant we can maybe use as long as this is only one possible option (of many), otherwise is too limited for an open ended game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereCamoflague as space junk which I think you mentioned would be the best and easiest. |
Also Saturns rings are another possibility if we have the outter system
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr camoflague their pirate ship as a legal vessel. |
Yes definitely.. and if they make it to a busy system, they can blend in with traffic and maybe hack some fake IFF code or something similar.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereDecoys wouldnt help much unless thy ahd an identical thermal signature, rocket engines etc |
Yes, but at some stage they will cut thrusters in which case there may be a minimal thermal signature anyway.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereBut this would make it less a trader sim and more an all-out military one |
Not necessarily.. the player could still be primarily orientated towards trading goods with the war in the background and the war would probably only be in one or two regions.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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Quoted from Alan, posted 5 December 2003, 8:17pm at hereActually, frontiers have always been the places of outlaws and those who get upto shifty business Some suggestions (even for this time frame)
- illegal and semi-legal drugs
- untested / black market biomods
- bionano (incl. bionano weapons)
- unusual cults and social experiments
- fugitives
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Quoted from Alan, posted 5 December 2003, 8:17pm at here300 AT represents a time when the frontier is fukll of adventure, opportunity, and danger. Sure, most people out tehre would be law-abiding, whetehr working for corporations, govts, or as scientists and researchers. But teher would also be factions and dodgy business on the side. Also the Jovian colonies would be reasonably established, although not like the two+ centuries old colonies of Moon, Mars, CisLunar, Belt, and other HUBs |
Ok, well let's consider the option of the outer system in the first game. If we do decide to go down this path then I suggest (and feel free to offer an alternative suggestion) a few small isolated outposts rather than a complex system like one of the HUBs will be like. This is consistent with the era, I'm figuring less than 1% of the solar system population (excluding Earth) will be in CisLunar at this time (correct me if I'm wrong) In reality the outter system will be more HUB-like in many regions than the ones we have mentioned, but to keep the game simple I think we should ignore that for now and only have a few bases that can be visited.
Ok so the player may be motivated to visit these regions because: - they are obtaining black market goods to sell for a much higher profit than can be achieved elsewhere - obtaining tech that cannot be obtained elsewhere, perhaps personal bio enhancements which cannot be obtained elsewhere - to hide/lay low and obtain a new identity (if a fugative) - to meet someone important (perhaps special character who can offer something unique?) - as part of the scripted plot
I think if we are going to include the outer system then we should somehow tie it in with the overall plotline as added incentive to go there. From the start I was thinking there would be some cool things you could do in the outter system such as He3 mining, but I say we leave this out for now.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereIn the later timeline, these move out to the Oort Cloud, and beyond |
Yeah sure
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, this is the main problem, the added complexity |
Like I said before I think if we do have the outter system we should keep it fairly simple. I think the inner system HUBs, Earth, Lunar, L4, L5 and Mars should hold rich and complex societies as we have planned them to be, the belt a scattering of locations and maybe only a few locations at Jupiter and Saturn.. we might not even include anything at all past Saturn.
I will summarise in percentage terms the populations of the various regions:
Mercury and Venus: very low % of population (< 1% of entire solar system) - a few outposts, but mainly scientific interest in these regions
Terra: vast majority of population
Planet (> 99% of solar system) - complex orbital system with four major space elevators
*All percentages below exclude Earth
HEO about 13% of solar system GEO about 22% of solar system
Lunar: about 13% of solar system - major centre due to close proximity to Earth
L4: about 13% of total population - major economic power centre
L5: about 4% of total pop - emerging power, disordered junk jungle etc..
Mars: about 17% of total pop. - major centre with major push for terraforming project
Belt: < 1% of total pop. - isolated region
Jupiter: even fewer - isoltated region
Saturn: fewer still
Uranus: scientific outposts only
Neptune: ditto Uranus
Pluto: ditto Neptune
Note: I have a more comprehensive spreadsheet of my estimates which I will attatch
Quoted from Alan, posted 5 December 2003, 8:17pm at hereContraband that could make a small trader rich overnight - plenty willing to take the risk (looka t drug smugglers etc today) |
Yes one major incentive! We will have to think of ways a player can smuggle it into a region without being caught
Quoted Text I agree that it makes it more interesting. Quoted from Damo, posted 4 December 2003 at 1:14am |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAnd we have to maximise that. Even this first game has to be as intersting as we can make it |
Yeah sure I agree, but we also want to finish it in reasonable time which will mean setting achieveable goals.. a finished product, no matter how simplified is far more use than a great idea which never makes it out the door!
Quoted from Alan, posted 5 December 2003, 8:17pm at hereWell maybe they might only go to one place to do a deal re smuggling etc |
Yes I agree absolutely - I wasn't suggesting the outter solar system not be reasonably developed in the setting, but rather we only expose a limited portion of it in the first game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereMaybe you are hired to protect a colony or mining base in the Belt from raiders. That might involve months of waiting where nothing happens, and maybe you might have to go on long patrols to go looking for 'em |
I'm not sure one guy alone would be hired to protect against a potential fleet of pirate raders.. perhaps instead you are hired for patrol missions. This might simply be an agreement to engage any hostiles which threaten the base (if any are encountered). You might not need to wait around, just go about your business, until trouble rears it's head.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI was thinking of just deciding battle RPG-wise. If you have more mods, wired reflexes, a companion bot etc and are on familar ground you would do better than if you didnt, So there would be a whole list of factors that would determine the outcome |
Sorry, so a RPG engine rather than a FPS engine, this is still is a decent amount of work (although not as much and much simpler than a FPS admittedly). I think the sim element of the game should be top priority, perhaps with a limited RPG element at this stage. My feeling is hand to hand combat might be one feature too much at this stage. Instead perhaps space combat can be handled in a RPG fashion?
Quoted from Alan, posted 5 December 2003, 8:17pm at hereI agree it shouldn't be a Halo type FPS, I find those sort of games boring myself, though I acknowledge they are very popular. Later if Siderial Games becomes big this sort of thing can be incorporated i'm sure, as one aspect of the game, but now yeah, I would suggest combat be determined RPG-wise |
Well RPG combat on a station would be a cool enhancement that can be added on later also, perhaps one for the second title? But we can discuss this further at a later stage.
Quoted Text In that case, why not set the game in the time of the war? This provides a few neat options such as missions to supply forces, actual combat for a particular force, also pirate attacks may be more predominant (in the inner system as defences are stretched!) as will attacks from forces as you attempt to ferry goods past enemy lines! I imagine war is a big opportunity for the astute trader to profit hansomly! Quoted from Damo, posted 4 December 2003 at 1:14am at here. |
Quoted from Alan, posted 5 December 2003, 8:17pm at hereTrue. But this would have to discussed on the main list as well. And we cant have a wayr without raesons. So would first have to look at background, polities, etc etc. Requires a lot of Worldbuilding |
Yes true, it would be a fair amount of worldbuildng, but is one option to consider.. I think a war is a reasonable enough thing to include in the early timeline, even if it doesn't coincide with the game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereYes, brining officials sounds like a good idea. But the authorities would also move in to clear them out if they became too much of a nuisance. Also there is always the danger (to the pirate) of corrupt officials wanting more and more money, or being replaced by honest officials
Of course they could just be scum types, less pirates and more along the line of local thugs who have some jerryrigged ships, they avoid the authorities and will only attack soft targets |
Yes I imagine most attacks will be on soft targets. Pirates will lurk in favourable locations and attack when an opportunity arises. Some hot-headed ambitious types will get inpatient and may try and bight off more than they can chew, but will be quickly cut down by the authorities or their better equipped prey. We could occasionally show battles in the background.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr the authorities could take them out with a particle canon (if close enough) or a missile or coil gun! Actually if you ahve to run you are in trouble. |
I assume there would be evasive manouvers a fleeing pirate could pull off, which may counter these. If the pirate can gain the element of surprise (perhaps by firing a few snap shots) they may be able to apply high thrust burners which could put some quick distance between them and their pursuers, I believe this may be enough to gain a few hours/days or weeks if not prevent a close combat encounter indefinitely! The authorities simply may not bother giving chase, choosing to conserve fuel, or their vehicles may be better suited to short range pursuits. If this is the case they may try and take their target out with one of the methods you mention. If a missile, the pirate may counter it with an ECM system, or may be able to dodge it. If a particle canon, or coil gun the pirate could jink with side thrusters making them an unpredictable target (they could probably only do this for a limited time). Sure the pirate's chance of survival may be limited when they're forced to run, but I'm sure they might have a few tricks up their sleeve for such an occasion.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereAssuming they have a few days or weeks head start they would be ok. Perhaps one story option could be as a pirate who has to stay one step ahead of authorities. The more raids he successfully undertakes, the bigger the price on his head (this would be a good reason to hide out in the outer solar sstem, maybe get some extensive cosmetic surgery or bodymods to change his appearance, etc) |
Well if they pull a surprise move which gets them quickly up to speed, (perhaps by applying high thruste) they may need less of a start
Yes this is one slant we can maybe use as long as this is only one possible option (of many), otherwise is too limited for an open ended game.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereCamoflague as space junk which I think you mentioned would be the best and easiest. |
Also Saturns rings are another possibility if we have the outter system
Quoted from Alan, posted 5 December 2003, 8:17pm at hereOr camoflague their pirate ship as a legal vessel. |
Yes definitely.. and if they make it to a busy system, they can blend in with traffic and maybe hack some fake IFF code or something similar.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereDecoys wouldnt help much unless thy ahd an identical thermal signature, rocket engines etc |
Yes, but at some stage they will cut thrusters in which case there may be a minimal thermal signature anyway.
Quoted from Alan, posted 5 December 2003, 8:17pm at hereBut this would make it less a trader sim and more an all-out military one |
Not necessarily.. the player could still be primarily orientated towards trading goods with the war in the background and the war would probably only be in one or two regions.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Posted on: 9 December 2003, 11:04pm |
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Dev Team Conultant
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Quoted from Damon, posted 9 December 2003, 10:28am at here Ok, well let's consider the option of the outer system in the first game. If we do decide to go down this path then I suggest (and feel free to offer an alternative suggestion) a few small isolated outposts rather than a complex system like one of the HUBs will be like.
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Right. Even if there are some population centers they are pretty small, sometimes insular
Quoted from Damon, posted 9 December 2003, 10:28am at here This is consistent with the era, I'm figuring less than 1% of the solar system population (excluding Earth) will be in CisLunar at this time (correct me if I'm wrong) In reality the outter system will be more HUB-like in many regions than the ones we have mentioned, but to keep the game simple I think we should ignore that for now and only have a few bases that can be visited. |
I think there would be quite a few on Mars. Mars really will be the "new frontier" - land of hopes and dreams (like the American West during the 19th century)
so essentially the main population centers are o Earth o Earth Orbitals HEO/Geostationary (or whatever) o Cislunar L4 o Cislunar L5 o Luna o Luna Orbitals HEO/Geostationary (or whatever) o Mars o Mars Orbitals HEO/Geostationary (or whatever)
I'm wondering whether i shouldnt revise the timeline a bit and we can set the sim in 250 AT - or just 2200 c.e. rather than 300 AT
That way we are sure to keep the outer solar system small, just outposts. There would still be space for an independent trader, there woudl be space junkyards etc - it would be pretty similar to THS, which seems to be teh main inspiration here (since the "classic" OA is much further in the future)
Maybe call the game Manifold Runner 2200 c.e. - just an idea 
Quoted from Damon, posted 9 December 2003, 10:28am at hereLike I said before I think if we do have the outter system we should keep it fairly simple. |
sure, since you dont want to spend too much time on it, yep, cool
Quoted from Damon, posted 9 December 2003, 10:28am at here I think the inner system HUBs, Earth, Lunar, L4, L5 and Mars should hold rich and complex societies as we have planned them to be, the belt a scattering of locations and maybe only a few locations at Jupiter and Saturn.. we might not even include anything at all past Saturn.
I will summarise in percentage terms the populations of the various regions:
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hmm, looks good to me, except i expect L4 and L5 to have more similar populations
also i'm worried about how similar your description of L4 and L5 are to that given by David Pulver in THS. Currently THS and OA have good relations, and i dont want to screw that up by being too derivative/plagaristic. As it is, we are in danger of basing it a lot more heavily on THS than on OA, which isnt a good thing if this is the Official OA Space Sim! So I think we need to do something about that so it isnt so derivative. Other than that, i'm happy with everything else you suggest here.
Quoted from Damon, posted 9 December 2003, 10:28am at here Yeah sure I agree, but we also want to finish it in reasonable time which will mean setting achieveable goals.. a finished product, no matter how simplified is far more use than a great idea which never makes it out the door!
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I agree. Yep, keep it simple. Though we have to ensure it is addictive too!
Quoted from Damon, posted 9 December 2003, 10:28am at here I'm not sure one guy alone would be hired to protect against a potential fleet of pirate raders...
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I meant the odd solitary pirate, essentially the Belt version of the Imndonesian/Malaysian pirates, a bunch of guys with machettes (and maybe one or two guns between them) in a fishing boat with a good outboard motor
The MR (Manifold Runner) version would be a "bumblebee" class ship with a single and rather inefficient/inaccurate coil gun (probably something home-made and just as likely to blow up in their faces) or converted industrial/mining laser, and grapples and a hatch for boarding
I definitely see piracy in thi ssetting as a very "low tech" and "amateurish" approach, it will be nothing like the soft sci fi fantasy of the space pirates in their sleek well-armed ship, a jolly roger painted on the side
Quoted from Damon, posted 9 December 2003, 10:28am at hereSorry, so a RPG engine rather than a FPS engine, this is still is a decent amount of work (although not as much and much simpler than a FPS admittedly). I think the sim element of the game should be top priority, perhaps with a limited RPG element at this stage. My feeling is hand to hand combat might be one feature too much at this stage. Instead perhaps space combat can be handled in a RPG fashion? |
hmm - i was thinking something like -
For Melee: o you have wired reflexes - add one point advantage, o you have a cyborg arm - add one point, o you have bioborg muscle grafts - add two points o you are good at martial arts - add two points
something like that. Minimally basic. Of course, if even this is a lot of work, ok, we can leave it out; i agree with you that it is best to keep this first game simple and get it out sooner.
Quoted from Damon, posted 9 December 2003, 10:28am at hereWell RPG combat on a station would be a cool enhancement that can be added on later also, perhaps one for the second title? But we can discuss this further at a later stage. |
ok, that sounds good
Quoted from Damon, posted 9 December 2003, 10:28am at hereYes true, it would be a fair amount of worldbuildng, but is one option to consider.. I think a war is a reasonable enough thing to include in the early timeline, even if it doesn't coincide with the game. |
I've raised this on the main list, so we should get some decent feedback
Quoted from Damon, posted 9 December 2003, 10:28am at hereYes I imagine most attacks will be on soft targets. Pirates will lurk in favourable locations and attack when an opportunity arises. Some hot-headed ambitious types will get inpatient and may try and bight off more than they can chew, but will be quickly cut down by the authorities or their better equipped prey. |
Right.
Quoted from Damon, posted 9 December 2003, 10:28am at hereWe could occasionally show battles in the background. |
Maybe on news reports (with image of two ships fighting)
Quoted from Damon, posted 9 December 2003, 10:28am at hereI assume there would be evasive manouvers a fleeing pirate could pull off, which may counter these. If the pirate can gain the element of surprise (perhaps by firing a few snap shots) they may be able to apply high thrust burners which could put some quick distance between them and their pursuers, I believe this may be enough to gain a few hours/days or weeks if not prevent a close combat encounter indefinitely! |
Yes, this could work.
Quoted from Damon, posted 9 December 2003, 10:28am at hereThe authorities simply may not bother giving chase, choosing to conserve fuel, or their vehicles may be better suited to short range pursuits. |
Very unlikely. Why? Because the authorities (the cops or space guard) love to give chases. It's what they live for! (ever see those "greatest police chases shows? ) And unlikely they would have inferior (short range, whatever) ships - would be the opposite - the pirates would have inferior ships
Quoted from Damon, posted 9 December 2003, 10:28am at hereIf this is the case they may try and take their target out with one of the methods you mention. If a missile, the pirate may counter it with an ECM system, or may be able to dodge it. If a particle canon, or coil gun the pirate could jink with side thrusters making them an unpredictable target (they could probably only do this for a limited time). Sure the pirate's chance of survival may be limited when they're forced to run, but I'm sure they might have a few tricks up their sleeve for such an occasion. |
Absolutely
Quoted from Damon, posted 9 December 2003, 10:28am at here Yes, but at some stage they will cut thrusters in which case there may be a minimal thermal signature anyway.
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But the reactor will still be hot, the engines will be hot, they will be radiating heat for a while
Quoted from Damon, posted 9 December 2003, 10:28am at here Not necessarily.. the player could still be primarily orientated towards trading goods with the war in the background and the war would probably only be in one or two regions.
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I disagree here for this reason: if you say "There is a war blah de blah" then players will expect to be able to fly military ships in that war (like all the soft sci fi space sims). They wont want to much around as trader. If we mention wars it gets their expectations up. But if we say - 30 years after the such and such war, and autonomous military drones are still a hazard to shipping blah de blah they know exactlky what things are about. they wont expect to be piloting a top of the line battleship, but they will expect to be looking out for AWS or even collecting a bounty on them.
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"Po knows best" - Origin unknown, probably First Federation period | Last modified 9 December 2003, 11:18pm by Alan |
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Quoted Text This is consistent with the era, I'm figuring less than 1% of the solar system population (excluding Earth) will be in CisLunar at this time (correct me if I'm wrong) In reality the outter system will be more HUB-like in many regions than the ones we have mentioned, but to keep the game simple I think we should ignore that for now and only have a few bases that can be visited. Quoted from Damo, posted 8 December 2003 at 3:28pm |
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI think there would be quite a few on Mars. Mars really will be the "new frontier" - land of hopes and dreams (like the American West during the 19th century) |
Sorry I meant to say less than 1% (excluding earth) living in the outer system in this era. Yes the Canon has the Mars population at 90 million! Which I have based everything around.
Quoted from Alan, posted 9 December 2003, 11:04pm at hereso essentially the main population centers are o Earth o Earth Orbitals HEO/Geostationary (or whatever) o Cislunar L4 o Cislunar L5 o Luna o Luna Orbitals HEO/Geostationary (or whatever) o Mars o Mars Orbitals HEO/Geostationary (or whatever) |
Yes I agree
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI'm wondering whether i shouldnt revise the timeline a bit and we can set the sim in 250 AT - or just 2200 c.e. rather than 300 AT |
That way we are sure to keep the outer solar system small, just outposts. There would still be space for an independent trader, there woudl be space junkyards etc - it would be pretty similar to THS, which seems to be teh main inspiration here (since the "classic" OA is much further in the future)
Maybe call the game Manifold Runner 2200 c.e. - just an idea [/quote]
Yeah perhaps, I'm not sure if this is needed, the outer system will not be all that well established in 300at anyway
Quoted from Alan, posted 9 December 2003, 11:04pm at herehmm, looks good to me, except i expect L4 and L5 to have more similar populations |
also i'm worried about how similar your description of L4 and L5 are to that given by David Pulver in THS. Currently THS and OA have good relations, and i dont want to screw that up by being too derivative/plagaristic. As it is, we are in danger of basing it a lot more heavily on THS than on OA, which isnt a good thing if this is the Official OA Space Sim! So I think we need to do something about that so it isnt so derivative. Other than that, i'm happy with everything else you suggest here.[/quote]
Yes I think you may be right, from what I've said in various threads so far. I haven't had time to think much about L5 yet. I planned to do a writeup (which will hopefully be soon) so perhaps we can review it again when I've finished?
If you or anyone else has any ideas of how we could handle L4 and L5, I'd be happy to hear them. I still think they should have distinctions between them.
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI agree. Yep, keep it simple. Though we have to ensure it is addictive too! |
I think we can still have this if it's simple. Elite was essentially a very simple game, back in the 80's, it ran from a tape drive initially! But eventually became one of the all-time classics in gaming history. Sure in the first attempt the game can't be of commercial quality by today's standards, but I think we can lay down some good roots!
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI meant the odd solitary pirate, essentially the Belt version of the Imndonesian/Malaysian pirates, a bunch of guys with machettes (and maybe one or two guns between them) in a fishing boat with a good outboard moto |
Fair enough, but would they not hire a full time security agent for this? If the player took on this role, the game could get pretty boring while they waited for an attack and they would have to stay in the one area so couldn't trade in the mean time.. seems a bit restrictive. If however they were hunting the pirate then this could make for a more interesting mission in which they might be required to scout out the location of last sighting, perhaps some recon work talking to people, setting traps, checking the ship logs at stations etc..
Quoted from Alan, posted 9 December 2003, 11:04pm at hereThe MR (Manifold Runner) version would be a "bumblebee" class ship with a single and rather inefficient/inaccurate coil gun (probably something home-made and just as likely to blow up in their faces) or converted industrial/mining laser, and grapples and a hatch for boarding |
Are you talking player or pirate ship here? The player will be able to move onto better ships but will start off in something like this. Pirates will come in all shapes and sizes, but we could say that the majority will be as you have described above.
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI definitely see piracy in thi ssetting as a very "low tech" and "amateurish" approach, it will be nothing like the soft sci fi fantasy of the space pirates in their sleek well-armed ship, a jolly roger painted on the side |
In general I agree, the majority will be desperate poor equiped types. We have discussed the differring classes
of pirates in an earlier thread
Criminal/Pirate Types
At some stage we will need to determine the abundance of each of these classes in each region of the solar system we are considering and I guess the common low tech pirate will make up the majority.
Quoted from Alan, posted 9 December 2003, 11:04pm at herehmm - i was thinking something like - For Melee: o you have wired reflexes - add one point advantage, o you have a cyborg arm - add one point, o you have bioborg muscle grafts - add two points o you are good at martial arts - add two points
something like that. Minimally basic. Of course, if even this is a lot of work, ok, we can leave it out; i agree with you that it is best to keep this first game simple and get it out sooner. |
Well we can possibly have a very simple model for bar fights.
I can imagine there will be a lot of interest in the RPG side of the game so is definitely worth discussing. Perhaps it is time to start thinking about a long term plan to introduce features in the first, second and third titles.. I will start thinking along these lines.
Quoted from Alan, posted 9 December 2003, 11:04pm at hereOf course, if even this is a lot of work, ok, we can leave it out; i agree with you that it is best to keep this first game simple and get it out sooner. |
Quoted Text Well RPG combat on a station would be a cool enhancement that can be added on later also, perhaps one for the second title? But we can discuss this further at a later stage. Quoted from Damo, posted 8 December 2003 at 3:28pm at here. |
Quoted from Alan, posted 9 December 2003, 11:04pm at hereok, that sounds good |
Yes in the first title, we will need to be particularly ruthless in cutting features we need to think minimalistic fun 
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI've raised this on the main list, so we should get some decent feedback |
Perhaps, but in the past, the early timeframe hasn't raised much interest from the group, but I see someone has replied already. May I suggest two hostile mega-corps up against one another? The outer system is a possible location for this war as there is little to stop it in this era. Just an initial thought, I might work on this and submit it on the main list.
Quoted Text We could occasionally show battles in the background. Quoted from Damo, posted 8 December 2003 at 3:28pm at here. |
Quoted from Alan, posted 9 December 2003, 11:04pm at here Maybe on news reports (with image of two ships fighting)
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Yes this is probably more likely than actually witnessing a fight. In Freelancer there were fights going on almost every time you docked at a station!
Quoted Text I assume there would be evasive manouvers a fleeing pirate could pull off, which may counter these. If the pirate can gain the element of surprise (perhaps by firing a few snap shots) they may be able to apply high thrust burners which could put some quick distance between them and their pursuers, I believe this may be enough to gain a few hours/days or weeks if not prevent a close combat encounter indefinitely! Quoted from Damo, posted 8 December 2003 |
I worked out some figures using basic equations of motion. If a pirate can gain a 10 second break on a cop and accelerate at 1G for an hour. If the cop then gives chase at 1G for one hour, the gap will be 352km!
If the cop has greater acceleration, say can accelerate at 1.05G compared to the pirate only being able to accelerate at 1G and the pirate has a mere 10 second lead it will be about 14 hours before the cop closes the gap!
That is assuming constant accelleration, also thrust endurance and mass and all sorts of other factors would come into it. The point is pursuites may be long drawn out affairs.
Quoted Text The authorities simply may not bother giving chase, choosing to conserve fuel, or their vehicles may be better suited to short range pursuits. Quoted from Damo, posted 8 December 2003 at 3:28pm |
Quoted from Alan, posted 9 December 2003, 11:04pm at hereVery unlikely. Why? Because the authorities (the cops or space guard) love to give chases. It's what they live for! (ever see those "greatest police chases shows?  ) And unlikely they would have inferior (short range, whatever) ships - would be the opposite - the pirates would have inferior ships |
Well it won't be like some car chase, they may not be so keen on a 14 hour (or greater) chase and then they have to take into account that they need enough fuel to return. But yes if they have a significant thrust advantage over the pirate it would be worth giving chase.
Quoted Text Yes, but at some stage they will cut thrusters in which case there may be a minimal thermal signature anyway. Quoted from Damo, posted 8 December 2003 at 3:28pm |
Quoted from Alan, posted 9 December 2003, 11:04pm at hereBut the reactor will still be hot, the engines will be hot, they will be radiating heat for a while |
True, but in space the engines may cool down extremely quickly!
Quoted Text Not necessarily.. the player could still be primarily orientated towards trading goods with the war in the background and the war would probably only be in one or two regions. Quoted from Damo, posted 8 December 2003 at 3:28pm |
Quoted from Alan, posted 9 December 2003, 11:04pm at hereI disagree here for this reason: if you say "There is a war blah de blah" then players will expect to be able to fly military ships in that war (like all the soft sci fi space sims). They wont want to much around as trader. If we mention wars it gets their expectations up. But if we say - 30 years after the such and such war, and autonomous military drones are still a hazard to shipping blah de blah they know exactlky what things are about. they wont expect to be piloting a top of the line battleship, but they will expect to be looking out for AWS or even collecting a bounty on them.
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A lot of players would want to play a trader game over a military game and being a trader in a war situation would be a very interesting setting IMO. But I see your point and as we are trying to establish a space trader we should probably not base it in a war time situation, at least not in the first game which migh result in the series being mislabled as something it is not intended to be.
The drones are good as they are a great excuse to vamp up the combat element of the game, but in later titles we could consider a war, or as I suggested a while back in the nanoswarm era when things are starting to get dicey!
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Alan |
| Posted on: 10 December 2003, 8:39pm |
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Quoted from Damon, posted 10 December 2003, 6:03am at here Yes I think you may be right, from what I've said in various threads so far. I haven't had time to think much about L5 yet. I planned to do a writeup (which will hopefully be soon) so perhaps we can review it again when I've finished?
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sounds good 
Quoted from Damon, posted 10 December 2003, 6:03am at here If you or anyone else has any ideas of how we could handle L4 and L5, I'd be happy to hear them. I still think they should have distinctions between them.
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At the very least, have the main junk jungle in a different libration point (L4 rather than L5)
I would suggest make the L points less distinct. There would still be a difference, e.g. L4 more for industry or science, L5 for luxury space condos or whatever, but there would also be some cross over of each to the other. Maybe L5 has a junk jungle like L4, only a smaller one
Quoted from Damon, posted 10 December 2003, 6:03am at here I think we can still have this if it's simple. Elite was essentially a very simple game, back in the 80's, it ran from a tape drive initially! But eventually became one of the all-time classics in gaming history. Sure in the first attempt the game can't be of commercial quality by today's standards, but I think we can lay down some good roots!
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Yep - it is just getting the right formula!
Essentially - o player has control over their destiny o lots of opportunities and lots of dangers o wild unexplored frontier o hard science o realistic interaction with NPCs o some combat (presumably in the first game only ship to ship, or maybe ship to (pirate) base)
Quoted from Damon, posted 10 December 2003, 6:03am at here Fair enough, but would they not hire a full time security agent for this? If the player took on this role, the game could get pretty boring while they waited for an attack and they would have to stay in the one area so couldn't trade in the mean time.. seems a bit restrictive. If however they were hunting the pirate then this could make for a more interesting mission in which they might be required to scout out the location of last sighting, perhaps some recon work talking to people, setting traps, checking the ship logs at stations etc..
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Well, for boring, you just ahve a screen taht says "6 months later" Sure, there would be the option to go looking for the pirates (but first the player would need to get a lead - maybe again talk to different NPCs, access databases etc - also there would be false leads - you go to some asteroid and there is no-one there, that sort of thing. Or the base could be heavily defended and the player character gets killed (another reason to have frequent backups )
Quoted from Damon, posted 10 December 2003, 6:03am at here Are you talking player or pirate ship here?
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The pirate ship
Quoted from Damon, posted 10 December 2003, 6:03am at hereI can imagine there will be a lot of interest in the RPG side of the game so is definitely worth discussing. Perhaps it is time to start thinking about a long term plan to introduce features in the first, second and third titles.. I will start thinking along these lines. |
Cool. Yeah, even if it is only introduced in the 2nd game
Quoted from Damon, posted 10 December 2003, 6:03am at hereYes in the first title, we will need to be particularly ruthless in cutting features we need to think minimalistic fun  |
Right! I think a setting where there is a mix of boredom ("6 months later" screens) and action, where the player has to think for themself, make contacts, decide what is the best way to augment their ship with the minimum resources they have etc etc
Quoted from Damon, posted 10 December 2003, 6:03am at hereYes this is probably more likely than actually witnessing a fight. In Freelancer there were fights going on almost every time you docked at a station! |
lol! Yep, sounds like soft sci fi to me (of the silliest kind)
Quoted from Damon, posted 10 December 2003, 6:03am at here I worked out some figures using basic equations of motion. If a pirate can gain a 10 second break on a cop and accelerate at 1G for an hour. If the cop then gives chase at 1G for one hour, the gap will be 352km!
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Right. yep, the way you present it, the pirate could get away. But they would still be vulnerable to long range weapons, which would probably be their greatest danger.
Quoted from Damon, posted 10 December 2003, 6:03am at hereTrue, but in space the engines may cool down extremely quickly! |
I dunno. Consider that the exaust from one of these ships would be exceedingly hot; i'm not sure how quickly heat radiates in a vacuum, obviously you would need radiator fins for more efficiency, but that makes you more obvious to detection. Maybe this should be raised on the main list
Quoted from Damon, posted 10 December 2003, 6:03am at hereThe drones are good as they are a great excuse to vamp up the combat element of the game, but in later titles we could consider a war, or as I suggested a while back in the nanoswarm era when things are starting to get dicey! |
Yep i agree, the drones will definitely add a fun element to the game!
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"Po knows best" - Origin unknown, probably First Federation period | Last modified 10 December 2003, 8:42pm by Alan |
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| Damon |
| Posted on: 18 December 2003, 6:41am |
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As the project review has been discussed in this thread up until now, I have decided to make this a permanent thread for discussing the status of the overall project.
I have recently been discussing a couple of issues in the OA list, specifically apace piracy as well as the possibility of an OA interplanetary war.
To summarise what has come from the discussions:
Piracy See Pirate Manoeuvres
We have had pleanty of fun discussing the techniques pirates might use, but what it basically boils down to is that for a pirate to survive in space for any length of time they must either be highly competent employing maticulous planning, exact execution as well as sophisticated jamming tech. He/She must also be particularly ruthless and use hard-ball methods to ensure a certain level of cooperation with those in the area in which they are operating.
I see this type of pirate as being highly organised, possibly a member of an organised crime faction. This sort of attack will not be particularly common and probably won't affect the player much at all until they are shipping cargo of considerable value. Or else a larger freighter ship that suggests that they are carring such cargo. The pirates have no way to tell what they are carrying in space (as discussed in another thread) but may have access to the manifests of all ships in a given sector/area. While this sort of pirate attack may add a very interesting wildcard element - (for example you are raided and captured and held at a pirate base and forced to work for them, your new mission.. to steal back your ship and leave the joint... etc) I don't see this type of pirate adding to the combat element of the game which was the whole idea of pirates in the first place.
The other type of pirate is the Malay anology pirate, the 2400th century equivalanet of a gang of guys with machettes a gun and an outboard motor between them. The problem with this sort of pirate is that they wouldn't last long in civalised space due to the ease of tracking a ship. This type of pirate would be more common and add to the combat element of the game, but would be extremely rare in the inner system. As discussed in the world building list they may exist in the belt, as there may be a disproportate number of pirates to law enforcement/security vessels. In the belt more and more private ships find it necessary to arm themselves. A better location for them still is in a gas gian system, as there exist many moons which can serve as a base and are far more difficult to track, also in Saturn the ring system can be used as additional cover.
As discussed earlier in this thread, the combat element is critical to the success of the game, but as this is a hard science project it seems unlikely that there would be much combat in a civilised system which rules out most of the inner solar system for piracy and even limits it in the belt. However around the gas giants it seems a more likely scenario. Therefore I have decided to extend the first title as far as Jupiter and Saturn.
This was not the original plan and it may mean more work is involved, but I will post more on ways we might achieve this without doing too much extra work.
The other topic currently under discussion is that of an interplanetary war in which I'm attempting a writeup.
If it gets passed by the group, then it will allow the inclusion of combat drones remnant from the war. Some of these drones will have deep space capacity so may conceivably show up anywhere.
So I think with drones and pirates we have the combat aspect of the game pretty well covered. The challenge will be to keep the game well balanced. One of the big critisism's of X and X2 is that you spend far too long doing boring trading routes before you're advanced enough to do anything interesting. Something like 20 hours of gameplay!! |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 25 December 2003, 3:37am |
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It's been a couple of days since my last post as I'm afraid life has caught up with me this week and I've been too busy to post or do any work. I will be away for Christmas over the next three days, but have planned to get back to the project on/after the 28th when I'll have a few days of free time. Once this peroid has past I imagine things will be back to normal.
To recap on things, I am still trying to finish off several writeups for the world building side of things which I will submit on the OA main list once complete, these include: Tidy-up of L4 writeup New writeup for L5 HUB Completion of writeup for interplanetary war.
(of course if anyone has their own ideas on any of these, feel free to put up your hand and offer suggestions (L5 in particular is up for grabs if anyone wants it) and/or critisism on anything I've done )
Writeups for Characters I need to tidy up are: Terminus - the L4 traffic control AI who is a member of a secret Stasists Centralist AI council, Superius - AI leader of the Black Rat criminal syndicate, Ming Su - pirate leader of the Penglai underworld
And similarly for various Factions in particular: L4PD - Lagrange 4 Police Department Penglai underworld
Also many more new characters and factions are needed in all HUBs
Thinking about it, it could be said that this project is currently in a "World Building" phase. This is the time for writeups on regions, characters and factions, orbital habitats, asteroid bases or whatever else is relevant to the game world.
Once there is a good worldbuilding base the focus can then switch to game features and design scope for the first title, perhaps this can be called the "Game Design" phase in which the features and some screen designs are written into a document. The Game Design phase hopefully won't take too long as many of these features have already been discussed and so hopefully it will simply be a matter of finding a balance in the material we already have.
Once the Game Design phase is over I can finally start writing some code, although I will try as much as possible to make it as reusable as possible for later titles.
Speaking of coding and given the fact that Steve has suggested we might use the open source Celestia, it would be worth spending time immediately prior to coding to review the various tools available to us and discussing the pros and cons of each from a technical point of view.
In the writing ot the game, finding the right balance for gameplay in the first title will be the challenging part and I suggest the first title might serve as the 'sandbox' in terms of gaining feedback to helping to find the 'silver bullet' in terms of gameplay which is fun and engrossing.
Alternatively we could instead work on a limited 'proof of concept' version of the game which is not released but used to internally evaluate what works and what doesn't. The POC option can be discussed more in the Game Design phase. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Alan |
| Posted on: 26 December 2003, 5:06pm |
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Quoted from Damon, posted 25 December 2003, 3:37am at hereIn the writing ot the game, finding the right balance for gameplay in the first title will be the challenging part and I suggest the first title might serve as the 'sandbox' in terms of gaining feedback to helping to find the 'silver bullet' in terms of gameplay which is fun and engrossing.
Alternatively we could instead work on a limited 'proof of concept' version of the game which is not released but used to internally evaluate what works and what doesn't. The POC option can be discussed more in the Game Design phase. |
Both options seem good. Perhaps this could raised on the main list and see what everyone thinks.
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"Po knows best" - Origin unknown, probably First Federation period | Last modified 26 December 2003, 5:13pm by Alan |
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| Damon |
| Posted on: 29 December 2003, 2:36am |
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Quoted from Alan, posted 26 December 2003, 5:06pm at here Both options seem good. Perhaps this could raised on the main list and see what everyone thinks.
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I think this is a game development issue rather than a world building issue so should be discussed here. But I see no harm in mentioning it on the world building list if you think it appropriate.
A POC could be useful at some stage and would serve as a demo to show how the full game may be like. It would also be the sandbox for a number of the features that have been discussed and might be useful in obtaining feedback from gametesters.
The only downside is that is may take slightly longer in realeasing the full, but the benefit is that issues that could turn into major problems can be spotted quicker, ideas that aren't so good as we thought can be rejected sooner rather than later and it should also enable me to more accurately predict a timeframe for completing the overall game.
I'd say, even though it may take longer to do a POC, the pros outweigh the cons IMO. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Alan |
| Posted on: 31 December 2003, 2:32am |
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Quoted from Damon, posted 29 December 2003, 2:36am at hereI'd say, even though it may take longer to do a POC, the pros outweigh the cons IMO. |
Yes, that way we can distribute it to some of the OA folks for playtesting or feedback.
Anyway, you're in a better position to judge things than I, so I'm happy to go with your feeling on this
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"Po knows best" - Origin unknown, probably First Federation period |
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| Damon |
| Posted on: 18 January 2004, 8:56pm |
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I thought I'd give another update on the project.
I have a confession to make, over the last week I've been looking into third party persistent storage options instead of world building, which I think I said myself was top priority at this stage! Sorta got on a roll and went with it.. oh well 
Persistent will be an important part of of the game, so this had to be addressed at some stage anyawy, so it's probably good to make a start on it.
You can see my findings at Embedded databases, but it's mainly my technical ramblings, so be warned!
I am now on officially on holidays until the 28th of January and intend to go home and catch up with my brother, so it'll be interesting to see how he's getting on with the music and side effects.
In that time I'll also attempt to push the worldbuilding along a little which is top priority, but I'll also (time permitting) slowly build up the database as a second priority task.
I should be posting pretty regularly in this time, so hopefully I'll make some better progress than I have recently! |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 28 January 2004, 8:08am |
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Just a quick update as I'm back to work tomorrow. In my week and a half or so off, I made a start on the storyline, but didn't get too far with it. In this thread http://www.siderealgames.com/cgi-bin/Blah/Blah.pl?,b=1005,v=display,m=latest there is a basic outline of 8 missions that cover all the major HUBs in the scope of the game. I've also thought up some silly names that might help inspire some thought as to what could be involved in each of this missions (or not). I've made a tentative start on part 1 and will post when I get further into it.
Also in the last few days I've had a good look at Interbase for possible persistent data storage and so for it seems pretty solid! I have done some work on the World builder database I have talked about in previous threads and have decided as I have some momentum going on this that I might forgo some worldbuilding and focus on this for a couple of weeks. It will be used directly in the game engine so will need to be done sometime and should make world building a lot easier as one thing I'm finding is it's often hard to find relevant links on various things.
So in the next few weeks I might spend some time on that task, though I might try and do some minor bits of worldbuilding when I get time.
A few (well Alan and Steve) have asked about submitting bits of work I've done to the Canon. I wish to revisit most of this work at a later date, but have not yet found the time, so I'm thinking perhaps it is best if it stay here as a 'Beta' version until I have time to revisit it. At the moment it's pretty rough.
One final thing, there is a local indy game conference coming up in May and so I am half thinking it may be a good opportunity to showcase the project if a decent demo could be knocked up before then. More on this later. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 3 February 2004, 11:43pm |
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Quoted from Damon, posted 28 January 2004, 8:08am at hereAlso in the last few days I've had a good look at Interbase for possible persistent data storage and so for it seems pretty solid! I have done some work on the World builder database I have talked about in previous threads and have decided as I have some momentum going on this that I might forgo some worldbuilding and focus on this for a couple of weeks. It will be used directly in the game engine so will need to be done sometime and should make world building a lot easier as one thing I'm finding is it's often hard to find relevant links on various things. |
I've recently looked into issues relating to developing a worldbuilding database that can be accessed via a web server and have concluded that while it seems there is no major problem to design and develop a database that can handle this in a format that can be shared between the server and the game, there are unfortunately some technical issues preventing deployment on my current web host which does not allow me to install a third party database server. It has MySQL preinstalled which I quite like and would use as the game's embedded database if not for the fact that it seems having TCP/IP installed is a requirement for embedding the database in an application. While I am considering alternative hosting options in the furture, for now I've decided to put the wb database on hold and focus on producing a demo.
Quoted from Damon, posted 28 January 2004, 8:08am at hereOne final thing, there is a local indy game conference coming up in May and so I am half thinking it may be a good opportunity to showcase the project if a decent demo could be knocked up before then. More on this later. |
I feel establishing a presence in this event is worth pursuing as it presents an opportunity to: a) market: it will raise the profile of the game and OA (only locally admittedly) b) fast-track the development: in terms of producing a demo which will hopefully get more people interested (and involved); and c) networking: attracting some local contacts
As I mentioned above, having a demo ready for the conference will be advantageous as it gives people something tangible to relate to. The conference will be held on the 21-23rd of May which is almost four months to prepare. This will hopefully be long enough to produce a limited, but playable version of the game and if planned well will hopefully require minimal additional work to take to a step further to a releasable version. I will create a new thread for discussing the demo.
I feel a couple of other things are also required to be ready for the conference and these should be in place to fall back on in case the demo isn't ready in time:
First as Alan has talked about, I think we need a section on a web site to present the overall 300at setting. What we have in the forum is pretty rough at this stage, so it needs to be published in a more user friendly format. The wb database would have saved a lot of work here, but as this is not an easy option we'll have to make do the hard way. It needn't be highly detailed and over the top at this stage, but at least a barebones minimum that we can provide a link to.
Second my main web site siderealgames.com is rough at this stage and was done in a hurry to host the forum. I will look to configure it to look like the web site of a professional game development company - or at least a prominant indy one.
So these will be the top priorities up until the conference and I will add categories for all of them. Secondary (but by no means forgotten) priorities will be:
Worldbuilding - much still needs to be done in this area and I must admit I've struggled to keep the momentum up here. Much still needs to be done and anyone who wants to keep adding to this area should not feel discouraged, despite the fact that I won't be focusing on this area. If you want to work in this area, feel free by all means 
Storyline and missions - If we can get some basic storyline missions ready for the demo that would be fantastic, but my attention will mainly be focused on the game design and architecture of the demo.
As I feel those last two areas are still extremely important to the overall thing I will try and find time to work in these areas, but my input will be limited for a while.
Another thing that perhaps should have some thought go into it is a basic demo package I could distribute at the conference, perhaps a cd with a pamphlet or something with links to this and the main OA sites. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 3 February 2004, 11:45pm by Damon |
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| Steve Bowers |
| Posted on: 10 February 2004, 3:24pm |
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Dev Team Conultant
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I am enthusiatic about this game, but am unfamiliar with some of the concepts in gaming/sims;
If you write a sample storyline and/or mission I am sure I could pick it up, and write one or two of my own; we will have a number before too long- as can any one else who wants to get involved.
also much of the worldbuilding can be done on the fly, as long as we bear in mind what has gone before. |
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| Damon |
| Posted on: 11 February 2004, 1:26am |
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I am enthusiatic about this game, but am unfamiliar with some of the concepts in gaming/sims;
If you write a sample storyline and/or mission I am sure I could pick it up, and write one or two of my own; we will have a number before too long- as can any one else who wants to get involved. |
I am pretty new to writing missions for games too, but I have some game playing experience so I'll do my best to give a basic outline.
With your worldbuilding skills you should have little problem writing a good storyline, but in the context of the game you have to think about how well it complements the game features and also how it comes across to the player.
Now the features of this game in a nutshell are:
- The game is single player oriented in a first person perspective. - The player owns his/her own ship and can fly between locations within a HUB (in the demo this is limited to the Mars hub) - The player can walk around a habitat - The player can talk to NPC characters - the player can buy mods and upgrades all with their advantages
So the trick is to utilise all these factors to make an interesting storyline. What I might do is search the web for some examples of walkthroughs of past space sims so as you can get an idea.
There are two distinct areas that I see go into making a good storyline for a game:
Background thread: (storyline)
This that the player becomes involved in (willingly or not). This should be well suited to worldbuilder, if you make it possible for the game player to get involved in a way that utilises the main features of the game (outlined above)
Interactive missions:
The player is confronted with some task to perform. The overall game story is simply a sequence of these and each can divulge some of the background thread (the player may not necessarily be aware of this initially)
Now I am open to suggestions for the background thread. I have been toying with the player getting embroiled in a situtation in which some anti AI groups that want to prevent the breaching of the first singularity. Don't know if this'll work and I will probably need to read up on OA to get a better grasp on this topic to do it justice.
What I do think we should have is some missions at the start which introduce the OA-isms to the player.
For example
mission 1: cyborgs & augmented baselines mission 2: Space Adapted Humans mission 3: vecs & tweaks mission 4: AI etc
Anyway I will seek out some example of missions and post them soon.
also much of the worldbuilding can be done on the fly, as long as we bear in mind what has gone before. |
Yes I think you're right and we have already established a good base, but it's probably best to now to focus on the core project deliverables and let the worldbuilding take care of itself.
However I think the 300at/23 c section on the website should be well done as we are aiming to present it to our target audience. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 11 February 2004, 6:29am by Damon |
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| Damon |
| Posted on: 11 February 2004, 6:34am |
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| Damon |
| Posted on: 6 March 2004, 3:56am |
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| Just an update. I have recently been working on the design of a new web site front for the game. I have also been working on the GUI design for the demo and have started a new design document. Neither are presentable yet, but I will post some samples of both soon. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 19 March 2004, 10:42pm |
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I thought it might be time for a review of the project so here are my thoughts on how things are going:
Conference Demo - (reality check)
It seems to me that we still have many aspects of design to work out and at this stage (with just two months remaining) there is inadequate time to get a running demo together in time which is worth presenting. I am thinking more and more that we should hold back for a while until we have a more complete knowledge of exactly which features we will have in the game and at this stage it seems there is still a lot of work to do yet.
I will still be attending the conference and I will try and learn as much as possible about starting a game business and the industry itself. I will also keep an eye out for developers who may be interested in helping out and will get the word out about what we're doing, though without a working demo I will keep things fairly low key. I don't see any point in over-hyping the project until we have something solid to deliver. I might provide some sort of handout, but I'll have a talk to the event organiser before making any firm decisions.
Demo
I would like to remained focused on this, but with an extended timeframe. I also think the demo should be very close to final product. The downside is it means there will be less interest in the project for a while and the implication is that we will need to shift between general game design and the technical aspects of development.
Demo Storyline
I think this has started off well and I would like to keep going with it. I am grateful for the help of Steve Bowers in this area as well as Alan's comments and appreciate any help I can get in this area. I have noted that it is difficult for those not well versed in computer games to contribute in this area, because of the interactive aspect and is also complicated by the fact that we have not yet finalised our full list of features, but in some regards the storyline will help define the features we have in the game, but it also works the other way which complicates the story writing process.
It would actually be great if someone could be found to focus on the storyline full time, while leaving me free to focus on the technical matters, but until then I'll be alocating some of my time each week to work in this area.
Game Engine
It seems at this stage that the development is falling into two distinct areas: flight mode and RPG mode. It was my intention from the start to focus on the RPG first and it occurs to me that a complete game could be written in this mode of play. It is tempting to think about releasing the first title as a RPG/adventure game with the view to adding the flight engine on in a sequel. This may be worth considering from a business/marketing perspective, although the game would have an entirely different flavour.
It has been suggested that RPG mode be similar to a game called fallout which I've never played and I'm thinking that perhaps we should forget about static images and move onto a more standard 3D rendered model. This might mean more work initially, (which would strengthen the case for a RPG-only version of the game) but once the work's done it will give us more flexibility and require less development time in sequels. The problem with static images is that we need a good artist to work on them and if free ones are used there is always a case in which you can never find quite the right image for a particular scene.
I will therefore shift some of my attention to looking out for tools and engines which might save us some time in this area. I will post my findings, thoughts and feelings in the Technical Discussion section of the board.
Personal Note
I have recently had the pleasure of being made redundant from my job, which often happens in the IT industry which is quite fluid at times. I am no longer living in Melbourne having moved to Hobart for a while, but may return to Melbourne in future. Anyway I have decided to spend some time in between jobs working on this project fulltime and towards building a games company in general (which may mean spending some time on other projects as well). The space sim will however will be my primary focus in the immediate future. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 26 March 2004, 7:25am |
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I have been busy over the last few weeks working on a technical project (yes writing actual code!) which can later be utilised in the game. I have developed a series of interfaces which provides a generic interface for loading and playing sound samples with the facility to bundle sounds into packages of sounds. The project is COM based and I have developed a COM class which acts as a wrapper around the third party FMOD, though it could also quite easily have been written to wrap around other third party interfaces.
The interfaces are evolving. I am basically adding functionality as needed and I will probably implement at a later stage, the facility to order sound samples and play them in a continuous loop which might be handy in facilitating background music.
Currently it can only handle .WAV and .MP3 files and no special effects, but the beauty of it is that it will scale up and extra features can be added at a later stage. When the new web site is ready I will look to publish some more information Sound Manager.
The project which I am calling Sound Manager may have the potential to be a marketable commodity in itself, but I am also contemplating the possibility of making it an open source project and allowing other developers to help in evolving it. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 29 March 2004, 10:35am |
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I am thinking it might be time to start getting serious about writing some code. Nothing serious at this stage, but spending some time investigating the technical aspects of the project with a view to producing a working demo.
This will be to a certain extent an experimental process and will require me to focus on acquiring certain skills. Once we have the demo out we can evaluate what's been achieved, determine what's worked well and what hasn't, then set about planning the release of the first title. While this is different to my initial plan of Design Phase followed by Development, I think a working proof of concept demo is necessary to help set the scope for further game design. Also I feel we are now at a stage where we have done enough world building and game design to have generally idea of where the project's heading.
I will therefore now be focusing on the following areas:
Game Architecture
(which will now sortof branch off into two areas)
Graphics engine - playing with the Irrlicht engine and Blender (see latest threads in "Game Engines, API and Tools") and working out how to integrate it into our software framework; and
Game content architecture - all the game specific stuff outlined in the game architecture thread:
This will be the main focus
Web Site Development I will continue with this on an ongoing basis, but it will be lower priority than game architecture
Demo Content & Features I will be try and finalise exactly which features and content will be used in the demo, this will include finishing the storyline script and finalising the features for the demo. This will now be a lower priority, but I'll still try and spend some time on it.
I will probably soon introduce the project to the Sumea crowd which may result in some game-oriented members joining up. I'm not sure what sort of response we will get actually as a lot of gamers tend to be more into fps games. I will also find out more about the development conference and how I can get involved with that.
For all non-technical members While the next phase of the project will be more technically oriented, don't feel that you can't still participate in the world building or game design side of things. This side of things will still go on and if you have ideas feel free to post them  |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 29 March 2004, 10:38am by Damon |
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| Damon |
| Posted on: 3 April 2004, 2:47am |
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Now that we are about to enter the coding phase of the project I think it is important to think about where we are heading in terms of shorter term deliverables as well as overall.
This will mean making some hard decisions in deciding which features to lock in or rule out others. This is easier said than done as we have thrown around a lot of very neat ideas, all which would be great to see in the game, but this sort of 'feature creep' has been the death knell of many failed projects in the past and so I feel some vigilance is required in laying down a final set of features as well as a framework for the game architecture.
So I have decided to announce a pre-development phase lasting about a month or so (the duration is merely symbolic this phase will last as long as it takes) to talk about release strategies, finalise features and come to firm decisions about the tools and technology used.
I have been giving this some thought over the last couple of days, especially after I received some feedback from a fellow indy game developer with some experience in these matters expressing a warning about the viability of merging the RPG/Adventure and Space Sim elements of the game. It was pointed out to me that this has been tried on occasions usually with the result being a flawed RPG and an even more flawed space sim.
Now I am still keen on having both modes of play in the game, especially as we have put so much great work into both recently, in particular the demo storyline and the ship building areas. But one thing I think is absolutely critical to the success of the project is that both modes of play be done well. The main point of the critisism I was given was clearly that those who have tried and failed in the past have usually tried to do too much and as a result done things poorly.
I have given some thought to how we might overcome this trap and have come up with a few courses of action we might take in achieving the long term objectives of the projects, without stumbling into ridicule at the same time and basically I am inclined to think that yes a RPG/Adventure/Space Sim can work, but not if we try and "do it all" in one hit!
I will outline my proposals here and I welcome your feedback about which approach you feel is best.
At the end of this pre-development phase I will announce a decision and all features will be effectively "frozen" until the first release. I will also announce an overview of the technical spec for the game in terms of architecture, development tools and modelling poly and texture limits etc. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 3 April 2004, 7:21am by Damon |
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| Damon |
| Posted on: 13 April 2004, 12:09am |
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Since my last announcement I have been spending a fair amount of time looking into the development framework, in particular the following areas:
Target Platform, Graphics API, Graphics Engine, Physics Engine and Language of Choice
I will finalise the decisions in these areas later, but at this stage my thoughts on these topics are:
Target Platform Due to the current state of the market it would seem that we are better off only support the Windows platform at this stage due to the following reasons: first I imagine writing a cross platform game is a major undertaking in itself and shouldn't be underestimated, we are small and (correct me if I'm wrong) so far no one who has volunteered so far has any experience in developing games in other platforms. Secondly Windows has about 90% market share and it seems to me, for all the extra effort needed to make the game cross platform there is very little to gain at this stage. However that is not to say I am against porting to another platform in future, but at this stage it doesn't seem to be our best option.
Graphics API In the graphics API arena there are two main players: DirectX and OpenGL, both are on par with each other in the graphics department. OpenGL is cross-platform, DirectX is Windows only. DirectX is Microsoft who work very closely with graphics card vendors to ensure their features are well supported. OpenGL can work with the latest graphics cards, but require special extensions for optimisation. Basically the way I see it, it is more work to support OpenGL. DirectX should support more hardware options without any additional work therefore I think it is best to support only DirectX at this stage, but I think we should plan to introduce OpenGL at a later stage.
Graphics Engine The two most promising are Irrlicht and TrueVision. While impossible for me to guage the full extent of both engines at this stage, I have spent some time looking at some of the TV demos so I can comment on this one, but I have not worked with Irrlicht much yet so cannot vouch for it at this stage. Some initial thoughts on TV are: - Only supports DX 8.1 at this stage, but version 6.5 will support the latest DX version 9. - Is DirextX only (Irrlicht supports OpenGL also well) and so only supports the Windows platform. - Is a commercial product, source code is not available (unlike Irrlicht) - Has 3 developers working on it (Irrlicht only 1) though two of them are quite young 18 & 19 and still in school. - Is COM based so is easy to access from any COM aware language (like Delphi) - Irrlicht uses C++ Class DLL's so will require wrapper code to use with Delphi - Is mostly 'black-box' newbies love it because it is easy to get started, however I wonder at the limit of it's features. The package does provide direct access to the GraphicAPI which is reasurring.
My overall feeling is that TV will be slightly easier and more productive to use at this stage than Irrlicht, but will not scale up to our long term objectives of going x-platform and supporting OpenGL. If we do go with it we will have to accept that we replace in graphics engine at a later phase if we are to meet the long-term goals of the project.
I have some concerns about the long-term viability of Irrlicht too given that there's only one developer. I will try set aside some time to go through some of the tutorials so I can give an objective comparison.
Physics Engine I have only looked at physics recently and have no idea about the differences between the 3 engines, or even how to use a physics engine. One thing the occurs to me though is that ODE seems stable and effective and has better Delphi support than the others. One concern is that judging by a few threads I've read in forums, there are (possibly) some performance issues for a large number of objects in the system.
Language of Choice I have considered C++ and Delphi on a point by point basis. In conclusion, while both are tried and tested development languages with good support, Delphi has the edge in terms of productivity with much quicker build times and features such as components to assist in design, making it my preferred choice for the game engine framework, however as Delphi can link in .obj, .dll and execute COM objects I think C++ should also be used as a secondary language and in particular for writing wrappers to C++ class DLL's which Dephi cannot easily read.
Other areas that also need to be addressed are:
Formats: Modelling/Texture, Sound, Sound Engine These may well be determined by the choice of graphics engine to a certain extent, especially if it is limited to a finite range of model/texture options. Some graphics engines like TrueVision also have a sound engine.
Embedded Database I first mentioned this in the technical section a while ago and due to Marc Griffith's post that clarified that embedded MySQL does not in fact require TCP/IP I think it is looking an attractive choice depending on the terms of it's commercial licence which I'm yet to look into. If it doesn't prove suitable to our needs then the open-source Borland Interbase should prove adequate.
Aside from the development framework the release strategy still requires some work in clarifying the features of each grouping and then deciding which development path we choose. I'm with Alan in that I'm leaning towards Release Plan 2 as I think we need the space-sim element from the start albeit simplified.
Release Plan 2: Game Version 1 - Space sim "Lite", RPG/Adventure "Lite" Game Version 2 - Space sim "Lite", RPG/Adventure "Definitive" Game Version 3 - Space sim "Definitive", RPG/Adventure "Definitive"
I think by having a featured RPG/Advemture element in the 2nd release, we can focus on the open-endednss, gameplay and worldbuilding and get that side of the equation right before the fully featured space sim which by itself would result in just another space-shooter IMO.
For the rest of the pre-development phase I will spend some time finishing my research into the development framework and outline my proposal in that area before we finalise it and effectively freeze change in this area.
I will also work on expanding the feature-set of the proposed release strategies before finialising a decision on this as well.
Once all this is out of the way, development can start in earnest. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 2 May 2004, 1:13am |
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Well it's certainly been a busy month!!! According to the stats the number of clicks was 13798 in comparison to last month which was 8572 clicks, this is a 60% increase in forum activity!
Some of this might be attributed to the Freehauler banner which Alan has been good enough to put up on the main Orion's Arm web site and also the announcements in the OA main and OA cafe lists, so Alan I appreciate your continual help in promoting the project amoung the OA community!
I also wish to thank those from the main list who answered my call for more worldbuilding help, in particular Resonantg who made some very interesting proposals and rubberduck who has started writing what is shaping up to be a very decent storyline plot! Any help is certainly appreciated 
Now an important announcement...
Alan Kazlev and Steve Bowers have kindly agreed to take charge of the worldbuilding effort while I focus on developer duties. These guys will soon be responsible for dealing with world building contributions. These guys know OA as well as anyone so I'm sure they'll have no problem in helping out in this role! Thanks guys 
We are working on a worldbuilding Framework of sorts to overcome a few identified issues. One such issue is when encouraging people to contribute, it is difficult because there is (as yet) no clearly defined specification of what is required.
Another problem has been that those who have contributed, through no fault of their own have missed out details which are irrelevant when WB for OA, but important to the game. I have noted that the game setting, while similar has slightly different requirements than OA and the framework is also intended to address this.
And finally worldbuilding issue is that there is no indication as to what the current priorities are, so we also intend to introduce some sort of priority list and update it regularly.
Progress Report:
Documentation of the RPG Adventure "Lite" and Space Sim "Lite" featuresets
Progress over the last month has been decent, but I am not quite where I hoped to be at this stage. This is partly because of the decision to devote time to the worldbuilding framework idea, but also in part because this area has taken longer than I expected.
I am writing everything I post on the forum into a word document which so far spans almost 60 pages, but I anticipate will grow a lot more as I have not finished the ship building/moding section which I expect to be one of the most difficult and complex areas.
Technical Framework
Needless to say I well behind with the technical framework too.
Storyline Plot
As stated previously, rubberduck has made an excellent start on the storyline, in a writeup of the backround and intro scene. Others can of course add bits to what's already been done and throw ideas around.
Worldbuilding Framwork
It is my hope that we can define the WB framework that will allow anyone to contribute in the right areas without me having to devote any more of my time to it. It may not quite work like this, but I do intend to spend a lot less time in this area in the coming months.
We will be looking to define mini-frameworks in the following areas: STORYLINE PLOT AND MISSIONS, CHARACTERS, FACTIONS, HUB MAPS, SHIP DESIGN and NEWS EVENTS which I will publish on the forum when ready and this will serve as required reading for all contributors.
It will then be up to Alan and Steve to deal with contributors directly and ensure they know of and stick to the framework.
So far we have made good initial progress here.
Goals for this month
I will be working on a number of areas this month. First and foremost is to get the feature specification (RPG/Adv. and Space Sim "Lite") out of the way and written up fully in a document. This will probably not cover every conceivable feature. Some smaller design decisions will need to be dealt with along the way, but the document will include the core features of the game and serve a spec for developers to work with.
While it's taking a while to complete, I think it's better nutting it out now rather than in the middle of the development phase. One thing about software development is that it's usually cheaper to spec everything out up front, at least in medium-large projects. Changing the design half-way through coding can really hurt a project, so while it may seem to be taking a long time I think it's well worth doing.
It will also be a priority to finalise the technical framework. Again I will save making any firm decisions till I have looked into every area.
Thirly if these two go well I will start development. As mentioned in previous posts, I will be attending the indy development conference in Melbourne on the 21st-23rd of this month so perhaps the 24th is a good date to aim to start coding. I might just learn something interesting at the conference that we can use. Of course it really depends on how everything else goes, but I'll make the 24th a tentative goal.
Finally (but not least) I will continue to work with Alan and Steve on the WB framework and will aim to stop having input into that side of things by the end of the month. Again this is just a tentative date and will be revised depending on how things pan out. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 2 May 2004, 7:39am by Damon |
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| Damon |
| Posted on: 4 June 2004, 5:26am |
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| I will give a full wrap-up of the project later, I want to quickly mention that I'm going to move on from the Ship Building Framework which has been occupying quite a lot of my time recently and attempt to create a couple ships of my own. I intend to create some actual models in Blender and at the same time try and quantify the modelling technical requirements of the project. I may even go as far as to import a model into a game engine which will hopefully gain me some experience in the various issues involved. I will need to bury my head in this for a while as I'm not up to speed in using Blender or graphics engines in general, but hopefully it'll help me communicate with modellers who wish to be part of the project. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 17 June 2004, 8:37am |
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I think it's about time for a project update (and probably not a little overdue).
It's been quiet recently.. Yes the project is still happening, but I have (and will continue to) been doing a lot more hands on work recently as opposed to design and planning, so will probably be posting a lot less than I have been in the earlier stages of the project. This doesn't mean that the project is dead as it may seem to be from the outside, just that the work is going on behind the scenes and so is less visible than before. I will however post occasional progress updates to let you know I'm still alive 
Progress:
Ship building framework
Since the last review I have poured a lot of time into developing a ship building framework, which in my oppinion is one of the hardest areas of the project. It has been complicated by the fact that everything must be hard science and plausible (or at least it should attempt to be). Many times I have thought it would be much easier if the game had been soft science and we could just invent magic technology that would fill in the gaps, but I think that by putting in the extra effort to stick with the hard setting we have something which is unique and special which sets us apart from other games in the market (to date anyhow).
The work here is mostly complete, but will probably need some minor refinements for a while to come. You may have noticed some ships I have started designing, well I intend to post some stats soon which will demonstrate how the ship building framework can (and must) be used when designing ships for the game. On reflection however I am finding it a very tricky area to work in, so while I intended it to be a guide that anyone could use to build ships, in practice it will probably won't be trivial for most to follow, so if anyone is keen to contribute in this area I will work with them to make sure they're on the right track. Hopefully the sample ships I'm working on will also help.
Worldbuilding
Steve has made a very good start at laying out the foundations for the Jovian HUB including some orbital colonies. The next phase will require expanding on the detail to lay out an orbital gameworld that the player can experience including the addition of a few local factions and characters. By the way Steve I really appreciate your help on this!
Storyline
We have discussed the basic structure of the storyline in the following thread, establishing the two modes of play and the concept of multiple threads/themes that the player can join if they please. So I think the backbone is now there, it just needs to be written.
Direction
In the last review I gave, I spoke about establishing a worldbuilding framework for the setting, the intention behind it being that it would help contributors in adding material.
In light of the fact that no one is contributing (bar myself and one or two others), I feel it is probably more productive to shift the focus to more task-oriented activities and work with those few who are contributing on a case by case basis. In light of this I do not intend to push these frameworks any further until there are enough contributors to justify it. I think the time is better spent elsewhere!
I admit I was going to put up a priority list and keep it active which never happened so it may be the case that people wish to contribute but don't know how, or what is important. However I feel at this stage that the extra time and effort I put in to put up the information for people to get them up to speed (which I'm not particularly great at anyway) could be better spent directly working on the project.
If, however I get enough interest I will shift my focus back to managing the collaborative project.
Saying that however, I will probably ask Eric and the modellers to get involved again at some stage to do some design work, but before that can happen there are some technical issues that need to be addressed.
Immediate Focus
At this point in time the features (Space Sim and RPG "Lite") are pretty close to finished. I still need to sort out a few bits and pieces, I guess the biggest item on the todo list is to complete the combat model. I have a fairly good idea in my head what is required and as it's only me doing the development work I think we are at a stage where I can start work and revise the spec as I go.
I also need to work out a few technical issues, mainly figuring out how to get models and textures from blender into the game engine, so I will be entering a sort of technical experimental phase. I can't really quantify how long this will take, but once I have a better understanding on which way things are heading, I'll be able to give some more definite time estimates and a more accurate development schedule.
Once I have a handle on this I might kick off some asset building, designing more ships and space stations which Eric and co. can be involved in, but I'll evaluate things as I go and see where the priorities lie.
Royalty Scheme
As an aside I though I'd mention a royalty based profit sharing scheme I've been thinking about, which would apply to those who contribute to the project. Let me quickly add that this is not a carrot or any sort of incentive to entice people to work on the project. I'll be honest, it probably won't work out to be a lot of money and will only apply *IF* the project is released and makes a profit after expenses, which may not happen at all. But I feel those who contribute should be entitled to their fair share of any potential reward.
Ok, so here is the idea: basically it would be based entirely on profit after expenses, ignoring tax/legal hurdles that may also factor into it. I do not have access to an accountant or lawer so the following might not accurately describe how it will work in practice, so treat the following with a grain of salt.
The scheme should apply to the first title only and be revised for later sequels (if there are any).
Assuming the first title does make a profit, it will be distributed via percentages in the following manner:
50% goes to the Company - "The Company" doesn't exist yet, but I'm assuming when the game is released, I will set one up if not then the money should go to further establish the project.
35% to the Development team (shared among the team on some yet undetermined basis based on the 'value' of individual contributions) - This group I class as programmers, artists, audio techs, modellers etc.. basically the skilled workers producing the actual deliverables. This figure is highest because the deliverables are core to the project and good skilled workers are hard to find and secure.
5% to be shared among admins - this will go to those who are in senior roles and are actively involved in the project.
10% to world building contributors - shared among all those who contribute to the setting, but who are not involved in any skilled work.
I hope this seems reasonable. I have tried to make it as fair as possible, of course there is still the matter of how to distribute profits among individuals which may be a bit subjective in some areas, but I'm sure that it can be worked out in due course.
Incidently when I was at the indy dev conference the director of Nocturnal Entertainment a games dev company which also uses a collaborative development model spoke of an interesting points system whereby a number of points is allocated to each task and money divided up according to who earns the most points. A scheme like this might work well for us in determining how profit is distributed, but until more people are involved it is probably easier to work on a case by case basis. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 27 July 2004, 12:42am |
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It's been over a month since the last project review, so here is a summary of how things are progressing..
Software Development/Design
I have spent some time on software design and have also done a little coding in generic areas.
To summarise I have made a few technical decisions and have started writing some code around these decisions.
Project Management
I have been reading about this area which is mostly out of my field of knowledge in an excellent book on indie game development called The Indie Game Development Survival Guide by David Michael, who was one of the speakers at the Freeplay indie conference I recently attended in Melbourne.
After a brief skim through the chapters I have identified two major areas that can be worked on. The book highlights the importance of the "game design document" which should highlight all the features of the game as well as documenting the reasons behind decisions made along the way.
In another chapter of the bookit is also highlighted that a proper project plan is needed including task indentification and scheduling. I have thus been devoting some time to addressing each of these areas:
Game Design Document Summary:
A lot of this has been done already in building up the "Space Sim Lite features" and "RPG Lite features" threads, however there still remain a number of "grey areas" that need to be addressed and I will be spending some time attempting to cover these so as to get the design document (mostly) finished.
Task Identification and Scheduling
This is the business of identifying every single task required for the development of the project and assigning a time estimate to it. Once completed this will allow me to estimate how long the project will take to finish.
While this cannot be done fully until the game design document is finished, I have started outlining a number of tasks already in areas which are mostly certain. I will continue to regularly update this as I go. When done this will also provide a great deal more visibility to the project than there currently is and I'll try and resolve to post regular updates.
Milestones:
The books also advises in setting a number of small project milestones along the way to give some indication of progress. Once the design document is finished and tasks are scheduled I will lay out some project milestones.
Computer hardware problems:
In recent weeks I have had some grief with my PC hardware, in particularly when I trashed my motherboard and had to order a replacement. While I didn't lose any work, I lost a considerable amount of precious time in the process and also on another occasion when I reinstalled my operating system. To avoid a future re-occurence I am planning a hardware strategy which includes purchasing a redundant PC with all the critical development software to (hopefully) allow me to get up and running again quickly if a critical failure occurs in future.
Overall Strategy Overview:
The way I see it the development phase of the project will proceed in two stages, the first is to produce an application framework for the game, including the integration of third party libraries, DB backend, basic space-sim flight model, etc, etc, etc. The second is to create the game content itself including HUB level building, character creation, artwork, models, storyline and missions, etc. I did hope for these two phases to occur simultaneously, however it seems that this isn't going to happen and it is probably better if the game content be done in a seperate phase anyhow.
So what this means is that for a number of months the project will focus mainly on the technical aspects of development work. As I have said in the past I will be quite busy in this time and will probably not have time to post a lot, but once things are better scheduled I will try and post regular progress updates to keep things more visible. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Steve Bowers |
| Posted on: 28 July 2004, 5:17am |
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Dev Team Conultant
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Fine; I'll continue to post historical stuff as and when it occurs to me;
there are plenty of locations and personalities to describe in our hypothetical colonised future solar system, and anybody else who is struck by inspiration please feel free to chip in.
I have been trying to learn how to use various 3d modelling packages, but the results have been dissapointing, apart from the Celestia package; so maybe I will be able to contribute an object or two eventually, but not yet. |
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| Damon |
| Posted on: 28 July 2004, 9:17am |
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Sorry Steve, I did not mean to say I do not appreciate your efforts, quite the opposite in fact! I was suggesting that this may be easier to visualise this task later on when the game starts to take shape.
However, if you would like to work in this area now there's no reason not to. I just wish I could spend some time in this area myself.
You don't need a fancy 3d modelling package for this, it can be done with as little as a pen and paper and some imagination really. Or some notes in a word document if you prefer?
I have been thinking of developing a simple level editor as one of the deliverables of the projects which would aid developers in level designing. Unfortunately this is not likely to be done for a little while.
Just a quick suggestion though, historical write-ups and major celebrities (political leaders and the like) contribute to background interest in the game which is fine, but the gaming public will be more interested in the aspects of the game world which apply directly to them.
A few quick examples are a dealer they meet in a certain bar who can offer profitable, if not somewhat shady deals. Or a distinct faction that stands out in a particular way, I've been reading Bruce Stirling's "Shismatrix Plus" which has some good stuff. How about a unique space station which is mostly organic? could be something like that in Genetekker space. Or some ring pirate faction in the Saturnian HUB? Also perhaps there is an asteroid converted to an illegal bioroid fac somewhere in the Belt? This could be used in a police mission, to shut it down and aprehend the operators, or a lucrative source of trade depending on which side of the fence you are standing.
The backround writeups will be appreciated too and I think a lot of gamers, especially hardcore ones will warm to the fact that our setting has a very rich, detailed background. But others won't care at all, or might think it's cool for a little while and then lose interest and just want to shoot something, or trade or do something which stimulates their interest, such is the fickle nature of gamers  |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 16 August 2004, 9:09am |
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Here's an update on how the work's progressing..
Plugin Architecture:
I've been spending most of my time recently working on COM plugins. In particular a plugin called the "Device Manager".
This is a key module with the role of providing an interface between system device APIs (or third party providers in many cases) and the game engine software. The main areas this plugin supports are: Graphics, Sound and the supported input devices: keyboard, mouse and joystick
My goal with the device manager is to create a standard interface that the game software can access, which (in theory at least) hides the actual details of the way hardware devices are accessed and is generic enough that plugins for Sound, Graphics and Controller devices can be replaced and rewritten for other third providers (or new versions of the API) in future.
For example the graphics provider we have chosen to use in version 1 of the software is True Vision 3D, but in future we may decide to switch over to another provider such as Ogre or even write our own engine which is not an option now as it would take up too much time, but might be viable in the future.
Just to summarise how far I've got with the main areas of the Device Manager:
Input Controllers:
I've decided to use Direct Input (a component of DirectX) to handle User Input. This pluggin itself must handle three types of devices: keyboard, mouse and joystick, so far I've written code to handle keyboard input, but I am yet to do the other types.
Sound:
I'm yet to start sound, however I will probably combine it with some code I started last year which wrapped around FMOD I may or may not decide to stick with FMOD, although in the work I did last year I found it to be quite decent and it does have a hobbyist pricetag of only $100 US which is quite decent. However for sound there are other alternatives such as OpenAL which is free under the LGPL license making it slightly more attractive from that point of view.
Graphics:
I've made reasonable progress in the graphics and can open a windowed or maximised screen using the Device Manager interface (interfacing with TV3D). Not that it can anything else yet, but it's a start!
Project Management
Not a lot has been happening here. I've been spending time developing and not much on other areas.
On the ToDo list for PM are:- Ongoing game design document work - to fill in the remaining "grey areas"
- Task Identification and Scheduling - to break down the project tasks and come up with a tentative time estimate.
- Milestones - setting some of these "goalposts" to aim for.
To state a tentative outline of the project plan and the way I'm currently thinking that things should proceed is that the remaining development work prior to release be broken up into three chunks:
Part 1: A Game building editor: I'm thinking this tool will be important for building the game world. In particular HUB design, habitat design (minimal at this stage), ship design (possibly just a simple profile without any graphis), characters and factions. If done first it will allow volunteers to have a go at contributing sooner rather than later, while the game engine is being produced and will also help define the structures for the game data. Because of this I will try and get this underway asap, however the game editor is dependent upon the Persistent Storage plugin and possibly the Device Manager (if it is to be made graphical ie non-Windows).
Part 2: Main Application Framework, and plugins - basically development of the barebones game engine; and
Part 3: Game building - game world design, storyline, models, artwork etc which can happen once the game engine is up and running.
Hardware/Backups etc
Another issue I've been dealing with are hardware backups and setting up "safety nets" in case of a future disaster.
I've now installed a basic file server on my home network for the purposes of
a) storing all the development applications (an other software) I am using b) to mirror the backups that I'm keeping on my workstation box and c) as an emergency workstation should I encounter any future issues with my current workstation
This will hopefully reduce the chance of future loss of data and time should either my workstation (bad) or hard drive (worse) die unexpectedly.
Call me paranoid, but I'm planing on doing some practice runs (restoring previous backups images and changing workstations) to see how quickly I can get up and running again after such an event.
I'm also going to look into some techniques such as ghosting in case my operating system crashes or my hard drive becomes corrupt and I need to reformat. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 6 September 2004, 10:07am |
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Here is the latest run-down of the current project status:
New member
Recently I was approached by Rob Cambell, (orbitborn in the forum) who tells me he is a programmer and has wanted to start a space-sim project in the past, but was unable to find any like-minded developers. Rather than giving up entirely, or doing the whole thing from scratch himself, he has decided to be part of our project. So I welcome Rob onboard 
Plugin architecture
Following some discussions I have had with Rob, it's been decided to make some changes to the architecture. The decision has been made to drop the COM based interface system and replace it with a, C api dll one.
The advantage of is that of portability if we do decide to go cross platform in future. A c api interface is also quite "standard" and allows for modules to be written in many languages without the overhead of COM.
This is quite a fundamental change, but fortunately not too much code has been written so it is not a major setback.
Project Management
I have been following on from what I started in attempting to compelete the Freehauler design document. Some of the recent mock-up screens I've been posting are part of this. The design document will be the "blueprint" of the project which the game developers should refer to as much as possible. Once completed, it will represent all the features of Freehauler v1 and I will be able to make some time estimates for tasks. Eventually I will be able to make a time estimate for the project as a whole.
I have also been thinking about breaking the project into "milestone" tasks and here is a tentative plan for this:
Milestone 1: The Game Editor - more about this later
Milestone 2: Basic Space Sim - a semi-functional space sim engine, but with no world persistence.
Milestone 3: Space Sim + World persistence - both at a basic level of functionality
Milestone 4: Finish up - finish up any features which have not been implemented up until this stage
Milestone 5: Adding game content, storyline and missions - entirely focused on game design
Milestone 6: Tweaking and Testing - playtesting, bug fixing and tweaking prior to release.
The Game Editor
The purpose of the game editor is to allow the addition of game content which is saved in a format directly usable in the game.
I originally intended the game editor to be to allow community members (technical oriented or not) to submit game content, which as it is the first milestonein the project, they will be able to do, throughout the later stages of development.
I was thinking the other day, however that with a little extra work, the editor could also potentially be bundled with the game to allow players to build their own game worlds and possibly new star systems too. This may be too much work initially, but maybe it is something we can release seperately after the game is out?
I have recently spent some time creating a design document for the game editor. I have not covered every single feature, but in a nutshell it will allow for the following:
- The user can browse a 3D model of the solar system - Objects can be added such as space elevators, tethers, habitats, satellites, asteroids and comets and debris - Habitats can be edited so as to add busineses and bars/clubs - The parameters of a HUB can be edited - NPC and plot Characters: viewing, adding and editing - Organisations: viewing, adding and editing - Technology items: viewing, adding and editing - Scripted events: viewing, adding and editing - The creation of the storyline and missions - Spacecraft design - Timeline filtering |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| orbitborn |
| Posted on: 6 September 2004, 10:55am |
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 People of Earth, Let's get a taco.
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Quoted from Damon, posted 6 September 2004, 10:07am at hereNew memberRecently I was approached by Rob Cambell, (orbitborn in the forum) who tells me he is a programmer and has wanted to start a space-sim project in the past, but was unable to find any like-minded developers. Rather than giving up entirely, or doing the whole thing from scratch himself, he has decided to be part of our project. So I welcome Rob onboard  |
Thank you! I really am a programmer, Damon. Honest! 
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| Damon |
| Posted on: 11 October 2004, 5:33am |
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The game design continues...
Screen Shots
As previously announced, I have just finished the mockup screen designs for Spacecraft Refuelling, Upgrades and Maintenance. These mockup screenshots serve as a template for the developers to use as a guide when implementing the game. They are not set in stone and may chang slightly, but are intended to be pretty close to how they will look in the final release.
The latest screens I would rate as the most complicated ones in the game and I would also go so far to say that not many other space sims around go into this level of detail in their ship designs. This may be a good or bad thing for the project. On the positive side, it sets Freehauler apart from other space sims, Freehauler will have some of the highest level of detail in spacecraft design of any space sim on the market (to the best of my knowledge) and not only that it will also be the only hard science sim on the market (again to the best of my knowledge). On the other hand I tend to think that this may make it appeal to more of a niche market rather than a main-stream one and we may need to think about which market we are ultimately targeting.
As far as the game design goes, I feel that with the completion of the latest screens that most of the hard work is done and we are getting closer to the "hard" development phase.
However we are not there yet and there are still a number of screens that either need to be designed from scratch, or revisited before the design phase is complete.
I'll briefly summarise the screens I've identified still need to be finished:
Sation logs/manifest - public records of spacecrafts docking and leaving a habitat. Commodity broker - I've already designed some trading screens, but I feel they should be redone to incorporate the new "look and feel" of the latest interface screens. Comm. Window - screen for communicating with NPC's in space Spacecraft subsystem - damage status of the spacecraft's subsystms Navigation - I've designed a nav screen in the past, but think it should be updated and certain areas reworked Message/News boards - BBS and news board screens Mission objectives - Current mission objective screen
While this may seem like a lot, these will be relatively trivial compared to the spacecraft maintenaince screens and I don't see it taking anywhere near as long.
Pirate/combat model
Perhaps the most critical issue at the moment is that of the combat model and how to make it plausible (or at least semi-plausible), but still fun. Discussion on combat is currently underway in the Combat and Piracy thread. This is an area we need to carry on with and firmly address.
Pirate Factions and tactics
While I have stated in the past that to focus should shift away from world building for a while, I think it is never-the-less necessary to revisit this area and invent some pirate factions. This is becuase I think we should start thinking about enemy AI (programmer context not Orion's Arm), their backgrounds and motivations and also their combat tactics and how they will fit into our setting.
I am currently spending a brief amount of time working on a faction of Jovian pirates and will post my ideas soon. I think I may also post a thread for discussion of the different pirate types in different regions of the solar system.
Graphics Engine
After discussions with Rob, it has been decided that we will be building our own graphics engine based on OpenGL in favour of using a third party option which was the original intention. Rob has some strong ideas on how we should proceed in this area and suggests we should be able to have a basic engine with displays simple objects on the screen in about a months time.
Summary and priorities
I will try and finish the remaining screen shots as quickly as possible which will put us in a position to "sign off" on the game design and move onto the hard development phase. There is also the combat model which needs to be addressed and is also high priority. Once Rob gets the graphics engine established then we can set up some mock-up combat scenarios which will give us a much better idea how combat will look and feel in practice. Finally we should start to think about pirate factions and their varying AI profiles.
Once the game design is fully finished the first milestone as outlined in the last post will be the game editor. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Alan |
| Posted on: 11 October 2004, 8:43pm |
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Dev Team Conultant
Posts: 227 Posts Per Day: 0.09 |
Quoted from Damon, posted 11 October 2004, 5:33am at hereThe latest screens I would rate as the most complicated ones in the game and I would also go so far to say that not many other space sims around go into this level of detail in their ship designs. This may be a good or bad thing for the project. On the positive side, it sets Freehauler apart from other space sims, Freehauler will have some of the highest level of detail in spacecraft design of any space sim on the market (to the best of my knowledge) and not only that it will also be the only hard science sim on the market (again to the best of my knowledge). On the other hand I tend to think that this may make it appeal to more of a niche market rather than a main-stream one and we may need to think about which market we are ultimately targeting. |
Personally i think the amount of detail suggested so far will be a good thing. Sure it's a niche market, but so is hard sci fi in general! Also the niche market of today might be the mainstream of tomorrow I find games with very little customisable detail to be boring. The important thing isnt the detail, it is that the degree of detail does not slow down game play! Better to have a poor detail game with good gameplay, then a realistic detailed game which just creeps along. Therefore, the game interface must be intuitive and easy to use.
Freehauler must be an exciting edge-of-the-seat game if it is to succeed. So the detail should be intuitive, with lots of help screens (the "companion AI") and also the option that even if a player can't be bothered with all the detail hge or she can still play the game (although admittedly not with as much success as someone who has taken care with the detail; but still well enough to have an enjoyable experience)
It is also worth considering that most PC aircraft flight simulators have far more detail than anything in Freehauler; if anything the level of detail in FH is no more than in a good first person war game or Tom Clancy counter-terrorism game. Those games have become immensely popular because they have taken the time to have attention to detail. The same can apply here. Also as part of the franchise (eventually) there can be special books or PC gamer magazine issues, which explain the FH world, describe the various weapons, races, factions, HUBs, etc . Of course, all this will also be explaied on the website and the help section of the game, but sometimes people wnat a manual or a magazine
So leave the low detail to the soft sci fi sillytech franchises, that's what I say 
Quoted from Damon, posted 11 October 2004, 5:33am at herePirate Factions and tactics
While I have stated in the past that to focus should shift away from world building for a while, I think it is never-the-less necessary to revisit this area and invent some pirate factions. This is becuase I think we should start thinking about enemy AI (programmer context not Orion's Arm), their backgrounds and motivations and also their combat tactics and how they will fit into our setting. |
Remember that pirates are only one factor among many, and of course there is not even a single faction or culture of pirates. There will also be cranky isolationist colonies, autonomous weapons left over from the last war, hostile ai, corrupt local officials (perhaps bribed by an enemy of the player character), and many other things
Combat in FH should be able to embrace and include all these options, and each may emphasise a different kind of combat
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"Po knows best" - Origin unknown, probably First Federation period |
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| Damon |
| Posted on: 20 October 2004, 9:36pm |
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I'm starting this thread in an attempt to give a regular run-down on the work that I'm doing. This is because I have been doing quite a lot of work that is not in a ready state to post yet, so maybe a regular run-down will make things more visible to those who are interested.
So here goes...
Recently I started a Jovian pirate faction "The Jovian Fringe Pirates" - might think of a better name later. They are a band of pirates with significant strength in numbers that are widely dispersed around the outer region of the Jovian system, making them hard to stamp out as a common threat. The full writeup on this faction can be found here: http://www.siderealgames.com/cgi-bin/Blah/Blah.pl?,b=1008,v=display,m=latest
I've also been continuing with the mockup screens. The commodity screens have now been redone to incorporate the new style of interface I've started using.
I've now moved onto the hub/solar system navigation interfaces. This, I feel is the last remaining difficult area of the mockup screen designs (not including the combat models). I am also playing around with (read trying to get my head around) a delta-v style view, which was proposed by Nyrath.
Here's a sample - the habitat commodity broker interface.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 22 October 2004, 11:09am |
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I've been doing some thinking about the delta-v map which i think would be handy to have as an option in the nav map.
Trouble is, I haven't nailed down a way of determining delta-v requirements. While the delta-v for putting a rocket into LEO, LEO to a geotranfer orbit, geo tranfer to GEO orbit etc are fairly well known, determining how these figures are derived has not been obvious despite several web searches.
While we can probably use well established static delta-v values for natural celestial objects and lagrange points, it would be nice to also list the delta-v required to rendeveouz with artificial satellite on the map (ie habitats) based on the current spacecraft position.
I am currently pursuing several sources with my research in order to establish some reliable equations, however it's further complicated by a number of variables such as the position of the target as well as what type of orbit to take. I think the player should be able to select a number of different types of orbiting maneuver, such as the option to choose between an efficient, but slow Hoffman orbit, a fast one or an intermediate between the two, or perhaps from even more options. All of these have different delta-v requirements, so ideally what is probably needed is to display three (or more) different delta-v's per object on the NAV map, or else let the player select the orbit maneuver they wish it to be based on.
Anyhow I'll keep digging and see what I come up with!  |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 25 October 2004, 6:01am |
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Over the last few days I've got side-tracked, having come across some source material on Orbital Maneuvers and so I have not made any more progress on the delta-v research. These maneuvers will be fundamental to the space flight engine however as most travel in Freehauler will be inter-orbital, so I think spending some time investigating them is time well spent.
Realistic orbital mechanics will make Freehauler unique among entertainment-based space sims, by entertainment-based I mean mass market appealing games such as Elite and the Wing Commander series, there are sims such as Orbiter which is a shuttle sim and I presume would have a pretty realistic model. The advantage of doing this, is that it is another feature for the "hard-science" hook of the game, I also think it can be increadibly fun once you get your head around it. The disadvantage however is that it is unconventional in space sims, the default flight engine in most space sims games on the market are like driving a car, but with an extra dimension. In fact most have a "top speed" in that at top thurst you travel at speed X, and also an element of friction in that when you take your foot off the pedal, your speed drops to zero. While this may seem a bit silly, to those who know how space travel really works, this is what gamers have come to expect in a space sims and it has the advantage of being a very simple model that players can get their head around very quickly.
Presenting a game with a radically different approach to the flight engine is an undeniably risky approach and is why major publishers will be very reluctant to fund a project such as this one. But I think if we present it in a straight forward and intuitive way, players will be more likely to warm to it, than if it's convoluted and complex.
I am also starting to think we should ditch the 2D limitation and consider a simplified 3D one. One thought I've had is to limit orbital space combat to a single orbital plane for simplicity, so that the orbit of an enemy ship will always have an inclination of zero. I've been thinking we might consider plane change maneuvers for inter-orbital travel, (despite that I was originally going to have the entire game on a single plane) just not combat.
Here is a mockup I've created for a 3D combat scenario. I am thinking this may be more feasible than I initially thought, given that combat can occur at a great distance given beam weaponry. The enemy vessel could be highly magnified with cameras and would always be in the player's forward view. Orbital combat could be quite fun, because in some scenarios the enemy vessel would periodically dissapear behind the planet.

I intend to now delve into an orbital combat model for a while, then get back to nav screen and the last few remining screens that need to be done. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 25 October 2004, 6:03am by Damon |
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| orbitborn |
| Posted on: 26 October 2004, 8:17am |
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 People of Earth, Let's get a taco.
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I agree whole-heartedly. Consider we were going to be using a 3D engine for building our 2D game anyway, making the leap into the 3rd dimension won't really be that much harder from a coding perspective - although the math will be a little more complex as a result of the extra axis.
Realistic orbital mechanics could be very fun. Presumably, intercepting another ship while in orbit will be a tricky thing, especially if you're on different orbital planes. |
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| Damon |
| Posted on: 26 October 2004, 9:27am |
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I agree whole-heartedly. Consider we were going to be using a 3D engine for building our 2D game anyway, making the leap into the 3rd dimension won't really be that much harder from a coding perspective - although the math will be a little more complex as a result of the extra axis. |
I am more reluctant because of the enemy AI, rathe than the extra dimension. Even if we do go down this road I suggest we go for the "soft" option and enforce a few restrictions to simplify the engine.
Realistic orbital mechanics could be very fun. Presumably, intercepting another ship while in orbit will be a tricky thing, especially if you're on different orbital planes. |
I was actually thinking the player's nav computer could automatically plot an intercept course, with the player able to opt out with a manual over-ride. Also, one of my suggested "restrictions" is to require that all spacecraft to be on the same plane in combat, ie inclination is always 0. In fact if we want to simplify things further, we could limit all travel in the entire game to the plane of the solar system. But let's wait and see how easy it is to do. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| quakfusion |
| Posted on: 26 October 2004, 3:21pm |
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I wholeheartedly agree. 3d is an excellent workable environment
check out how these guys did it for their version of asteroids 3d at http://www.binarybroz.org
a 3d game with newtonian physics that is 1 megabyte in size and can fit into a single diskette
using opengl this is the solution!!!! |
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| quakfusion |
| Posted on: 26 October 2004, 3:24pm |
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| Damon |
| Posted on: 29 October 2004, 1:12am |
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Well I've gotten side-tracked again due to Rob presenting me with an initial spec for the graphics engine and sending me off on another tangent! Instead I have started a technical specification document for developers which illustrates a revised software architecture model and high level technical overview of the project.
I will now get back to the orbital model.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 29 October 2004, 1:31am by Damon |
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| Damon |
| Posted on: 2 November 2004, 9:22am |
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I spent most Sunday reviewing the project plan and checking out project management software (among other things), the priority is still to finish off game design so that hard core development can start. The first step will be the game editor which will start as soon as I tidy up some final screens and the space flight and combat engines.
Meanwhile I have been speaking with Rob who has been tasked with doing "quick and dirty" implementation of a basic graphics engine as his first development assignment.
I have also been talking to Freeman who is going to attempt to do some spacecraft design, but is also quite limited due to other commitments.
Today (yesterday actually) I have spent my time rewriting the sound specification document. As most of you probably know, a new sound guy ("The Prophet" - a guy named Bradley) has volunteered to do some work for us. I have expanded on the sound effects requirements which is not his speciality (music is), but needed to be done as they were extremely vague. However the sound requirements are still pretty much an unknown quantity at this stage and as I mentioned to Bradley are likely to change further down the line.
Tomorrow I will get back to orbital mechanics. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 2 November 2004, 9:23am by Damon |
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| Damon |
| Posted on: 6 November 2004, 5:49am |
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Since my last post, I have been working on the space sim interface. I'm pursuing a couple of paths and it would seem that some subtle variations in the screen layout are called for depending on the distance of the targeted object or more accurately, whether or not you have matched velocity with it or not.
At close combat it will be sort of like a dog fight. Provided velocity has been matched, spacecraft will start off at 0 km/s relative each other, then proceed to outmaneuver one another, whereas at a long distance, the tactics are more limited. A spacecraft can either keep a distance, attempt to outrun, or attempt to intercept it's target. If orbiting a planet it can also perform a number of orbital maneuvers to achieve these, so there are a few options to play with. At close range there are many more maneuver taht can be performed, such as matching speed with the target, circling the target, ramming the target, etc etc.
Additionally I've been designing a radar/sensor based on the ideas from a couple of past space sims. There are some areas for the space sim interface that I still need to pursue, but I will post my ideas in the appropriate threads when I've had time to get it all together. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 9 November 2004, 3:24am |
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Over the weekend I've been looking into the 'suit' (business) side of game development, the boring stuff that most developers love to hate!
Being a typical developer myself I've neglected this area for quite a while, but I am now coming to realise that, despite this being a small and humble indie project, it's none-the-less necessary to start thinking and acting like a business.
As a result of my research, a number of important issues have arisen which I will discuss soon, and needless-to-say I have spent the last few days on business research and planning rather than game design. Unfortunately I will need to keep doing this a couple of days each week until these issues are resolved.
However I do plan to devote three days a week strictly to game design, with no other interruptions starting on Wednesday and I'll try and post an update on my progress Friday or Sat. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 30 November 2004, 3:29am |
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Since the last announcement I have doing more screen design with the main focus on the space flight interface. This has not been completely clear cut as I have been toying with the idea of going 3D, even though I have stated many times in the past that I initially wanted to limit Freehauler to 2D so as to reduce the development time.
The main problem with this however is that it is unclear if the overhead of a 3D title is a significant extension of a 2D model, so I have been recently toying with the idea of switching focus to a prototype version of Freehauler (more about this soon).
Anyhow below are some samples of the latest screens I've been working on.









Collaborative Project Management
I have also been looking at collaborative systems over the past month or so. A collaborative system allows the sharing of resources and project scheduling among an online team. I will be able to assign tasks to other developers, share documents and keep track of overall progress.
I have been testing a web-based collaborative content management system called dotProject - http://www.dotproject.net which I hope will server our purposes in the development phase of the project. DotProject seems to be more focused on large company projects, it should really be overkill for our small one.
Previously I was looking at a MS Outlook collaborative system which looked quite nice, however rejected it due to the reasoning that every devloper would be required to own a copy of Outlook and it's also not a free product.
DotProject is a Free product and is web based. Developers will only need a web browser to access it. We may however need to find a more suitable hosting plan as my current web host doesn't give you enough control over mySQL to set it up (ie it won't allow me to create new users). I may be able to negotiate arround this problem with my web host, but I've also been contemplating self hosting my own web server which would give me a lot more power and flexibility.
So far I have managed to set dotProject up my local server at home, but unfortunately there are a few small niggling issues that need to be addressed.
Portal System
I am also intending to check out a content management system called Mambo http://www.mamboserver.com. I am hoping Mambo will be useful for managing the main web site. This will be handy later on, when we start doing marketing work and for publishing business related pages like contracts.
In short both the Collaborative PM system and the Portal will give us a lot more flexibility and control over our web content.
Project Plan
Commencement of the development phase
I have decided the time has finally come to officialy commence the development, but I have decided to chage the game plan slightly.
Game Prototype
For all the game design that's been done, it's still not clear at this stage the model which will work best, especially in areas such as the space flight engine which has a number of different aspects to it such as short and long distance combat models, orbital mechanics and then we still have to make the decision to make it 2D or 3D.
Other areas of the project are similarly unclear.
Therefore I have started to lean towards the idea of a "quick and dirty" prototype version.
So what is the software prototype model?
While I have no practical experience in prototypes, from what I read a prototype is a rapidly developed system that is delivered early on to determine or validate the system requirements. There are two schools of thought, in terms of prototype models, "throw-away" and "evolutionary". Both models have their strengths and weaknesses, but the basic idea with both is that a prototype version of a system is developed extermely rapidly to confirm the system will meet the requirements of the users, which in theory it reduces the project risk.
As it's name suggests, in "throw-away" prototyping, the prototyping system is compleletely thrown away and rewritten again from scratch.
In "evolutionary" prototyping, the prototype system is developed rapidly and then refined and crafted into a deliverable system.
So what are the benefits of a prototype model?
I think a prototype model will be beneficial for a number of reasons: - It will serve as a learning experience in order to experiment with a few different ideas and determine the ones that works (and also the ones that should be discarded). - It will reinforce the proposed features - It will identify missing features - We will have a working system early in the timeline which will will enable early feedback from testers. - A prototype will validate the technical research that has been done so far. - It should also increase project momementum.
I believe the evolutionary prototype model is the best model suited to the project. Despite the fact that the prototype should be developed as rapidly as possible, I also think that we should take the view that we are trying to "get it right" first time if possible and take the attitude that we will use the prototype in the final product, unless of course it is critically flawed. While we may still throw away entire sections of code if they don't work, if all goes well we can refine a lot of the initial prototype code into a production quality product.
Milestone Changes
I initially laid down some tentative milestones in a previous post in this very thread.
They were:
Milestone 1: The Game Editor
Milestone 2: Basic Space Sim - a semi-functional space sim engine, but with no world persistence.
Milestone 3: Space Sim + World persistence - both at a basic level of functionality
Milestone 4: Finish up - finish up any features which have not been implemented up until this stage
Milestone 5: Adding game content, storyline and missions - entirely focused on game design
Milestone 6: Tweaking and Testing - playtesting, bug fixing and tweaking prior to release.
I've decided that Milestone 1 should become milestone 3 or 4. This is because I think we can not assume we know the form of the game data at the first step. We can make a pretty good guess, but we will have a much better idea of where things are going after the prototype has been developed.
This will mean community members will not be able to contribute game content as early. But if we are unsure what data we actually need, we may need to make major changes later on requiring conversion of existing data. That may not only be troublesome, but also time consuming.
Therefore we will leave the editor until later and input the data using script files.
Hence the major development milestones will now be:
Milestone 1: Basic Space Sim - a semi-functional space sim engine, but with no world persistence.
Milestone 2: Space Sim + World persistence - both at a basic level of functionality
Milestone 3: The Game Editor - assuming the persistent data is at a stable stage
Milestone 4: Finish up - finish up any features which have not been implemented up until this stage
Milestone 5: Adding game content, storyline and missions - entirely focused on game design
Milestone 6: Tweaking and Testing - playtesting, bug fixing and tweaking prior to release.
Plan of Action
I will now spend a few days adding the screen designs I have been doing to the design document. Once this is done my focus will be in a number of areas:
- Documentation of Milestone 1 objectives, including goals, requirements, specification, architecture and technologies and project plan - Impelmentation of the online project collaboration system - Ie getting dotProject up and running and useable by other developers - Developer contract - includes publishing on the web page. I will attempt to produce a formal contract that all developers will have to agree with - Advertisement of project - I will publish the project on various game development sites, gamedev.net, garagegames.com, sumea.com.au to try and get more developers on board. I might do this after the development contract is produced, however in the view that we want to do this rapidly I may take the risk that a verbal agreement is sufficient. - Implementation of the Royalty point system - this is a long/medium-term objective and will evolve over time. However a simplified version should serve initially to keep track of team member contributions to the project. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Steve Bowers |
| Posted on: 1 December 2004, 1:42pm |
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It is looking fantastic, Damon; even a quick and dirty prototype would look good with graphics like these. One nit-pick- the Moon is actually called Luna rather than Lunar; Lunar is the adjective (I think). |
Last modified 1 December 2004, 1:48pm by Steve Bowers |
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| Damon |
| Posted on: 1 December 2004, 8:24pm |
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One nit-pick- the Moon is actually called Luna rather than Lunar; Lunar is the adjective (I think). |
Ah ok right thanks 
It is looking fantastic, Damon; even a quick and dirty prototype would look good with graphics like these. |
The prototype will not look nearly as good as the production quality version, at least not in the early stages. It may look quite ugly which is a fact that developers and internal testers will have to accept. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| The Prophet |
| Posted on: 3 December 2004, 10:37am |
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It is looking fantastic, Damon; even a quick and dirty prototype would look good with graphics like these. One nit-pick- the Moon is actually called Luna rather than Lunar; Lunar is the adjective (I think). |
I agree. those images are looking great. I've been getting some graphics freaks near me excited about this...so we'll see how they respond to this.
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| Damon |
| Posted on: 5 December 2004, 7:57pm |
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In the last week I've divided my attention between a number of tasks:
Defining Milestone 1 Objectives
I've made a start on defining the objectives of Milestone 1. At this stage I'm thinking of the 20th of December as a tentative start to Milestone 1 development. Of course I'm aware that this time of the year isn't ideal for a lot of people, however one team member has indicated he will have some precious time off from his real job at Christmas and it is a good time for him to get some stuff done.
Updating the Design Documents
I have spent some time updating the project design document to include the latest screen mock-ups. I have now split it into several sub-documents with links from the master doc due to the fact that it was getting large and unruly and difficult to follow.
Researching a Groupware Content Management System For Project management
I have had considerable fun with groupware this week! After deciding that dotProject is suited more to large corporate organisations. I decided to check out some alternative groupware products with various levels of frustration! First I tried phpGroupware which looked like it had some very nice features judging by their demo site. However I was soon to discover that their setup procedure was flawed and their support forum lacking and unfortunately I never made it past the initial log-in as the password I specified in the setup procedure was not reckognised. After many frustrating hours I gave up and tried another groupware suite called eGroupware however this turned out to be phpGroupware with a different name albeit a more recent version, but unfortunately I had exactly the same issues! So I quickly moved onto a suite called phpCollab . I had better luck with this and although the interface is clunky, phpCollab proved to be much less problematic to install and seemed quite stable. I did encounter a minor issue with uploading files, but was able to quickly resolve it.
Researching a portal Content Management System for Managing Web Site Content
I am pleased to say I had much better luck with Mambo, Installing Mambo went smoothly first time and it looks a very flexible package. It also enables you to keep content unpublished while testing it which is really quite neat. As the web site is a major asset to our proejct and the marketing strategy geared towards getting as many hits to the site as possible, I will be devoting a proportion of my time to developing and maintaining the site in future.
This coming week I will investigate web based CVS systems and try and get the Milestone 1 objectives out of the way. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 5 December 2004, 8:04pm by Damon |
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| Damon |
| Posted on: 12 December 2004, 9:30pm |
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Over the last week I've devoted a considerable amount of time to designing a new web-site using Mambo. The new site will be more functional than the "two panel" temporary one that is currently being used. I also intend to publish more information about the project including a contributor information page and a section for developer resources.
The advantages of the new web site over the current one (which was only intended as a tempory setup anyway) are:
It will be a lot more intuitive: as there will be detailed project information published
It will be more visual: there will be gallery section for eye-candy
It will be easily configurable: using Mambo it will be easy to change content on the fly.
It will serve as a central resource for developers: there will be a restricted developer section and a sign-up procedure. This will also be the area where developers login to the groupware system of choice.
It will (eventually) be a point of sale: later on Freehauler will be sold online via the website.
Below are a couple of concept screen shots...


Note the title "Red Shift Games" as opposed to "Sidereal Games". I am seriously thinking of switching names. "Red Shift" is fairly generic as is quite suitable, whereas I worry that "Sidereal" conjures up images of star charts! No decision on a company title has yet been made, however this will need to be addressed soon if we're to operate under a professional looking business front.
Please also excuse my programmer graphics. We will need to find a skilled artist to do a more professional corporate banner. If anyone knows of such an artist, preferably one who is happy to work on the basis of future royalties, let me know. Email me if you like here
Earlier in the week, I worked on a speil for recruiting developers, I admit I'm not entirely sure at this stage how to go about recruiting, but I'm reluctant to bring developers on board too quickly and not until the web site is completed. The web site will also contain the (yet to be drafted) developer contract, which will explain the terms and conditions that developers will work under.
So in the coming week I will attempt to rush the new web site through and get it up and running (it's half way there).
The official developement start date remains the 20th of this month and serves as a kinda of deadline for finishing the web site and also for getting the Milestone 1 objectives to a reasonable state.
Another thing I should mention, Rob has determined that a version control system called Subversion would be a beneficial replacement for CVS (which we have used for documents so far). Subversion has most of CVS's features and some features over CVS, however as I understand it, is just as painful as CVS to set up which is unfortunate. Read more about subversion here. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 12 December 2004, 9:58pm by Damon |
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| Damon |
| Posted on: 19 December 2004, 9:43pm |
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Well as mentioned last week, the official development start date (which was not fully confirmed at that stage) is the 20th of this month (tomorrow) and at this stage I fully intend to stick to it. It has been a long wait, but as of tomorrow development will commence officially at last!
To re-iterate what has been said in the past, development will be broken into staggered "milestones" which are sort of like mini-projects.
The long-term plan is for 6 milestone phases before the first release as follows:
Milestone 1: Basic Space Sim - a semi-functional space sim engine, but with no world persistence.
Milestone 2: Space Sim + World persistence - both at a basic level of functionality
Milestone 3: The Game Editor - assuming the persistent data is at a stable stage
Milestone 4: Finish up - finish up any features which have not been implemented up until this stage
Milestone 5: Adding game content, storyline and missions - entirely focused on game design
Milestone 6: Tweaking and Testing - playtesting, bug fixing and tweaking prior to release.
This only covers the development up to the release date, there will also be a phase for support and maintenaince after the game is released and possibly a number of patches.
To objective of the first milestone is to build a working prototype as rapidly as possible. The prototype will have only very basic space-sim features (no persistence at this stage) and is an opportunity to test some of the various combat modes that have been discussed in the forum.
For me, this is a very exciting time, because I can finally dive in and get my hands dirty doing what I love best, which is writing code. However it is also a little daunting considering the amount of work that lies ahead!
Regarding the technical aspects of the prototype, there is one subtle change to what I've been proposing all along. So far I've advocated Delphi (pascal) as the primary development tool of choice. I had anticipated using Delphi for the application framework. However a while back Rob made a suggestion in passing (not sure how serious he was about this) that I should consider using an interpreted language such as Python for the application framework, with python modules written as C dll's for optimisation.
Now for those of you who understand computer programming, it is my understanding that Python is an object oriented interpreted programming language. But because Python is interpreted, programs written in Python generally take longer to execute, which is hardly ideal for games sure! However Python lends itself well to high-level scripts which (in theory) make it easier to drive the game engine. I am also told that Python applications are quite quick and easy to develop and as it can be optimised with modules writen as C-DLL's, this suggests to me that the performance difficulties can be overcome. Many game developers are turning to scripting languages such as Python (I believe because of these reasons). I admit my knowledge of Python is flaky at best, so in Milesone 1 I would like to give Python a "test drive" so as to determine if it is suitabile for what we're doing here.
I anticipate milestone 1 taking about 3 months, in fact the plan will be to get as many features as possible into 3 months of development time. I endevour to try and post regular development updates and the new web site will have a "development screenshot" section.
In this time I will not only focus on game development, but continue to devote a little time to the business side of things and in particular the new web site.
The web site has been the focus of my attention for most of this week. I have made it a priority because I wish it to be a central meeting point for project contributors and also to outline the project in a much clearer fashion for the benefit of newcomers. Not too surprisingly it is not looking like it will be finished for a "little while", although it's fundamentally there. I will devote a little time from the schedule to it every week, but game development will be my core focus.
For those who are interested, the new site is currently hosted at http://www.freehauler.com/Mambo but be warned that it is work in progress and is not the finished article. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 19 December 2004, 9:54pm by Damon |
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| Toposphoid |
| Posted on: 22 December 2004, 3:54pm |
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| Damon |
| Posted on: 23 December 2004, 8:49pm |
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| Yes, Ruby was also recommended to me and I have no doubt it could also be used effectively. However it may come down to which language has better supported with current game technologies. For example, Python has been around for a while and has been used in a lot of existing games. Not to knock Ruby, but because of this, I imagine the support in terms of existing code and libraries as well as reference projects that use Python are better at this stage. That could all change in future of course, but for now I feel safer travelling down the Python path. |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 23 December 2004, 8:51pm by Damon |
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| Damon |
| Posted on: 27 December 2004, 7:52pm |
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Over the week leading up to Christmas day, I have devoted my time to setting up the prototype environment.
I have decided to use a third party engine for developing the milestone 1 prototype and have chosen to use the Ogre rendering engine.
Earlier in the year I spent a considerable amount of time researching hordes of other graphics engines and there were a number of worthy candidates.
A member of the team argued for creating a proprietry graphics engine and the decision was in fact made to build our own engine.
However I feel that in the prototype phase, rapid development is top priority and that using a third party engine will be considerably faster.
The other consideration is that Rob who was pushing for the most for the proprietry engine and was to do most of the work has unfortunately recently made himself unavailable due to increasing work commitments. Rob may rejoin the project if his situation changes, but until further notice will not have time to work on Freehauler.
So in light of these points I have decided that a third party engine is the way to go... at least for the milestone 1 prototype.
The reason I have chosen Ogre over other promising candidates is that Ogre: a) is open source, ie free, b) is now well established with a large community of users. Several commercial titles have been developed using Ogre, c) can import Blender's .blend files d) has bindings for Python e) supports DirectX 9 as well as open GL f) is cross platform
As I am finding out, there are some disadvantages with Ogre, namely that they do not seem to offer precompiled binaries any more so I've had to build the whole thing myself in MS C++ which takes a considerable amount of time. The learning curve is also steep. I spent most of the beginning of the week setting up and getting myself up to speed. I also have a considerable amount of learning still to go!
However despite the rather steep learning curve the benefits do seem to be worth it and I have started modifying one of the Ogre demo projects into a space sim. The demo in question involved camera tracking, in which a camera rotates around the head of an Ogre. Initially there was an ocean scene with a blue sky, but I have removed the ocean and sky and added a star field. I also added the Freehauler logo. I had hoped to replace the Ogre head with a spacecraft, but Unfortunately due to Christmas commitments I did not have time to reach this stage, but I have attached a screenshot to indicate the progress I have made so far.
This can obviously be regarded as "humble beginnings", but the demo loads from a Python script it seems to indicate that a Python front-end is quite feasible.
Later I may make the prototype downloadable, provided it doesn't take up too much server space.
By the way, I'd be interested to hear comment on the star field too.
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Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
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| Damon |
| Posted on: 2 January 2005, 10:43pm |
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Happy new year everyone!
Well the last week gone by has not exactly been the most productive. I have attempted to tweak the demo with the aim of replacing the Ogre's head with a spacecraft, but unfortunately I did not have time to get that far, however I did successfully manage to import an object created from scratch in Blender with rudimentary UV texture mapping. Since this is a milestone in itself, I will share the results 

I have chosen one of Eric's earlier spacecraft to use in the demo. For those of you who don't know Eric, he was involved in the project a while ago and produced some excellent concept artwork for the setting.
This is one of his earlier pieces:

Which I have attempted to model in Blender:

Texturing the model has proved more challenging and after a drawn out botched attempt last night I realise that texture mapping is much harder than it looks!
I will persist with it next week, but if anyone has the skills and can help me out in this area, let me know here |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 2 January 2005, 10:44pm by Damon |
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| Alan |
| Posted on: 4 January 2005, 2:50am |
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I like the overall shape of Eric's launcher/pod/whatever! i'd replace the thingie at the top with something more functional, a docking ring or grapple or something perhaps
Yes it's a shame about textures being so difficult! |
"Po knows best" - Origin unknown, probably First Federation period |
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| Steve Bowers |
| Posted on: 5 January 2005, 8:46am |
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| Where are you getting the starfield from, incidentally? Is that part of the Ogre basic package? |
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| Damon |
| Posted on: 5 January 2005, 8:06pm |
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Posts: 1130 Posts Per Day: 0.45 |
No the demo I have adapted uses a skybox (more info here), which if I am correct is a set of textures placed in a cube around the camera and moves with it to give the impression of a static background.
It is really hard to create textures that don't look funny at the edges of the cube and Ogre does not come with a standard skybox. Fortunately I discovered a utility called "Starbox" which generates a star sky box with variable parameters. It can be downloaded here.
The trouble is, what you see in the demo is the highest res that starbox could generate which doesn't appear to be quite high enough.
Re: the model I really like the design of Eric's spacecraft although the function of the vessel is not clear from his sketch. It seems to have retractible landing gear, suggesting it can land or launch, however it does not seem bulky enough to carry the fuel required to launch from Earth. Perhaps with external tanks fitted, it can do the job, or it is laser launched. Otherwise it can probably land/launch on the moon or even Mars.
The rabble on top of the vessel could well be sensor equipment, but yes we need to think about how it will dock and also be wary not to overdo the detail unless there is a clear function.
Anyhow it should serve as a basic vessel for the prototype.
Yes I am going to have to do some research on texturing, but it's not critical, just a new skill I have to teach myself (slow way), unless someone with experience in using Blender models in Ogre can step in and give me a few pointers (quick way). I'm not holding my breath... |
Damon Court Sidereal Entertainment http://www.freehauler.com Development Blog damon.court@freehauler.com
 | Last modified 5 January 2005, 8:28pm by Damon |
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| Freeman |
| Posted on: 7 January 2005, 8:51am |
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