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RE: Space / Tactical Fleet Combat Game / Looking for Players

 
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RE: Space / Tactical Fleet Combat Game / Looking for Pl... - 9/15/2014 12:53:57 AM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
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Thanks for you input Kayoz,

Unity is what I would choose if I wanted that level of development. Cost is not an issue, just picked Panda3D because it works with Python.

Running on Stackless Python, I get a turn computed with around 50 ships in about 1 second. So that's as much as I need, given it is turn based.

Decent AI will take some time, but basic AI won't take too long. But people need some place to start.

Yep, I agree on promotion, Facebook etc. Just really not there yet. First AI, grab a small beta team and go from there.

(in reply to Kayoz)
Post #: 91
RE: Space / Tactical Fleet Combat Game / Looking for Pl... - 10/9/2014 6:36:28 PM   
jonlad

 

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Joined: 10/9/2014
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Hi I have just discovered this game by searching on Google. I just want to say it sounds amazing what you have done. I was wondering whether or not this project is alive (I sincerely hope that it is).

Regards Jonnie

(in reply to CarlVon)
Post #: 92
RE: Space / Tactical Fleet Combat Game / Looking for Pl... - 10/9/2014 7:53:42 PM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
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Hi Jonnie,

I have been recovering from an illness. Basically this game is my dream space game so no it's not dead :-). The battles we have had so far have been amazing, beyond anything I could have hoped for. I am still in recovery, but doing very well.

That being said in the next few months I intend to implement some basic AI, this is required as people need to learn how to play without just jumping in to the sandbox. The operational layer is very complex as with the tactical layer. It could scale up to the strategic -- the engine will do it, but it would require a lot of player :-). After that, I will make it more open and we can start working on it with player suggestions etc.

Alive and well, if you wish you can jump on and shoot at some non-moving ships :-), as well as see the manual.

(in reply to jonlad)
Post #: 93
RE: Space / Tactical Fleet Combat Game / Looking for Pl... - 10/10/2014 1:21:54 PM   
jonlad

 

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Joined: 10/9/2014
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Thanks for replying. I'm sorry to hear that you haven't been well. Like I say the game sounds really good having some Ai in it would be good for me as my friends arn't really gamers. I would love to try it and see the manual. Will future information be posted in this thread I would like to follow how it is progressing.

(in reply to CarlVon)
Post #: 94
RE: Space / Tactical Fleet Combat Game / Looking for Pl... - 10/10/2014 2:10:28 PM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
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Yep, I will keep people up to date here. I love Matrix games :-)

(in reply to jonlad)
Post #: 95
RE: Space / Tactical Fleet Combat Game / Progressing * ... - 10/10/2014 4:44:32 PM   
Rising-Sun


Posts: 1869
Joined: 11/5/2009
From: Clifton Park, NY
Status: offline
Is this just 2D or will be 3D?

_____________________________


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Post #: 96
RE: Space / Tactical Fleet Combat Game / Progressing * ... - 10/10/2014 5:28:15 PM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
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The engine is 3D, but the z axis has been taken out. You will understand at this point when you play it :-). 2D is VERY complex strategy, the tool set for commanders is also very good, but in 3D it would be very confusing. In the end 3D didn't bring much to strategic options, just more space to move. The backend will stay 3D however, for the future.

In the end, to understand this, you need to play it.

(in reply to Rising-Sun)
Post #: 97
RE: Space / Tactical Fleet Combat Game / Progressing / AI - 1/12/2015 1:44:16 AM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
Status: offline
Hi Everyone,

Just an FYI, the 1rst phase of AI players is completed, just finished our first vs AI fleet battle. Went well, we won but not by much :-).

(in reply to Stilletto)
Post #: 98
RE: Space / Tactical Fleet Combat Game / Progressing / AI - 2/8/2015 1:52:10 AM   
crazystickfigure

 

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Joined: 2/8/2015
Status: offline
Hey, this looks really cool. Also discovered this after some google foo. I'd be very interested in playtesting it. Got a couple of friends who are really in to space combat games too and I'd love to try playing with them. Are you still looking for testers / thinking about releasing a beta?

One last question? Do you have plans to allow mod support or additional development? For people who want to try to add more ships / tweak it to recreate their favorite scifi series battles, Honor Harrington, Black Jack Geary, ect.

Thanks and good luck!

(in reply to CarlVon)
Post #: 99
RE: Space / Tactical Fleet Combat Game / Progressing / AI - 2/9/2015 10:50:21 AM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
Status: offline
Hi Crazy,

Yep, I'm am just getting the AI up and running at a decent level, then we will want some testers for sure. Mod support is yes, but it difficult, it would have to be in-context. Meaning, the lasers are fully modeled using physics, they are not (damage point etc.). The thruster system is real too etc. So certain sci-fi won't work. This makes for some very deep strategy and tactics right now. Currently I have the current testers demanding I get the AI done so we can get some battles going again hehe.

(in reply to crazystickfigure)
Post #: 100
RE: Space / Tactical Fleet Combat Game / Progressing / AI - 7/12/2015 10:41:27 AM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
Status: offline
Update for everyone out there,

Hope all is well with you guys.

Spacegame continues, and it's currently getting a much needed code and documentation cleanup. It's progressing quickly due to some new development tools I have. Once that's done, we will do some more testing again and I will contact those who have asked for Beta time. You guys can help flush things out while I finish the AI coding. We will likely simplfy the interface after we have some input.

Thanks.

(in reply to CarlVon)
Post #: 101
RE: Space / Tactical Fleet Combat Game / Progressing / AI - 8/3/2015 3:40:25 PM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
Status: offline
Update,

Hi everyone.

First round of code cleanup went well, performance improvements, debugging etc. We are beginning some private testing for a month, then some cleanup and then bring some players in for more testing. AI is about 50% completed but on hold due to general cleanup. Gotta keep the code under control. Better development tools are working well.

(in reply to CarlVon)
Post #: 102
RE: Space / Tactical Fleet Combat Game / Progressing / ... - 8/5/2015 4:18:05 PM   
CarlVon

 

Posts: 72
Joined: 9/11/2012
Status: offline
Hi Guys,

We have started a major fleet engagement. This is an Alpha for bug testing before we get some beta testers. This one is going to be a knife fight.

Details:
Battlespace Report

Description

After years of issues between Imperial Earth and Mars, the situation has reached a boiling point. Years of Imperials repression has added up.

The Imperial 4th Fleet and its commander have defected to Mars, forming the beginning of the MDF (Mars Defense Forces).

On Earth, the Imperials are hit by a wave of industrial and political espionage, the extent of impact is being assesed.

Immediately, Imperial Earth Aerospace began staging an offensive position in deep space near Sun-Mars LP4. However, due to supply and logistics issues, there assault was halted, the fleet was not able to form quickly enough to supprise MDF.

Mars Defense Forces dispatched the 4th fleet to reply to the assault. Both fleets are formed and ready.
Tensions are high, and this is the first large scale battle of the war, and will test the true will of each group for the first time.

Both forces have the same ship types (Imperial Types),

Imperial Earth Aeropsace:
2 x Battlehship
4 x Heavy Cruiser
4 x Long Range Frigate
8 x Frigates

Mars Defense Forces:
2 x Battlehship
4 x Heavy Cruiser
4 x Long Range Frigate
8 x Frigates





This is the shot after the first orders turn, time scale at around 20 minutes, gives you an idea of opening moves. I'm at the top, my buddy at the bottom. I'm basically moving in and creating some flank attacks, he's using deception not giving anything away yet, he's pretty good at it. You would think there would be no deception in space, but there's lots if you know how to do it.

The blue lines show where my ships will be in 20 minutes, and where they will face. This will surely change, but it's a start.

Attachment (1)

< Message edited by CarlVon -- 8/5/2015 5:20:46 PM >

(in reply to CarlVon)
Post #: 103
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