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Grognard

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Everything posted by Grognard

  1. I didn't realize they showed the calulations. Thanks. And yeah I doubt I will just blindly use anyone's rule system I'm just trying to see what's out there first. All this time and work and I still haven't figured out a good way to calculate the most important calculation. The engine has collisions though so worst comes to worst I can just let the bullets whiz and see what gets hit.
  2. Hey guys, making a similar game and trying to decide on how to calculate the accuracy for it. So far I've kept it simple and tied it to what sort of attack and what sort of weapon. Results are reasonable but obviously I want to have more depth than that. The thoughts I had when coming up with something better were much like what xcom has where I deviate the angle from the true angle and see what gets hit, but it seems a bit too random. I don't like in xcom how when you are close you basically never miss even though at very close range you would have trouble tracking the target. How does it work in silent storm? Any better ideas than that?
  3. The difficulty from BIA probably comes from the awful controls and likely due to spamming waves of enemies. I didn't play it but it looks like you really have to micromanage your guys, and it's all in realtime. To me that's the most horrible gameplay imaginable. I think it's foolish to make a game like that anyway because there's so many high production value rtwp games. Who cares? With turn based game the people who are too dumb to handle it will see it's a strategy game and stay away in the first place, and there's quite a big fan base for it. It's just not easy to make and doesn't translate well to a console so you will seldom if ever get any big budget games like that again except continuations of old series like civ.
  4. Really cool about bman. He did a great job modding back when I was playing first one.
  5. It was by the makers of space 1999 but it was much better. By the last few episodes it was just starting to get really good then it got canceled. You can see the influence in how the aliens worked. Don't want to spoil anything but there's a kind of mindblowing twist halfway in.
  6. Jaggedallianceville lol Actually that's about the best I'd expect from a browser version of JA using unity but there's a lot of fanbois so I didn't want to be too vocal.
  7. Yeah, let me know. I'm not sure I can be bothered to find out why I'm going to hate it myself. I've been hurt too many times to think it might be good! But I think making it with unity is going to mean it almost has to be a bit dumbed down. Of course if they have full source maybe not since they can throw in Qt or something for better GUI support. Of course it looks like a very "next gen" minimal interface so looks like they didn't.
  8. Thanks Bomb Bloke, that will help a lot for the X-Com style interrupts. NKF - I plan to do both of the first two and make it changeable by user or mod maker. I don't like anything that requires selecting something beforehand. In games like that it just becomes a big chore IMO. Also I liked in X-Com that you had little control as it spiced things up.
  9. Probably can't, it's not very well known. I got it through netflix, though.
  10. My take is without action points it will be a completely different game. Also I find with all the similar games even the small changes make a huge effect, and it seems like a million little details will change here. That's not necessarily bad except most of the clones of X-Com and JA seem frankly terrible to me. These changes make a ton of difference, and usually it's bad unless you are very careful. I'd come out and say this is going to be awful but the saving grace is maybe sid meier being around to give advice might save it.
  11. Did you like the pizza I ordered you on that other site? lol
  12. I loved that old show. It's very worth watching, and very stylish view of the future through 1960s eyes. It was also an inspiration for X-Com as well.
  13. Yeah I guess it makes sense to have more enemies make for more interrupts. I guess what I'm doing automatically does that but I didn't think of it. It probably does it too much though because if 4 guys are in view you get 4 times the chance to interrupt. It's very complicated. Unfortunately I'm finding a lot of the game system stuff is very complicated and takes a lot of trial and error but hopefully I can get it feeling "right" eventually. This is the biggest thing that just feels totally wrong that's left. I want to be able to set it in a game option whether it uses X-Com style or JA style, because I'm trying to make something you could use not just for one game but to be flexible for modders as well and I'm sure the first mods people would make would be for X-Com or JA given the type of combat. Too bad X-Com is not open source. I have the source for JA 2 but when I spent a day looking at it a while ago I couldn't figure out much of what the heck was going on, though that was not really what I was looking for.
  14. I've been using C4 for a similar game for over 4 years now and couldn't be happier. It's 350 bucks but it gives lifetime updates and has superb graphics. Untity is not going to cut it for a game like X-Com because it has bad GUI system, can't draw in 2D directly, doesn't have full source code and a variety of other issues. The editor is nice and there's a free version but all pay versions are a bit expensive for hobbies. Ogre is free but it's not even a game engine, just renderer. I looked at it a while but you'd have to know it so inside and out and make so many tools that I'd say just write your own game engine. There's other stuff too and it's been a few years but for a complicated game like X-Com you wouldn't want to try most of them, or else they are very expensive or dn't give source code.
  15. It takes longer to make TB game on 3D engine. Realtime makes it much easier due to how they work, and they require less AI. So it comes down to cheapening more than anything else. It's not like people are begging for 3rd person cover shooters and health regen, they just make it cheaper to produce the games.
  16. Hi guys, making a game with turn-based tactical combat and there is an issue I keep dithering on resolving. In X-Com your troops will manage their own firing if they have action points and get an interrupt. I kind of like that, but I am not sure how it calculates when you get one and when you don't. If anyone knows that would be great. With JA and Silent Storm you can get interrupts where possibly more than one of your soldiers gets a chance to interrupt. Again though, I have no idea what these calculations are based on. Since it's open source I figure somebody ought to know. Right now what I do is divide turns into 100 time units. When an enemy turn starts with an enemy in LOS or an enemy enters into LOS it calculates in adversarial manner a value of how many time units the enemy can act before an interrupt occurs. Then each action updates a counter for each enemy in LOS until it reaches this threshold, causing an interrupt. Right now it short circuits to always return 30, but the idea is to have it so that the value could be over 100 (meaning no interrupt) or even zero (meaning an interrupt occurs the second that an enemy enters LOS). However I'm not sure how to calculate this. Also, I liked how in the old JA and SS games you got multiple characters interrupting many times. It will feel kind of dumb to have one guy interrupt, then the next, then the next, and so on. So hopefully some of you guys know more how the others calculated this, and perhaps also some ideas on how they want it calculated. Or else maybe even a whole new way for it to work.
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