Whichspace?
Moderators: winston, another_commander
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
For game play, having a simple and quick graphics sequence to denote hyperspace/witchspace travel is fine by me, and it adheres to the K.I.S.S. principle to keep things simple.
For the sake of player imaginations, well that's up to each players' preferences.
It would affect storytelling logistics if crews were awake and concious throughout a witchspace journey and if the journey wasn't instantaneous.
Crews could engage in various activities while the ship was in transit from one system to another.
If a ship could make multiple jumps along a trajectory towards a system, it could shorten the total travel time to reach a destination.
On the other hand, if there were limitations on the ability of ships and crews to perform jumps in rapid succession, that would introduce other logistical concerns.
Example: If any witchspace jump causes stress to a ship, then making multiple jumps without adequate recovery time between them could result in a ship suffering equipment break-downs and possibly becoming stranded.
Such an example might explain why Captains prefer not to risk jumping into the void of space between systems in order to sub-divide their trips into smaller segments in an attempt to deliver their cargoes to markets sooner than their competition.
As for visual eye-candy for players to enjoy while docking or witchspacing? I suggest "to each their own".
For the sake of player imaginations, well that's up to each players' preferences.
It would affect storytelling logistics if crews were awake and concious throughout a witchspace journey and if the journey wasn't instantaneous.
Crews could engage in various activities while the ship was in transit from one system to another.
If a ship could make multiple jumps along a trajectory towards a system, it could shorten the total travel time to reach a destination.
On the other hand, if there were limitations on the ability of ships and crews to perform jumps in rapid succession, that would introduce other logistical concerns.
Example: If any witchspace jump causes stress to a ship, then making multiple jumps without adequate recovery time between them could result in a ship suffering equipment break-downs and possibly becoming stranded.
Such an example might explain why Captains prefer not to risk jumping into the void of space between systems in order to sub-divide their trips into smaller segments in an attempt to deliver their cargoes to markets sooner than their competition.
As for visual eye-candy for players to enjoy while docking or witchspacing? I suggest "to each their own".
"I shouldn't have taken off in this crate without more ammo..." Sergeant Knox - Star Blazers
-
- ---- E L I T E ----
- Posts: 389
- Joined: Sat Sep 26, 2009 2:14 pm
- Location: Christchurch, New Zealand
Query, what of station travel?CptnEcho wrote:For game play, having a simple and quick graphics sequence to denote hyperspace/witchspace travel is fine by me, and it adheres to the K.I.S.S. principle to keep things simple.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
I suppose that ultimately we could even have 5 totally separate sequences: normal hyperspace, hyperspace misjump, galactic hyperspace, docking, and undocking.
Adding those possibilites, and making sure the sequences keep going until after OXPs repopulate a system might well mean a complete overhaul of that part of the code, and might have to wait until after the next stable release.
However, it should be possible to have two separate sequences, one for hyperspace, and one for docking/undocking without breaking too many things. I'll have a proper look this weekend, and let you know!
Adding those possibilites, and making sure the sequences keep going until after OXPs repopulate a system might well mean a complete overhaul of that part of the code, and might have to wait until after the next stable release.
However, it should be possible to have two separate sequences, one for hyperspace, and one for docking/undocking without breaking too many things. I'll have a proper look this weekend, and let you know!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
-
- Above Average
- Posts: 19
- Joined: Mon Sep 28, 2009 9:18 am
- Location: Sector ZZ9 Plural Z Alpha
Blimey! A casual question on my part seems to have led to a potential 'complete overhaul' of that part of the coding
I don't think I've ever had a post anywhere on the internets ellicit that much response.
I promise my next post will much more mundane
Oh, just as an aside I quite liked these effects:
I don't think I've ever had a post anywhere on the internets ellicit that much response.
I promise my next post will much more mundane
Oh, just as an aside I quite liked these effects:
"You'd better be prepared for the jump into hyperspace. It's unpleasantly like being drunk."
"What's so unpleasant about being drunk?"
"You ask a glass of water!"
"What's so unpleasant about being drunk?"
"You ask a glass of water!"
- Captain Hesperus
- Grand High Clock-Tower Poobah
- Posts: 2310
- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
I have this screen saver. I'd not hazard a guess at how many hours I've wasted staring at it....virgopunk wrote:
Captain Hesperus
The truth, revealed!!
-
- ---- E L I T E ----
- Posts: 389
- Joined: Sat Sep 26, 2009 2:14 pm
- Location: Christchurch, New Zealand
This is because I am partaking in the sales part of the business. He just has to sit back on his pile of trumbles now and rake in the cash.goran wrote:Business is slow lately? Who would think that recession reached trumble sales already...Captain Hesperus wrote:I have this screen saver. I'd not hazard a guess at how many hours I've wasted staring at it....
Meanwhile, an invitational trumble is being delivered to you now as we speak.A new invoiced trumble will be delivered to you every week, and as always, if you do not wish to receive any more of them, please don't hesitate to visit our offices in the Riedquat system so that we can lighten your load from your wallet. Ahem.
We look forward to doing further business with you.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
I see no reason to change current gameplay sequences. Others are welcome to do so at their discretion.pmw57 wrote:Query, what of station travel?CptnEcho wrote:For game play, having a simple and quick graphics sequence to denote hyperspace/witchspace travel is fine by me, and it adheres to the K.I.S.S. principle to keep things simple.
"I shouldn't have taken off in this crate without more ammo..." Sergeant Knox - Star Blazers
- goran
- ---- E L I T E ----
- Posts: 294
- Joined: Sat Feb 23, 2008 12:32 am
- Location: Zagreb, Croatia
- Contact:
Bummer... I knew i shouldn't poke that cat.pmw57 wrote:Meanwhile, an invitational trumble is being delivered to you now as we speak.A new invoiced trumble will be delivered to you every week, and as always, if you do not wish to receive any more of them, please don't hesitate to visit our offices in the Riedquat system so that we can lighten your load from your wallet. Ahem.
We look forward to doing further business with you.
Indeed, it was possible to separate the docking/undocking tunnel from the hyperspace one - just! Nothing too spectacular, but now hyperspace jumps can show different colours rings than the hitherto standard pink/blue, and the colours are scriptable. (planet by planet, even!)Kaks wrote:However, it should be possible to have two separate sequences, one for hyperspace, and one for docking/undocking without breaking too many things. I'll have a proper look this weekend, and let you know!
I've updated the progress thread accordingly.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)