Freelancer 2 (?)
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WhiskasTM wrote:
SilentAssassin82 wrote:
The rings you can fly through and so on.Whta?! You can fly through between those two rings? In my cases suchlike constructions with spaces were capped with polygons, wtf…
If I remember (from like 3 or 4 years back) there was a trick to get around the poly count. Had something to do with creating the base into sections and then joining them, then the total mass can far exceed the polycount. Don’t ask me how modelling has never been my thing but I believe the basic work was done by some guy that created those “modular bases”.
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FriendlyFire makes a good point. Freelancer 2 would probably have to take it to a new level.
The part that fascinated me the most is not the action, but the thousands of background stories explaining where all the faction came from, why a station is placed here and there is even information on astronomical objects (clouds, asteroid fields, etc.) You can communicate to any neutral and friendly spaceship and it will communicate back. The illusion that the whole universe is a breathing system is there!
You won’t find this in ANY space game in such a beautiful detail. And you know why? Because no developer is ready to spend this amount of energy and time into such a game as Digital Anvil did. Heck, they even had to “cut” because Microsoft pressured them to release the game. I can only imagine what the game could have been if they got the time.
Also, until today the view of the planets haunts me. I think if there ever was a Freelancer 2, it should allow the player to walk around on those planets, or at least the capital.
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Emmanuel wrote:
The part that fascinated me the most is not the action, but the thousands of background stories explaining where all the faction came from, why a station is placed here and there is even information on astronomical objects (clouds, asteroid fields, etc.) You can communicate to any neutral and friendly spaceship and it will communicate back. The illusion that the whole universe is a breathing system is there!
You won’t find this in ANY space game in such a beautiful detail.Hmm, till now I really couldn’t put my finger on the thing that makes Freelancer as good as it is, however now that you mentioned it, you’re absolutely right. All these “details” really make up a great living universe around you and thus a great gaming experience.
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Part of freelancers success is that it failed its goals during development.
It was meant to be a MMORPG.
I guess they didn’t plan to release the server software - but after microsofts “cut” they had to release what they had.
Thats why we have such a feature rich freelancer AND the ability to mod it.And thats the reason why nobody released something better yet - its simply to expensiv without adding a monthly fee.
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“It was meant to be a MMORPG.”
source? -
Bas wrote:
“It was meant to be a MMORPG.”
source?http://www.cgwmuseum.org/galleries/index.php?year=1999&pub=2&id=184
Ausgabe November 1999 -
I think Microsoft games probably has a list of game ideas on some chalkboard at somewhere, and then there’s the accompanying printed documents regaurding the freelancer sequel which was scrapped sitting in a gray cabinate at someones cubicle which has been handed down from Department to Department, as well as the accompanying files for the source code sitting in a mapped drive like this …
Z:\Projects\Backup\Old\Retired Games\Microsoft Games\Digital Anvil\Users\hj3894\Users\Desktop\Freelancer2 (Copy 5)\Source\Bin\Debug\Old Stuff ({32890730892738027-3289070372–378289390238927389.}).zip
Which is password protected by something like P@ssword
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Not a MMO… but a early scaled down MMO / Space / RPG with persistent world stuff… really RPG heavy though… at least that was the original design intention was (as far as i have read in the past)…
I know it’s been stated before… as that was the catalyst (finding that out) that drove me into modding InSaNiTy… hehe
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Hunor wrote:
I just found this videos:http://www.youtube.com/watch?v=5KTaoWBhQcM&feature=relmfu
http://www.youtube.com/watch?v=QbOX9nwHLcM&feature=endscreen&NR=1
???
Very interesting.
Seems like some kind of russian guy according to username
(although youtube says he is from UK) -
I think he just likes playing IL2 a lot
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Anyone know something about this? A web site, some description, any information?
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I dont have a clue
looking around his YT channel i found this -> http://www.youtube.com/watch?v=v9Jjf70suDA
and looking around @ lancersreactor i just found this:
http://www.lancersreactor.org/index.php?page=Thread&threadID=45083so there definitely some guys out there who just started doing things
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Vital wrote:
Freelancer: Mad Hunter’s SOUL mod –-> try too google this.So who is that guy??
it’s me
as for my FL style game remake here’s some of it’s implemented features:
-> login server with account database, character creation, startup char templates.
-> world division by zone servers (a single ZS can run several systems) + master zone server.
-> world synchronization(creation/modification of any object), smooth physics, working PvP.
-> customizable ship appearance depending on equipment
-> .ini based data scripts like FL has(visual effects, systems, equipment, ships etc)so basically it has much more than what is presented on my few videos
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w0dk4 wrote:
So at youtube you repeatedly said it’s just a tech demo, are you going to further work on it or drop it eventually?Because it looks pretty good so far, especially the features sound nice!
There’s already a project doc(thanks to some other dudes that help me with it), about 18 pages, so at least I have strict stated goals what to finish. Not sure about dropping, too much effort already spent(both code and models). Anyway, Im going to implement at least all of the current FL gameplay features, then dunno, it’s quite far time point for a solo project: maybe find fat publisher?