NEW HOPE for Freelancer
-
LancerSolurus wrote:
@ST - thanks, it takes a lot of work and low and behold I still have a wife@Nexose - space shooter, too a degree yes, it will have that. Since that video I have been concentrating on the empire side of the game, ie. crafting, building, mining, ownership (mentioned in my above post), tech development, manufacturing and more.
What specifically are you talking about below?
Any decide will change the route of your GE
My translation : Any decision to change the route of GE development
Destiny, i mean. Not development. So i suggest you don’t make the dream too big, if you need big dream, you also need more night & more sleep.
If i will you, i will split the game into two part, one the engine, other one is the game itself. And now you got two things LOL, just like i did to my website.
Good point is, you may use the engine to make another game. And now you have three things LOL
-
Well internally it is designed that way. Each time I add a new feature it has it’s own class(es). If I wanted to I could strip it down to a plain rendering engine in less than 30 minutes. Currently there are 72 classes that handle in-game features. Only 6 are needed for the rendering engine, the rest are game asset handlers. Some classes are built as threads (audio, AI, etc) so they can run at the same time as the game without interfering with it (as in slowing it down).
So yes, I can build another game fairly easily with it if I so desire…
-
General comment…
When there was a balance of shootemup and trading to earn money for upgrades, that got people excited. Elite for example.
When we started playing FL we got exasperated with the time it was taking to amass wealth.
The originator of our Guild set about finding combinations of trade routes that would build up wealth fastest, and that was a new element to the game that added to the excitement - and envy, and that led to the Guild’s structure of selling knowledge, selling protection, making moderate loans, and enforcing Guild laws on the lawless. Roleplaying - mercenary, trader, enforcer, explorer, buccaneer, pirate etc.
Lots and lots of fun for many.
Then modding became easier as people unravelled the game, and the first mods were for instant money.
That ruined it for many of us, and eventually the Guild disintegrated, and I still think that contributed to it.
So there has to be difficulty in achieving targets, or the game will lose its attraction for many.
-
StarTrader wrote:
General comment…When there was a balance of shootemup and trading to earn money for upgrades, that got people excited. Elite for example.
When we started playing FL we got exasperated with the time it was taking to amass wealth.
B.U.M.P UP for such deep state that tells everything about economic system.
I very agree about it.
+1