The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.
Who we have
-
@FCfromSSC - 2D/3D artist
-
@netstack - developer, tester, and suggester of great ideas
-
@Mantergeistmann - writer
-
Me - developer
Who we need
The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into
-
developers: “mission” code, “strategic” system map code
-
artists: 2D (user interface), 3D (space ships, weapons explosions)
-
writers: worldbuilding/lore, quests, characters
What we have
-
Concept art for a long range missle cruiser, curtesy of @FCfromSSC
-
A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.
-
A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.
-
A “tactical” RTS-like in-mission view where you can give commands to your ships.
Updates
-
The System Map and the Tactical View got minor pimp-ups. The System Map now shows the ship names, and the Tactical View has a grid to help with orientation, draws ship icons if the ships are too far away to see, and draws waypoint, and target icons to give some indications of the ship's current goals.
-
The System Map now supports Battle Groups, and the player is now in charge of one - the original GTC Trinity cruiser, and a wing of fighters.
-
We now have “just in time” mission generation. Like I mentioned in the previous thread, the scripting API gives you access to the file system, so it was pretty easy to generate a mission file on the fly. This has some advantages over using a “blank” mission file and setting up the mission via the API, because not all mission features are exposed to the API. The most obvious example here will be how there's no longer an “extra” player ship, just the ones explicitly declared for the System Map (in the previous versions you'd be flying a fighter, even though in theory there were no fighters in the System Map).
-
Thanks to the fighters and their current load-out it's actually not that hard to win the game at the moment. Your cruiser will easily dispatch the Shivan one, and as to the corvette, you can order your ships to run away, and take out the turrets yourself, then order your ships to attack. It will take a while, but with a defenseless enemy it's only a question of time.
What's next
-
The System Map didn't get a lot of attention so far, so I'd like expand it. It would be nice to move around an actual star system, add camera movement, and split/merge mechanics for fleets.
-
The Tactical View is somewhat functional, but still needs to give a player handle on what's going on, and better control over their ships. I wanted to add subsystem status, beam cannon charge status, and a handier way to give advanced commands.
Jump in the discussion.
No email address required.
Notes -
The stub-wings definately aren't helping there. I gotta work on that. I'm drawing a bit from M.A.K.'s Lunadiver Stingray, a (far superior) design that I'm a big fan of, but the forms need work.
That, and because there's a bank of railguns running along the underside of the fuselage, and the rear area is taken up by life support and capacitors. Also, because I thought it looked cool! Thinking about it, though, there's no reason not to go glassless and just bury the pilot down in the guts of the craft. They'd be safer there as well...
The gubbins on the back of the tail are the torch outlet; the engine is the egg-shaped mass the lattice-tail attaches to. The pipework running down the lattice is supposed to focus and accelerate the high-energy plasma output from the reactor, and the idea is that pushing the outlet back at the end of a long tail allows for a smaller, lighter shadow-shield to protect the rest of the ship from the radiation output of the torch exhaust. It's supposed to be a somewhat kludgy and awkward way to get higher performance without adding weight or cost. The downside would be that the system is effectively unarmored and is quite vulnerable to damage...
It's really, really small. The crew compartment is somewhere around the size of a large bus, maybe a trailer? Figure maybe 5-8 crew? It's also very fast, so it can try to do hit-and-run tactics with the railgun. But yeah, I was thinking more about how much fun it would be to shoot at; I definately wouldn't want to be responsible for its safety.
Could be, could very well be. It definately needs more fuel; I didn't leave room for much in the current iteration.
The idea is that it lobs missiles from extreme range and then runs away, relying on escorts to deal with pursuit or retaliation.
Those are missing from all of these at the moment; I need to design some and then add them in. All the ships should probably have them in some capacity.
The idea I was toying with was that the interior of the hole was essentially a dockyard for resupplying and possibly carrying lighter vessels. You're right that it's mostly there for aesthetics, though; holes in ships look cool.
Yeah, I was thinking of the primary railguns more as a saturation barrage weapon rather than maximizing single-hit power. At the scale of a ship like this, extra damage isn't the deciding factor, but you can't kill what you can't hit. The idea was that the railgun bank gives it a massive salvo of heavy shells, such that it can get hits even at significant range simply by throwing so much steel downrange that it can't all miss.
The "hard(er) sci-fi writer explaining away rule-of-cool art" answer is that this is already the case and the dome at the front is a sensor array.
More options
Context Copy link
Everything you said is reasonable and satisfies me, but
is pushing it.
No no no. The holes were never cool. Nobody wants to see your shiphole. Cover it up, for decency's sake.
Edit: No, seriously. Holes always ruin immersion for me. As soon as I see a ship designed with a hole like that, any sense of realism evaporates and I'm back at "spaceships in this work of fiction are just random shapes that move about by magic and do whatever the plot demands, there is no consistent, internally logical underpinning to this world." Same when Starsector has all of its ships that don't have holes instead be bifurcated. I know everyone wants their ship to have a distinct shape, but can't designers be more subtle than to just turn them into Brezeln or croissants?
More options
Context Copy link
More options
Context Copy link