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User custom ship / defence #211

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koburk opened this issue Feb 4, 2020 · 4 comments
Open

User custom ship / defence #211

koburk opened this issue Feb 4, 2020 · 4 comments

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@koburk
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koburk commented Feb 4, 2020

In a dream world chapter 4 ...

I think would be good to have a ship/defence builder, so user can set "what does he want" and the game settles down the values / price.

Example: I want something like a mega rocket launcher, i want it to be only metal, with 800 damage (ten times the original). So the calc does his thing and settles down a price for this unit at 22.000 metal.

so, two things, an object 10 times bigger is not just 10 times the same object, it's better due to 70% explotion ratios.

This can be the same for ships, like a veeeeeeeeery inexpensive ship with ultra FR against it or something like a mega death star ... a bit hard to handle but would give each player a special touch to his own soup.

@IntinteDAO
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IntinteDAO commented Feb 7, 2020

It seems difficult for me to introduce. Each ship has its own ID, plus you have a whole battle system. Any difference in attack strength, armor and shields would (I think) require a new class of ships.

If you want, you can create a external patch with this functionality. It is also good as if a new ship costs e.g. black matter (as a limiter of spamming the database with strange constructions)

@koburk
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koburk commented Feb 13, 2020

I've already implemented this on my engine, so I'm able to add as many ships, buildings, defences, researchs as i want without breaking anything.
I haven't set the max amount of custom stuff each player can create, but i had to redesign the whole table structure to allow this.
I haven't developed the battle system yet (not even introduced ships/defences), but using similar procedures to the current ones for fetching buildings you can easily get everything.
I gave a quick demo version of my battle engine using only SQL to fervi. I'll have to improve that a lot to allow new ships/defences to fight each other without breaking the game.

at the moment my engine is focused on IA and engine inner logic, but once i have something to show rather than data, i'd like some of you to check it (still pending to call my internet provider to open some ports to my "server").

sooo many things to do and so little time ...

@IntinteDAO
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I understand. I'd like to check it out, because it's interesting.

@koburk
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koburk commented Feb 14, 2020

Seems pretty obvious to me, but still I'll coment this anyway. I'm not replicating Ogame, instead I'm trying to improve the experience.

I'll try to develop some user interface to allow player access to check how this is going. STILL, i will be reseting the game as much as i need for development/check purposes so it wont be a very good time to play but to check what it's available at the moment...

because i'm almost done with buildings i will start adding researchs (some new and the current ones will have different impact on the game).
Example, damage tech increases 10% all damage, but i wanna add some variations before the fight begins, such as set weapon types (light hunter) uses lasers, so laser tech should improve the ship damage too, same for the rest of the ships/researchs. I'll find gaps and add some new tech to further develop damage/defence based on each type of item. I need to balance this to allow users to add custom stuff and get the right values. still in order to test that, i need to implement those ships/defences and techs to finally develop the battle system...

SEEMS LIKE FUN RIGHT?!?!?!?! haha

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