Recent posts by TheMasonX on Kongregate

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Topic: General Gaming / I love Unity games!

I love Unity. I mean that, I LOVE their engine. As a developer, I appreciate the ease of use, cross-platform distribution options, efficient 3d engine, and versatile physics engine. My best received game, GodSpace Galactic, wouldn’t have been possible if it weren’t for Unity being both 3D and having a great built-in physics engine that I could use in a browser-based game. If I had tried it with flash, it would have been 2D, which there is absolutely nothing wrong with, but it’s so much cooler to explore the star system that you just made in first person. And if I had used UDK, Gamemaker, or any of the other engines, I wouldn’t have been able to post to Kongregate and meet the fans that I have had the chance to get to know and collaborate with. So for all of you Unity haters out there, why? Thanks to Unity, I have had the ability to express my artistic desires, and interact with some really inventive and creative people. And while that may just be my experience as a developer, I’m sure the other devs would agree, and I’d like to think that there’s at least one person that I entertained with my game, which would make it all worth it. So yeah, more computers can run flash, but some games are only possible with engines like Unity, so don’t knock them until you’ve seriously tried them.

And as far as good Unity games, here’s a couple: You Are the Road (fun concept), SolaSim (GodSpace’s cousin game), Aurora (another well done solar simulation), Nature Treks (absolutely gorgeous game!), and many more!

@Pirouline Offensive combat is a great Unity game!

 
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Topic: General Gaming / GodSpace Galactic Official Thread

Danvern, those are some awesome ideas! I was already thinking of tech and resources, and I know someone had brought up population, but the control aspect is definitely new. I was thinking of 3d cities that could be placed, and would do things like mine for metal, produce ships, etc. Their rate of production could be based off of both population and tech factors. The Control or Influence system would measure the relative rankings of each empire, rating them based on the other three factors.

For example, the Betelgeusian Brotherhood could be rated 3 in Tech for their knowledge of space probe building, advanced targeting level 1, and solar energy level 1. The rank in this case would be based on the total number of technologies, with each one having a tech level multiplier. If they also knew how to construct a frigate class ship (Which won’t be the only class anymore), they would be rank 4, as their ship construction tech was level 2, plus advanced targeting level 1, and solar energy level 1.

Resources/Economy will be a relative scale, weighing the total resources of each empire against all of the resources in the system. For the purpose of example, I’ll only refer to one resource, though all will be accounted for. For example, if there is 2000 metal in the sector, and the Centauri Commune owns 200, they have a Resource/Economy rating of 10 (1 point = 1% owned), with the max being 100.

Population would probably be measured similarly, or perhaps like the Civilization games, where each level is exponentially more populous. If it were to take the second path it would look more like this: for a population of up to 100, 1 point, 1000 pop is 2 points, 10000 is 3, etc. Either way would probably work, you guys decide (if you have a better idea as well, I’ll gladly consider it over the two I just thought of off the top of my head).

And lastly Control/Influence would be an overall relative score based on the other three. The formula to calculate it would probably be something like this: ((empireTech / totalTech) + (empireRes / totalRes) + (empirePop / totalPop)) / 3 = % Influence. This would give you a relative estimate of which empire is stronger, with each section contributing to a third of the influence. I’ll set up a final example of how this scoring system would work, where each Empires TRPI rating (Tech,Res,Pop,Inf) is given and then their control. Also, as a side note, I’ll be using the same relative score system described for the Resource/Economy rating. Betelgeusian Brotherhood (4,20,33,29), Sirius Socialists (4,50,33,38), and Centauri Commune (4,30,33,32). As you can see, even with an equal tech and population score, the Sirius Socialists are more formidable due to their resources, which would give them an advantage in an extended fight. The war system will use these scores to predict how smart it would be for the empires to attack each other. For example, even if a stray shot from the Sirius Socialists (7,60,70,67) hit a Centauri Commune (3,40,30,33) ship, the CC empire would be wise not to attack, though if their empire personality tends to be militant, they may attack anyways.

This brings up the other empire idea I had, where each empire has 4 traits rated 1-100: Science, Military, Diplomacy, and Culture. Each of the traits is dynamic, with technologies and events changing how the empires react. Say if the Sirius Socialists have the traits (70,30,60,30), they would be inclined to research constructive tech, like solar energy, over destructive tech due to their Science being high and their Military low. They would also have the tendency to negotiate over fight if possible, as their Diplomacy is more than Military. Their empire is slower to grow than average due to their Culture’s low likeability. If you were to give them nuclear tech or another military tech, their Military rating would slightly increase. On the other hand, if you taught them matter replication, their Science and Culture would increase (Culture due to the ease of living associated with matter replication tech).

Now to put it all to use! For each major decision, a roll is made. The range of the roll is dependent upon the ease of the task. For example, a Betelgeusian Brotherhood ship (TRPI (7,60,70,67) and SMDC (40,60,35,40)) attacks and kills a Centauri Commune ship (TRPI (3,40,30,33) and SMDC (30,30,70,30)). Due to the BB having a Influence rating of 67% vs the CC 33%, the roll for the CC to attack is 1-67. The way I came up with the number 67s by taking the influence difference (34%) * 50 + 50. If the CC had attacked the BB and the roll was for a BB counterattack, the roll would be 1-33, because the difference is negative and the BB have the advantage. For the CC to counterattack the BB though, as was the original situation, the roll from 1-67 would have to be less than their Military trait of 30, giving them a 44.8% chance of striking back. This means that an empire with a Military trait of 100 would always strike back, no matter how outmatched and foolish.

Of course, as the CC Diplomacy trait in the example is higher than their Military, they would roll for a peaceful resolution first, with the Diplomacy roll based on the the difference in controls as well as their individual Diplomacy ratings. The reason to consider both the difference in power levels as well as their diplomatic compatibility is that a much more powerful empire that has little need for diplomacy wouldn’t accept a peace agreement no matter how diplomatic and peaceful the other empire may be. However, if both empires are closely matched in Influence, as well as both have decent Diplomacy, the two empires are much more likely to get along.

I know it’s a lot of some REALLY dense info, but I hope you guys can figure out where I’m trying to go with the system and help me make it easier to understand and use. If there’s anything I didn’t explain properly, let me know so I can remedy it. Also, if you guys have better ideas, or don’t like one of the ones I’m currently using, let me know and I’ll see what I can do :D And lastly, I have a GodSpace Wikia that I’ll be updating and filling with more exact info such as formulas, object descriptions, etc. Feel free to add to it, especially screenshots! Use the media portion of the Wikia for a gallery if you want, I’d love to see your guys’ creations!

 
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Topic: General Gaming / GodSpace Galactic Official Thread

Not sure what this has to do with GodSpace, but I loved the Amanda Show as a kid!

 
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Topic: General Gaming / GodSpace Galactic Official Thread

You’re right the scale needs revamping. I’ve been working on it slowly, but I’ll put a little more time into it now that you mention it.

 
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Topic: General Gaming / GodSpace Galactic Official Thread

I’m not sure what the texture is, but I’ll add a more clear gas giant. And as far as burning asteroids, I love the idea, but I don’t know if I can get the burning aspect with the current resizing system.

 
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Topic: General Gaming / GodSpace Galactic Official Thread

Hey everyone, I know there was talk of a forum thread, and I thought it would be a useful way to communicate with you guys and get feedback. As you may know, I recently updated GodSpace Galactic Beta from v1.93 to v2.3. A lot of new features have been added: orbit tool (finally! I’m so glad it works!), nebulas that spawn stars (eventually gas giants as well), stars that change color and light properties dynamically, and various bug fixes.

My next big project is improving the empire system. What do you guys thinks should start wars? I was thinking that an enemy shot hitting an otherwise uninvolved ship would spark a war. Maybe claiming a planet too close to theirs would as well. I was thinking of having a relationship meter between each empire as well, with each event having an effect, such as a trade alliance becoming a military alliance through the positive effect of trading. What do you guys want out of the system? I have some ideas for what to do, but I want to make sure that I know more of where it’s headed before I start.

Also, I’ve been working on wormholes for a Portal-like mechanic that would be fun to play with, and cool if destroyer class ships could jump wherever they wanted. Go Here for pictures:http://imageshack.us/a/img855/7513/y532.png

 
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Topic: Kongregate / Updated Games

GodSpace Galactic Beta has been updated for the first time since March. GodSpace is a physics/life simulator, where you can spawn in planets, stars, asteroids, nebulas, black holes, etc. into the level and modify everything as it interacts.

I’ve added an orbit GodPower, which was widely requested, as well as nebulas, which will condense into new stars. Also, I modified the star system so that the color and light is based on the density, so dense stars burn bright blue, and less dense ones yellow or darker red. In addition to nebulas, this makes stars more dynamic, as stars change class now on their own. I’m currently working on wormholes, allowing Portalesqe gameplay.

http://www.kongregate.com/games/TheMasonX/godspace-galactic-beta

 
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Topic: General Gaming / SolaSim (THE Solar system sandbox)

@fornia Thanks for the shout out, I love celestia too. I spent many hours back in the day playing around with it :)

SolaSim is a great solar system creator/simulator, with beautiful particle physics and great scripting! I’ve been a fan since SolaSim 5, which I found a week or so after starting my own space sim, but the physics fidelity of it has mine beat by a long shot (for now :P). Something I’d personally like to see is life taking a larger role in this.

 
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Topic: Kongregate / Updated Games

I’m sorry if it’s too soon, but I’ve been busy working on my game Reactive Inertia. I’ve now overhauled the upgrade system, adding in several more upgrades and grouping them by category. I’ve changed the shields to a more visually pleasing “second skin” style rather dull spheres that blocked your vision. I’ve also modified the camera to smoothly zoom out and then back in when you use your thrusters. And lastly, I’ve added a hit marker and notification text to confirm your kills as well as any credits or items gained.

 
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Topic: Kongregate / Updated Games

Hey, I’ve added a save system to my newest game, Reactive Inertia, which allows you to keep your upgrades, credits, and inventory across sessions, radically increasing the depth of the game. Also, I added a graphics slider under the pause menu’s options settings. More upgrades are on the way now that it’s worth it to buy them. And thanks to everyone who has played my games, if you have any suggestions, I’m more than willing to listen.