General Category > Off Topic
:) Has Arcen Ever Thought of Doing Something Like Space Rangers 2...?
Teal_Blue:
Just saw an old video on YouTube and was very impressed, not with the graphics so much, for an old game, but the gameplay which really blew me away, it was really something special. Just wondered if Chris and company had any thoughts of something, not space rangers 2 copy, but something that covered as much ground, conceptually speaking that is. :)
-Teal
tigersfan:
Well, personally, I think that starting out the the premise of "HEY! Lets do a game like this other game!" is a bad idea.
As for the future, there's a lot of things that can shape that, but at this time Arcen doesn't have any official plans for what's next. We'll obviously keep updating AI: War, and as long as things keep going as they are, AVWW will keep getting updated even more. We'll likely do another expansion or two of AI: War. And again, as long as things keep going well, we'd love to do an expansion (or more than one) for AVWW. But, no firm plans on any times for any of those yet, and no solid plans outside of that at this time.
keith.lamothe:
One of my hobby projects is a space-rangers-2-like game :) But commercializing such a thing would be difficult, I think.
Cyborg:
--- Quote from: keith.lamothe on April 26, 2012, 10:38:57 AM ---One of my hobby projects is a space-rangers-2-like game :) But commercializing such a thing would be difficult, I think.
--- End quote ---
Need a play tester?
keith.lamothe:
--- Quote from: Cyborg on April 26, 2012, 08:07:44 PM ---
--- Quote from: keith.lamothe on April 26, 2012, 10:38:57 AM ---One of my hobby projects is a space-rangers-2-like game :) But commercializing such a thing would be difficult, I think.
--- End quote ---
Need a play tester?
--- End quote ---
It's not at that stage yet, but I very much appreciate the offer and will remember it.
One of the big questions I'm still puzzling out is how to handle the passage of game-time in network co-op. The essentially turn-based combat is pretty critical in my opinion, but with people in different systems fighting, trading, doing text quests (I don't feel compelled to try to do the ground combat or blackhole arcade-style fights), etc... Either everyone does a lot of waiting or people are losing a lot of game time because they're trading or running scans on a planet while others are fighting, etc.
So either I ditch co-op (don't want to do that, the main things I see SR2 as lacking are more content, combat that doesn't consist mostly of kiting, and co-op), or I ditch the overall timing model (or just trivialize it, but that would largely mean ditching the "living galaxy" feel because stuff happens on that passage of time), or I find some way of making them play well together.
Right now my main thought is to have game-time pass gradually with real-time unless no one is doing anything (i.e. paused), and full support for auto-pausing at specified triggers so someone playing singleplayer (or very patient multiplayer) can still get the original feel. But I haven't thought it all the way through.
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