Computing planet orbit's

About the actual programming of the game.

Re: Computing planet orbit's

Postby mrout » Thu Sep 12, 2013 7:08 am

The entire purpose of this project is to produce a simulation space exploration game. It has been since the beginning. That's why I'm here. That's why we've got hard sci-fi travel with properly justified FTL mechanics. That's why we have a programmable CPU. That's why we have people creating realistic pin assignments for the DCPU-16. That's why we want realistic physics, including orbital mechanics and zero gravity player movement. That's why we've made most of the decisions we have made, in the name of accessible simulation and serious fun.

ChemicalRascal, this game is a niche game. If people want Generic Space Combat Game 24 they can play one of the many AAA space games out there. You don't get anywhere trying to make a generic or appeal-to-the-masses game, nor by competing with EVE.
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Re: Computing planet orbit's

Postby SunShiranui » Thu Sep 12, 2013 9:59 am

Niche game or not, if we sacrifice good game design for realism we're just going to get a shitty game. There are some compromises to be made, a completely hard-science game would probably be just... a bad game.

We shouldn't be designing the game around the physics, we should be designing the physics around the game — and making sure it's interesting and involving and "fun". If a change is needed for some gameplay reason, we should consider it, saying "no, it's not how physics work in reality" won't bring us anywhere.

Also, while being a niche game, we have to make sure not to choose too little of a niche. Some people here love the DCPU part the most, others want to explore a lonely universe and meet players along the way, others will want to design fantastic ships and show them off, etc.
I think those are all things we should be considering and not focus on just one of them.
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Re: Computing planet orbit's

Postby mrout » Thu Sep 12, 2013 10:59 am

The whole point of being a niche game is that by accepting "We are not going to be a AAA game appealing to everyone with millions of players" we are freed from the shackles of having to make the game according to modern game design principles, which exist only to make games more financially successful. They aren't there to make games good or fun, they're there to make games easy and shallow.
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Re: Computing planet orbit's

Postby Alderin » Sat Sep 14, 2013 12:36 am

mrout wrote:... They aren't there to make games good or fun, they're there to make games easy and shallow.


and Addictive. 5 creepy ways video games are trying to get you addicted (cracked.com)
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Re: Computing planet orbit's

Postby jherico » Sat Sep 14, 2013 7:36 am

mrout wrote:... modern game design principles, which exist only to make games more financially successful ...


That's a pretty mercenary view of the industry. There are plenty of game developers and even game publishers out there that care about the quality of the game, the quality of the gamer's experience and the total amount of fun to be had. Most indie game developers want to make money, sure, but they want to make a good game more. The indie game booths at PAX were all basically filled with developers. Not PR people, not booth babes... the actual developers who created the games that were on display.

Sure, the heads at EA and Activision only care about draining your wallet as fast as they can by stuffing new franchise releases down through through every year (see 'Call of Duty / Battlefield') until they drive them into the ground (see 'Rock Band / Guitar Hero'). But even among the AAA developers, there are those who are more interested in producing quality than just making money. If your point of view represented reality, we'd all be playing Half-Life 9 by now.
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