Game Development Community

Space Simulator, is this possible?

by Jack Stone · in Game Design and Creative Issues · 10/17/2004 (5:26 pm) · 4 replies

Hi. I was wondering if it was possible to create a Star trek Bridge commander style space combat game with Torque?
Im just starting with torque, so im not yet ready to start working on it, but Id like to know if its possible.
I am hoping to someday create a game featuring large ship-on-ship battles, where you would be in command of a large cruiser or some kind, and you would be pitted against other, similiar sized vessels.
Fighters would be featured, but they would be more tactial options rather than integral elements of the game. So while they would be no match for the capital ships themselves, they could be used to destroy the other ships fighters, and then carry a nuclear device or a boarding party over.

In terms of processor-intensity, there would be no more than 10 -12 large ships on screen at once, and maybe 60 or 70 small fighter craft.
So it would be more a battle of tactics and strategy, trying to outsmart your opponent by using your wits, rather than a point-and-shoot game.

So, can Torque do it? and if so, is it ridiculously hard? What kind of engine modding would be needed?

Im prepared to learn whatever I need to, and put the work in, Id just like a very rough outline of the possibilities.
Thanks :)

#1
10/17/2004 (6:00 pm)
I'm afraid I'm not familar with Star Trek Bridge Commander.... Would you need to be able to fly the capital ships? Or is it more like a RTs where you select the ship and tell it what to do?
#2
10/17/2004 (6:28 pm)
Yeah youd be flying it. You would be on a bridge, with a crew, and you would be able to click on them and give various orders, with different submenus for each crew member. Or you could asssume control of the different station yourself, tactical helm, etc etc. And I would probably also have a 3rd person outside view where you would be able to see your entire ship from the outside. It would be a lot like the actual star trek tv series, with the captain issuing orders, but I would put in a lot more that just one click to attack, one click to retreat, and then have the player sitting there watching the AI fight. ( A problem with ST bridge commander)
There would be a lot to do, say in a fight, you would be giving precise orders, such as "rudder 5 degrees starboard, half thrusters, then hard to port, and attack with two salvos of High explosive warheads."
and you would tell your crew exactly what to do, taking as much control as possible.
And there would be non-combat things too, such as diplomacy, and in-flight accident, where a critical system could malfunction, and you would have to assume control of the engineering team, instructing them how to fix it. (So you would need to know a little about the science of it, which would be explained via a personal digital assistant that the player could access at any time)
Its a tactical game, you need to be thinking to play it, and it might not appeal to a huge audience, but Ive never seen one like it, and you never know...

Based on what ive read so far, I dont see any particular reason why it ISNT possible, except of course the game world seems to follow the Terrain -objects/models - skybox structure, but if you replaced the skybox with a starfield, and the terrian texture with a starfield texture, and had the players starship model well above the ground, (where they cant hit into it) and some kind of system stopping the player from getting too close to the terrain...
Like I said, im not sure, im learning from 3D game programming all in one, and im only on chapter 3.
#3
10/17/2004 (7:13 pm)
Www.cantanogames.com/preview.php (shameless plug for my game)

Well, the space environment part of it is easy enough to do... for large ships, collision is a PITA... however, when I was asking if you could fly it, I was talkin' more along the lines of standard TGE Vehicles where you use the mouse/joystick/whatever to actually steer and pilot the ship...

That doesn't seem the case here, and as such, everything you said as definately possible with TGE... Although, it might be a bit slow with 70 fighters zippin' about + 10 capital ships + weapon effects.... but with that aside, yeah, TGE can definately do everything you've listed.

[edit]Typos[/edit]
#4
10/18/2004 (1:40 pm)
Wow that game looks great! Thats *exactly* the type of thing id be trying to create, in terms of visuals anyway, that game looks like its a more fighter-based game.
I understand about the processor requirements of a lot of ships, but like I said, anywhere between 2 and 10 large ships and maybe 20 - 70 figheters is my range, so I wouldnt mind if it was just 2 or 3.
ANd the fighters would need to be too detailed, since they would be so small compared to the capital ships you wouldnt see them all that clearly.

Your saying joystick control would be difficult?and what kind of engine modification would be needed? I dont know how difficult it is to actually mess with the source code, since i havent (yet) got the full licence.