Hi Milos, I get that. I guess my last message wasn't clear as to what I'm looking for. What I'm looking for is very detailed specifics on game mechanics of how it works rather than just a generic outline of the game.
For example, each crewmen on the ship has to have a job or a number of jobs that falls in his or her jurisdiction. If so what tasks will each crewmen carry out. If one is an engineer what would he or she do besides standing around in the engine room drinking cups of coffee playing poker with the other engineers? If a crewmen happens to be a weapons tech responsible for loading and arming missiles and torpedoes in a combat situation what does that crewmen do while not in a combat situation? How many engineers, communication techs, weapons techs, etc are required for any specific job? My point here is that there is lots to think about and all you have done to this point is give me a very broad outline for a game but have not talked about the sorts of details one would need in order to code it. That's the difference between ideas and coding them. There are mechanics of how it is all suppose to work, good or bad consequences if this or that happens, and a lot of details are required to make something that actually works. To give you an idea take Castaways. A hunter brings back a new kill every so many ticks. The kind of details therefore a developer would need to know is how many ticks should elapse between a new kill, how long it will take for someone to skin it, etc before it can be cooked. The same sort of concept holds true for your ship game. If there are engine troubles how long will it take for your crew of engineers to fix it. What is a reasonable amount of time to elapse between engine problems and resolution. It is those sorts of details a developer needs before he or she can begin coding a game. Cheers! On 1/3/15, Milos Przic <[email protected]> wrote: > Hi Tom, > The game would use sounds and text (sapi or screen reader). The mechanics > could be similar to those in castaways, where you can set the speed of the > game (mesured in ticks or whatever) and the player would have to manipulate > > with the environment like in castaways, or even like in Time of Conflict, by > > selecting a cattegory or a person, then a necessary command that is > currently available. Or it can be even turn-based, where you set parameters > > and tasks for the turn and the game calculates everything for the turn to > happen. For example, in the last turn, an enemy sub was detected. You assign > > the sonar crew the task to locate it, the crew that controls the voyage to > set the speed to maximum, and the depth charges crew to fire once the sub > gets in certain range. Then of course, the submarine can change corse and > speed or (rarely but possibly) surface to attack with the artilerry. Then > you may outmaneuver the sub by assigning various tasks to various > crewmembers etc. And although this example is for the turn-based > possibility, it would be even more interesting in the realtime or in the > relative time like in Castaways. > Missions can be premade like in Castaways, or there could be a possibility > for creating maps and missions like in TOC and Lone Wolf. > Is there anything else? > Best! > Milos Przic > Twitter: MilosPrzic > Skype: Milosh-hs --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
