New Eden War

Well, here’s a small demo of the bits and pieces that a few of you have seen floating around the forums! I’m starting this as a new thread because the original post was when I was completely unsure of where I wanted this game to end up. Now, I have an image in my head and am quickly progressing towards it! Enjoy!

The game is based around the universe of EvE-Online. It will play much like that game, but will be a single-player RPG-style. To progress through the game you’ll be able to choose your path (although, you won’t be forced to stick with that path!) – whether it be mining asteroids to build your ships and add to your empire’s fleet, or sell as a raw resource, or doing missions to earn money to buy ships and equipment off the market.

Plans-
When you start, you’ll pick your empire.
-Amarr - Specializes in armor and lasers. Lasers do not require ammo but will use your ship’s capacitor instead.
-Caldari - Specializes in shields, missiles, and electonic warfare (slowing enemies down, making their guns turn slower, etc)
-Gallente - Specializes in drones (small ai ships to help you fight) and close-range, high damage weapons
-Minmatar - Specializes in speed and projectile weapons. There are two types of projectile weapons: autocannons (close range) and artillery (long range)
-Ship capacitor is the energy of your ship, which will slowly recharge (can be improved by adding certain modules to your ship). Activating a module will drain a small amount of capacitor every cycle.

Empire territory-
-Your empire will have a territorial influence in the universe, which will be determined by how many control towers they have within any given solar system. More towers than the other empires = that system belongs to them. Going into a hostile system will evoke the AI within that system to attack you if you are caught.

Mining-
-Much like eve, there will be asteroid belts within solar systems. You will need a special type of weapon to mine these asteroids, and there are two variations of that weapon: Normal mining lasers, and strip miners.
-Normal mining lasers will return a smaller yield of ore
-Strip miners will return a much greater yield, but can only be fit by mining barges, which cannot use normal weaponry.
-Ore can be reprocessed into minerals, which can either be sold or manufactured into product

-Market
-I’m still unsure of how I want this to work. Possibly the market will be seeded with basic items, such as average ships and weapons

-Missions
-Missions will be assigned by a mission agent which can be found at any control tower or station within a solar system. They will tell you to go to a deadspace zone which will have a random enemy encounter for you to fight, and you will be rewarded ISK (currency) and loyalty points
-Loyalty points are the only way to recieve advanced variations of ships and equipment (example, a “Caldari Navy Raven” will be about 10-15% more powerful than a normal Raven

types of ships:
Frigates - Small, fast, light damage, useful for electronic warfare. uses light weaponry
Destroyers - Slightly larger and less agile than a frigate, designed to be anti-frigate, uses light weaponry
Cruiser - Larger and less agile than a destroyer. Multiple uses, uses medium weaponry
Battlecruiser - Larger, less agile, signifigantly more powerful than a cruiser, uses medium weaponry
Battleship - Larger, less agile, signifigantly more powerful than a battlecruiser, uses large weaponry
Mining barge - medium sized ship, very slow with light defence. designed to extract bulk ore

Capital ships (very large, very slow)
Freighter - Designed to carry huge amounts of cargo, cannot use weaponry or modules of any kind.
Carrier - Designed to restore shields, armor and capacitor to allies. They can use up to 10 of a Fighter Drone which is equivilent in health and damage to a cruiser.
Dreadnought - Designed to kill other capital ships and large structures. Uses extra-large weaponry which turns far too slow to hit anything else.
Titan - The largest type of ship. Uses x-large weapons, and can fit a doomsday module which does massive damage at the expense of setting your capacitor to 0, making you immobile for its cycle time, and takes 5 minutes to recharge.

There will be other mechanics to the game that I have not mentioned, but will be added as necesarry.

laser and blaster testing:

https://youtu.be/q34Jp9jAmm4

ship modules, etc:

https://youtu.be/JnIzaY7xwVM

Great work! it is need some little chunks or spites to break off!! battle damage!
some little sprites attached to little simple shapes?

like plasma trails on steel etc?

most progress updates will be posted on my youtube channel, not here. If you’re interested in following the progress, subscribe :slight_smile:

Attachments



I did lots of code cleanup last night (equipping a weapon to slot 2 for example, will equip it to BOTH sides of the ship now instead of just the one … previously inside of the code you had to parse through hardpoint_amount*2 to equip to ever slot) and made the GUI look nicer, as well as a few other things. lookin’ good :slight_smile:
http://i900.photobucket.com/albums/ac201/Goalatio/Screenshotfrom2013-02-27223226_zps794c9720.png
http://i900.photobucket.com/albums/ac201/Goalatio/Screenshotfrom2013-02-27223938_zpsb5285ec4.png

I’ll tell you what:

Congratulations! Besides the fact of using EVE’s stuff (which prevented me from posting before), you are doing a great job. You could use placeholder ships for a while then have one of the artists here do you so ships if you decide not to…

So far you’ve some basic systems working, and they look decent too. I see you’re making the most out of the stuff you learned (don’t mean to call you a noob there). But well since you’re making a space game I’ve got to be interested!
Good luck and keep it up!

thanks. I know that using EvE’s models brings lots of discredit to this … fully aware of that :stuck_out_tongue: and I don’t mind being called a noob at all, this is my first serious blender project after all :slight_smile: however, I’m not really making this game to impress anyone, I’m making it because I love eve and I love programming and this website has a great community to learn from. I don’t think I would be able to find the motivation to continue working if it was just a space game. heck, I would still be perfectly happy if nobody except myself played the game, because I’ve had an amazing experience putting it together.

These yellow lasers look so strange.

I know! I keep thinking the same thing haha. My goal is for them to look like this, or similar. I wasn’t sure which color to use since eve has 6 types.

what about a few lines made of the material “wire” ?

check these out :slight_smile:

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Lasers.blend (512 KB)

I see, the lasers got a fadeout effect.

they actually have a alpha animation, the animation starts with alpha=0.0, and ends at alpha=1.0, this makes them dissapear softly

Hey I would love to take a crack at modeling a ship for your game. I haven’t tried doing spaceships yet and it sounds like a fun challenge.

I can make low poly ships fast as well, and bases etc

Just a thought, in the real world you would never see the laser at all…

now a Ion cannon, or a beam weapon…


Attachments

ShipStart.blend (898 KB)

Well if you can’t see the lasers it’s not as eye appealing. Imagine Star Wars without the lasers. o.O

first of all, a game of spaceships without lasers is not a game at all, also, its a game, do pyshics really matter?

and second, that ship its wrong in many ways, like the cockpit, a normal human wouldn`t fit in there, and even if he could fit in there, the vision is really obstructed, imagine if he tries to look back or at the sides, the missile launchers are weirdly placed(normally these go under the wings) it has hidden faces that you will never see in the game, but still take memory, and has too many verts for such a simple thing, for modelling spaceships i would recomend you to search “sci-fi spaceship” in google and take some inspiration from there

It has a inside, and you may see it in a game, I made it that way, because it looks like it is made of sections,

The ships I’m using now have about 4.2k verts and having more than 10 or so on the screen causes the FPS to drop … so I’d prefer them to be much lower than that.

This ship is 5453 faces,

I’ll build you a better one when I have more time,
I made that one in 8 minutes,

Do you have any simple sketches?

not sketches but I made this up in a couple minutes. Just try to go for the “future human ship, possibly” look. I don’t really know how to explain it :stuck_out_tongue: but anything more than 500 or so verts would be too much in my opinion.




also, progress with the game is on halt until Mesa gets their openGL patch sorted out… the new release was extremely buggy and blender randomly locks up and crashes with it… already lost a couple attempts at fixing progress when it crashed haha :stuck_out_tongue: