I've been tossing around a few ideas for a StarTrek type game, and would appreciate any thoughts about complexity, or appropriate technique in coding...here are my ideas:
- a top-down version of ST:Armada, where players control a starship to battle against others or work in teams against a common foe (NetTrek is an existing popular example for *nix machines, coded in C/C++)...
- using the interior floorplan of a ship to allow characters to roam about the vessel, where they perform what ever duties they are responsible for while on-board (engineering, science, helm, medical, etc.) ...now here is where it gets a bit complex: this starship 'A' runs on dedicated BYOND daemon - a self-contained world so-to-speak... starship 'B' also runs on its own daemon with its own crew, ship layout, etc... in fact every ship that plays is running on its own server daemon, using server-to-server communications to handle combat between ships, transferring of characters to other ships ('beaming' them over), communications, etc... I suppose you could extend the daemon concept to include worlds for the ships to visit as well. And lastly, a map-server daemon that tracks where all the ships/planets are, and deals with certain universe physics such as travel time from point to point for ships and communications between ships.
Personnally I find the second idea challenging and certainly more dynamic - but could become really complex. I chose the daemon method because I think that would perform better load-balancing, as some ships may be more active than others... I suppose an object-based ship would work too, but I forsee tracking/manipulating multiple individual ships would be harder for a single application to perform at a reasonable speed (as close to real-time as possible)...
Thoughts? Critisisms? Comments?
Jan 3 2002, 12:50 am