ID:119789
 
The hub for Chi Online WILL be renamed to 'My RPG' (Or something similar yet different if required) as soon as a new testing version is ready for public release.

Here's the rundown on what Chi Online is losing in the new to-come version:

Nothing except the UI's.

The only reason the UI's are even changing is to accommodate using a preset -or- customized character creation menu. What? Modifiable character creation list?! Yep, as the host or designated creative admin of a server, you can ultimately change the entire scope and even game-play of the game. Do you have to? Nope, you can ignore all these custom functions and run strictly on presets which will grant you your own universe anyway. There will be limits to how far this can go, one that falls off the top of my head would be the way combat works. I may offer several solutions in-game to change it at one point, as I'm not confirming anything yet, but even then you'd be stuck choosing out of the list of systems available.

What works now:
- Solar System generation (Needs refinement on placements)
- Solar Orbiting (Around the 'galactic center' which is the center of the map as it stands currently.)
- Planet generation (Planet icon sizes needs refinement)
- Planetary Orbiting (Elipse orbits and Orbit decay MAY be added later.)

To see these four things happening check out:
http://s200.photobucket.com/albums/aa69/ stevenw9/?action=view¤t=Demo2b.mp4

NOTE: The video stutters due to how I recorded it, the game itself is much smoother. This is not a representation of the final product but should give a pretty good idea of where I'm going.

Much of what's going on with the space area is all thanks to the amazing developer forums of BYOND and its greatly helpful members. Orbiting is not something I could do on my own (FFFF MATH!).

I hope you all enjoy this update!
I enjoy it loads.
Use some trigonometry (unit circles) to handle orbiting. I've done that before and gives a nice effect. Make sure to use different scale factors to utilize an eplipse-based orbit.

Basically something like this:

cos(degrees),sin(degrees) = x,y (Remember to make sure you use a higher scale factor for one of the coordinates you use).
Bandock wrote:
Use some trigonometry (unit circles) to handle orbiting. I've done that before and gives a nice effect. Make sure to use different scale factors to utilize an eplipse-based orbit.

Basically something like this:

cos(degrees),sin(degrees) = x,y (Remember to make sure you use a higher scale factor for one of the coordinates you use).

Just so you know, I am like, math retarded. As soon as you pass the first chapter of college level algebra, I'm lost. lol.
Stevenw9 wrote:
Bandock wrote:
Use some trigonometry (unit circles) to handle orbiting. I've done that before and gives a nice effect. Make sure to use different scale factors to utilize an eplipse-based orbit.

Basically something like this:

cos(degrees),sin(degrees) = x,y (Remember to make sure you use a higher scale factor for one of the coordinates you use).

Just so you know, I am like, math retarded. As soon as you pass the first chapter of college level algebra, I'm lost. lol.

Ah, I see. When I get a chance, I'll whip up some source code (since the one orbiting code I had got lost years ago).