Posted by: se5a
« on: August 21, 2018, 10:34:39 PM »Whew, I guess I need to check in here more often, this forum seemed pretty dead (or at least this part of it) so I've been a bit slack.
Kickstarting Pulsar wouldn't really work I don't think, at least, not as it stands currently.
I'm still working on it, a bit at a time, here and there, but currently it's just me and however there's been a lot of circular redos, do-overs, false starts and rework.
The project is/was a lot bigger than originally anticipated and some of the original goals it's made the code somewhat unwieldy to work with in some places.
I've learned a lot about how not to code things, and I've not even got to the game 'design' yet.
Pretty much most of what others, inc. what Steve has said is right on the money.
As far as the game 'design' goes, since Steve started his own C# Aurora re-write, I've kind of tried to swing pulsar away from its original goal of being a fan made 'clone'. and be something of it's own thing with it's own rules.
Atm I'm just trying to get the engine and a ui to a state where you can save the earth from an incoming asteroid by sending premade ships to go blow it up. even that is harder than it sounds, though I think once it's at that state, adding to it will be easier. - Echoing Steve's point about creating a project like this from scratch.
The problem is not just money, it's expertise in getting a project of this magnitude pointed in the right direction and keeping it on track. It's being able to see the technical pitfalls of writing something one way over another, it's being able to write a complicated requirement simply so that when other parts of the code need to interact with it, can do so without jumping through too many hoops.
It's having enough mathematical knowledge not get get hung up on a problem which seems simple at first, but can be mathematically tricky to implement (like, how do you predict where a planet will be to intercept it given an ship's position and speed and a planets Kepler orbit?)
It's knowing all that stuff and being able to communicate it to others who want to help with the project.
Kickstarting Pulsar wouldn't really work I don't think, at least, not as it stands currently.
I'm still working on it, a bit at a time, here and there, but currently it's just me and however there's been a lot of circular redos, do-overs, false starts and rework.
The project is/was a lot bigger than originally anticipated and some of the original goals it's made the code somewhat unwieldy to work with in some places.
I've learned a lot about how not to code things, and I've not even got to the game 'design' yet.
Pretty much most of what others, inc. what Steve has said is right on the money.
As far as the game 'design' goes, since Steve started his own C# Aurora re-write, I've kind of tried to swing pulsar away from its original goal of being a fan made 'clone'. and be something of it's own thing with it's own rules.
Atm I'm just trying to get the engine and a ui to a state where you can save the earth from an incoming asteroid by sending premade ships to go blow it up. even that is harder than it sounds, though I think once it's at that state, adding to it will be easier. - Echoing Steve's point about creating a project like this from scratch.
The problem is not just money, it's expertise in getting a project of this magnitude pointed in the right direction and keeping it on track. It's being able to see the technical pitfalls of writing something one way over another, it's being able to write a complicated requirement simply so that when other parts of the code need to interact with it, can do so without jumping through too many hoops.
It's having enough mathematical knowledge not get get hung up on a problem which seems simple at first, but can be mathematically tricky to implement (like, how do you predict where a planet will be to intercept it given an ship's position and speed and a planets Kepler orbit?)
It's knowing all that stuff and being able to communicate it to others who want to help with the project.