Author Topic: Developing A Newtonian space battle simulator  (Read 966 times)

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Offline interstellarshadow

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Developing A Newtonian space battle simulator
« on: February 06, 2013, 11:48:57 AM »
Hey, I am developing, as a school project, a turn-based space game.
I plan on implementing Newtonian physics (where the user manipulates thrust, but not velocity (at least not directly).  If anyone has any ideas about how anything should be implemented, or what features you think would be good in it, any ideas are very welcome.

I plan on putting it up here for anyone to enjoy once I have a working version.  So you will benefit from the fruits of your ideas.

A couple questions to get you started:
  • What type of weapons would you like to see?
  • What other features would you like to see? Really, for the most part, as I am in the early stages of development, anything goes.
  • What would you like to see in the artificial intelligence in the way of tactics?
  • Additionally, do you have any hints on how you the AI should be implemented? This is the first game with a complex AI that I have created and I appreciate any hints (of any kind).

Thank you-
InsterstellarShadow
 

 

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