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Originally Posted by dq9 Hmm, this looks like it would be do-able. It looks like you have some real good plans so far. Sadly, we don't have many coders, if any, left on this forum. We do have one that I can think of, hardhat, but he is currently working on another project. You can contact him so get his input on your proposal. One of his current projects is listed on the homepage.
I would love to see this project come alive. This looks like it could be real promising. |
Hi, thank you for the reply. Well, i tried to get as much details for starters as i could. I think too it would be possible to port in some form. Hm, i will try contacting him as you suggest, hopefully he would help out. By the way, I have put in some additional thoughts to the project with one other member. Here is what we have come up with yesterday:
Best way would be to make the Analog stick perform as a mouse, and adapt the micro-management system to the PSP.
As for texture quality, keep trying variations until we find one that's a acceptable balance.
You could also allow the user to assign shortcuts to the digital pad, ex:
Default:
Up - Launch Menu
Left - Build Menu
Right - Research Menu
Down - Game View
Custom:
Up - Sphere formation
Left - Claw Formation
Right - Wall Formation
Down - Custom Formation
and etc.
You could require that the user must be holding down the L or R triggers to rotate the camera, and assign the ^/X/O/[] buttons as so:
Default Config:
L - Focus on current ship
R - Orbit Camera
X - Left Click
O - Right Click/Context Menu
[] - Move Command
^ - Attack Command
Custom Config:
L - Left Click
R - Right Click/Context Menu
X - Attack Command
O - Orbit Camera
[] - Focus on Current Ship
^ - Move Command
As for rendering options, D3D will be unavailable. DirectX is not coded into the infrastructure and I believe the system either uses OpenGL or a custom API. Best bet is to go with Software rendering in the meantime.
I think that now the idea and project is getting more clear
