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#41
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Main Sequence Stellar Mass Function?
On Nov 6, 10:54*pm, BradGuth wrote:
snip lots of crazy Don't make any of this game simple or without any number of highly complex and nearly insurmountable considerations. I bow to your superior logical skills. I can do not but add every likely, unlikely, nearly impossible (and yea even truly impossible) event and possibility into the game. The gameplay will suffer, but the tinfoil-hat crowd will love it. |
#42
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Main Sequence Stellar Mass Function?
wrote:
On Nov 6, 10:54 pm, BradGuth wrote: Don't make any of this game simple or without any number of highly complex and nearly insurmountable considerations. I bow to your superior logical skills. I can do not but add every likely, unlikely, nearly impossible (and yea even truly impossible) event and possibility into the game. The gameplay will suffer, but the tinfoil-hat crowd will love it. It won't work. He'll still complain when you're using terms correctly, since he hasn't the slightest idea what he's talking about. -- Erik Max Francis && && http://www.alcyone.com/max/ San Jose, CA, USA && 37 18 N 121 57 W && AIM, Y!M erikmaxfrancis Exercise is wonderful. I could sit and watch it all day. -- Louis Wu |
#43
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Main Sequence Stellar Mass Function?
On Nov 7, 9:49 am, wrote:
On Nov 6, 10:54 pm, BradGuth wrote: snip lots of crazy Don't make any of this game simple or without any number of highly complex and nearly insurmountable considerations. I bow to your superior logical skills. I can do not but add every likely, unlikely, nearly impossible (and yea even truly impossible) event and possibility into the game. The gameplay will suffer, but the tinfoil-hat crowd will love it. Call the game GOD, as then anything goes. btw, Sirius B did go kind of postal on us, and we're still close enough associated with that star system. How much of a 3D interactive orbital simulator does yourame have to work with? ~ BG |
#44
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Main Sequence Stellar Mass Function?
On Nov 7, 2:11 pm, Erik Max Francis wrote:
wrote: On Nov 6, 10:54 pm, BradGuth wrote: Don't make any of this game simple or without any number of highly complex and nearly insurmountable considerations. I bow to your superior logical skills. I can do not but add every likely, unlikely, nearly impossible (and yea even truly impossible) event and possibility into the game. The gameplay will suffer, but the tinfoil-hat crowd will love it. It won't work. He'll still complain when you're using terms correctly, since he hasn't the slightest idea what he's talking about. Then perhaps you should be a little more understanding. ~ BG |
#45
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Main Sequence Stellar Mass Function?
On Nov 7, 11:56*pm, BradGuth wrote:
How much of a 3D interactive orbital simulator does yourame have to work with? It's not much of a game right now. I'm still testing interfaces at the moment, but it is neither 3D nor is it a simulator. I do use orbits, but only at the most abstracted level. (And they are not represented graphically at all.) The design is a massively multiplayer "faster than real time" trade/ strategy browser game. Meaning that it could take real time weeks to send a ship across the entire map. Right now the target is 1 hour to 5 minutes. Meaning that time in-game will pass at 1 hour for every 5 minutes in real time. (Or 12 days in game for every 1 in real time.) Right now I am investigating how large of a field of view I should provide to the player. If you are interested, I have the largest interface option on a publicly available web server at wormspeaker.arvixe.com. It's going to be a browser game, so you don't need to install anything, but you will need to make sure JavaScript is turned on. As a warning, I did mention that this is the largest size that I am testing, it shows an entire small sized (3x3) game map in a single view so the map image is about 12 megs and the HTML is another 2. (It has about 32,500 stars/nexuses on the map and I expect should be good for about 32 players. (The largest game map size I am shooting for would be 17x17 and good for up to about 1000 simultaneous players.)) Note, again this is an interface test, so there is no game here, it's just a proof of concept on one of the interface sizes I am testing and possible controls to navigate the map with. If for some strange reason someone wanted to have a look, I'm interested in the performance on different browsers and connection speeds. It works fairly well on my 6 meg connection with Firefox and Mozilla, but it still takes a minute or two to download the entire map. (Internet Explorer doesn't handle png files (transparent or otherwise) very well, so I have a gif version available for IE, but it's just not up on the test server. So I would avoid navigating there with IE, it'll probably just choke on it. Chrome handles everything well except the download time on the png map image, it works fine on my local host, but the long download time on the map seems to have Chrome confused, so it does not show it at all over a live internet connection.) Once I nail down the browser peculiarities and settle on a good default view size I'll get down to the back-end programming. |
#46
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Main Sequence Stellar Mass Function?
On Nov 9, 9:59*pm, wrote:
... it shows an entire small sized (3x3) game map in a single view so the map image is about 12 megs and the HTML is another 2. (It has about 32,500 stars/nexuses on the map and I expect should be good for about 32 players. Oops. I should mention that it has a maximum of about 32,500 stars/ nexuses if perfectly distributed, but on average gets more like 5,600 with the algorithm I am currently using. If I make it more diligent* is will seed more stars/nexuses, but the map become too visually crowded. * The algorithm will try X number of times to find a clear spot on the map for a star/nexus. If it fails that number of times to find a spot then the algorithm ends. If I make X larger the map becomes more crowded and vice-versa. |
#47
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Main Sequence Stellar Mass Function?
On Nov 9, 6:59 pm, wrote:
On Nov 7, 11:56 pm, BradGuth wrote: How much of a 3D interactive orbital simulator does your game have to work with? It's not much of a game right now. I'm still testing interfaces at the moment, but it is neither 3D nor is it a simulator. I do use orbits, but only at the most abstracted level. (And they are not represented graphically at all.) I don't believe it'll sell to the general public. Seems boring and otherwise kinda dull. The design is a massively multiplayer "faster than real time" trade/ strategy browser game. Meaning that it could take real time weeks to send a ship across the entire map. Right now the target is 1 hour to 5 minutes. Meaning that time in-game will pass at 1 hour for every 5 minutes in real time. (Or 12 days in game for every 1 in real time.) Your game player would like die off before they get anywhere. Is that part of the package deal? (death by game) Right now I am investigating how large of a field of view I should provide to the player. If you are interested, I have the largest interface option on a publicly available web server at wormspeaker.arvixe.com. It's going to be a browser game, so you don't need to install anything, but you will need to make sure JavaScript is turned on. As a warning, I did mention that this is the largest size that I am testing, it shows an entire small sized (3x3) game map in a single view so the map image is about 12 megs and the HTML is another 2. (It has about 32,500 stars/nexuses on the map and I expect should be good for about 32 players. (The largest game map size I am shooting for would be 17x17 and good for up to about 1000 simultaneous players.)) Note, again this is an interface test, so there is no game here, it's just a proof of concept on one of the interface sizes I am testing and possible controls to navigate the map with. If for some strange reason someone wanted to have a look, I'm interested in the performance on different browsers and connection speeds. It works fairly well on my 6 meg connection with Firefox and Mozilla, but it still takes a minute or two to download the entire map. (Internet Explorer doesn't handle png files (transparent or otherwise) very well, so I have a gif version available for IE, but it's just not up on the test server. So I would avoid navigating there with IE, it'll probably just choke on it. Chrome handles everything well except the download time on the png map image, it works fine on my local host, but the long download time on the map seems to have Chrome confused, so it does not show it at all over a live internet connection.) Once I nail down the browser peculiarities and settle on a good default view size I'll get down to the back-end programming. You've got to be kidding. But then 99.9% of Usenet/newsgroups is all about kidding to the max. Good luck with that game of yours. ~ BG |
#48
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Main Sequence Stellar Mass Function?
On Nov 9, 7:36 pm, wrote:
On Nov 9, 9:59 pm, wrote: ... it shows an entire small sized (3x3) game map in a single view so the map image is about 12 megs and the HTML is another 2. (It has about 32,500 stars/nexuses on the map and I expect should be good for about 32 players. Oops. I should mention that it has a maximum of about 32,500 stars/ nexuses if perfectly distributed, but on average gets more like 5,600 with the algorithm I am currently using. If I make it more diligent* is will seed more stars/nexuses, but the map become too visually crowded. * The algorithm will try X number of times to find a clear spot on the map for a star/nexus. If it fails that number of times to find a spot then the algorithm ends. If I make X larger the map becomes more crowded and vice-versa. Oops. I forgot to mention that I don't care for games of any kind. The real life game itself is more than sufficient, especially when my real life game allows me to make a difference that actually counts for something. ~ BG |
#49
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Main Sequence Stellar Mass Function?
In rec.arts.sf.science BradGuth wrote:
On Nov 9, 7:36 pm, wrote: On Nov 9, 9:59 pm, wrote: ... it shows an entire small sized (3x3) game map in a single view so the map image is about 12 megs and the HTML is another 2. (It has about 32,500 stars/nexuses on the map and I expect should be good for about 32 players. Oops. I should mention that it has a maximum of about 32,500 stars/ nexuses if perfectly distributed, but on average gets more like 5,600 with the algorithm I am currently using. If I make it more diligent* is will seed more stars/nexuses, but the map become too visually crowded. * The algorithm will try X number of times to find a clear spot on the map for a star/nexus. If it fails that number of times to find a spot then the algorithm ends. If I make X larger the map becomes more crowded and vice-versa. Oops. I forgot to mention that I don't care for games of any kind. The real life game itself is more than sufficient, especially when my real life game allows me to make a difference that actually counts for something. Wow, a kook *and* a jerk! What a combination! -- Mike Ash Radio Free Earth Broadcasting from our climate-controlled studios deep inside the Moon |
#50
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Main Sequence Stellar Mass Function?
On Nov 10, 8:52 am, BradGuth wrote:
It's not much of a game right now. I'm still testing interfaces at the moment, but it is neither 3D nor is it a simulator. I do use orbits, but only at the most abstracted level. (And they are not represented graphically at all.) I don't believe it'll sell to the general public. Seems boring and otherwise kinda dull. Sir, you are ignorant of the subject which you are discussing. No one makes a browser game to sell. I can't think of a single browser game out there that is not ad-supported, or where free players are not subsidized by premium account holders. If I had any intention of selling the game to the general public I would have been doomed before I started. (By the way, I don't consider the tinfoil-hat crowd as the gatekeepers of the mainstream anyway.) You can't sell games to the general public these days without a budget in the millions and a team of hundreds, let alone without a physical distribution network. The realm of the one-man basement/garage code house is entirely niche. There are a class of nerd (which I consider myself a part of) out there that still play games by email, and that would be my target audience. My intent is to make something to go on my resume more than to produce a commercial success. If there are a couple hundred folks out there that enjoy the effort then that would be great too. As for the rest of your statements: Again, I remind you that I do not mind that you swing your crazy around, but do try to be on topic if you would be so kind. |
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