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Sean O'Connor's Games • View topic - missile editor

missile editor

Command a squadron of spaceships

missile editor

Postby the space predator » Sat Feb 07, 2009 11:04 pm

the space predator
 
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Postby Fusion_power » Sun Feb 08, 2009 7:21 am

When Sean was designing the game, being able to edit the missiles would have introduced additional variables that would have prevented the AI from using them properly. In addition, more missiles means more 'properties' to keep track of for a mission. Most important, each person would then be able to create a custom version of the game that would differ from each other persons version.

There are two pieces of code that I would like to see Sean develop. One is to allow new missiles to be designed. The second is much more complex. It would be to have a flotilla designer. Have you noticed that you can for example put a starbase into a custom mission, but it is always one basic design with a starbase and some random shuttles, etc? To my way of thinking, a true mission designer should allow full manipulation of the flotillas.

DarJones
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Postby the space predator » Tue Feb 10, 2009 2:03 am

Tank You
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