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Comments on: Looking at asteroids http://Farbs.org/looking-at-asteroids Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.31 By: Ribbonwing http://Farbs.org/looking-at-asteroids/comment-page-1#comment-17321 Mon, 12 Jul 2010 03:09:53 +0000 http://www.farbs.org/?p=440#comment-17321 It’d be interesting to see the ability to mine them, or set up friendly colonies that would give you assistance every once in awhile. I don’t know though, that might be best left for a later game.

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By: Farbs http://Farbs.org/looking-at-asteroids/comment-page-1#comment-17203 Sat, 10 Jul 2010 13:20:45 +0000 http://www.farbs.org/?p=440#comment-17203 Mostly they just get in the way :)

The majority of the gameworld won’t have asteroids, but they’ll occasionally present obstacles that you can either go around or, if you have a small ship and know a route, slip between. They don’t sound like an important game element, but I find they add a sense of place that’s otherwise a bit lacking. Skulking around between them also reminds me an awful lot of spelunking (caving), which I rather enjoy.

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By: Ribbonwing http://Farbs.org/looking-at-asteroids/comment-page-1#comment-17142 Fri, 09 Jul 2010 21:01:13 +0000 http://www.farbs.org/?p=440#comment-17142 So what can you do with these asteroids? Can they be mined? Colonized? Do some of them have oxygen that you can extract, with the right equipment?

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By: Brian http://Farbs.org/looking-at-asteroids/comment-page-1#comment-17115 Fri, 09 Jul 2010 14:52:25 +0000 http://www.farbs.org/?p=440#comment-17115 One concern I have is that the asteroids might occupy too much space. Honestly, I would not enjoy having to navigate asteroids the entire time I am playing. I know you said that the asteroids are sprayed randomly across the map, but I hope the frequency is not too high. I don’t want to come out of an asteroid-populated area only to fly directly into another asteroid-populated area.

Also, the picture shows roughly 50% of the screen populated by very large asteroids. Would it be possible to make the asteroids smaller and spaced apart more? Think about what would happen if I built a very large ship and had to attempt to navigate through the above picture. It would be nearly impossible. A possible solution would be to vary the asteroid spacing/size with the number of attached modules. Or (I like this suggestion more), you could have asteroid regions on the grid, where each region is spaced differently. Obviously, smaller ships could enter the smaller-spaced regions, while larger ships (and smaller ones) could enter the larger-spaced regions.

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By: ryan http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16954 Wed, 07 Jul 2010 09:19:12 +0000 http://www.farbs.org/?p=440#comment-16954 yea i seeh ow that can be a tough call since if your gonna do it in one place it would make sense to do it everywhere. I guess running out of air is danger enough for going through the fields.

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By: Farbs http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16937 Tue, 06 Jul 2010 23:29:29 +0000 http://www.farbs.org/?p=440#comment-16937 @J Rob: I really wish it were that easy. I already have user accounts and some basic database stuff worked out, but replicating player and AI movement in realtime, handling conflicts (like Captain Darkshadow suggested), and keeping a persistent MP game balanced is all quite difficult. I hope to get there some day, but I’ll finish Jameson first.

@DiceOooO & ryan: I could definitely damage ships in response to collisions, but I figure there’s already some risk to flying around at high speed and I don’t want to create any further disincentive. Also if this were velocity based then it still wouldn’t provide crushing damage, since relative velocities in that case are actually very low. I COULD just destroy modules on collision, but then I’d have to consider doing that for all collisions, and I’m worried about the impact that would have on combat (since your most powerful weapon would likely be some scrap that you bolt to the front of your ship and use to ram others).

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By: Dice0oo0 http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16921 Tue, 06 Jul 2010 12:56:43 +0000 http://www.farbs.org/?p=440#comment-16921 Thank you for rewording my statement Ryan, I was trying to say that but you made it more clear :-) I appreciate it.

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By: ryan http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16910 Tue, 06 Jul 2010 08:22:33 +0000 http://www.farbs.org/?p=440#comment-16910 and by not a background object i mean they are an “environmental object” since they can be interacted with.

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By: ryan http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16909 Tue, 06 Jul 2010 08:21:01 +0000 http://www.farbs.org/?p=440#comment-16909 “They block movement & hence present a bit of a maze.” so they arnt really a background object since they restrict the player? That’s cool. i do like dice0oo0’s idea of just making any collision with an asteroid like hitting a ramming spike. though maybe make the damage scale with velocity rather than being all or nothing (which i think is how they act now?). Since the astroids are being used to form a maze then the code is already detecting collision on a part of your ship, would the ramming spike reaction be able to be slipped in there without to much effort or potential mishap with the box2d engine?

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By: Vaconcovat http://Farbs.org/looking-at-asteroids/comment-page-1#comment-16894 Tue, 06 Jul 2010 00:53:43 +0000 http://www.farbs.org/?p=440#comment-16894 kthx farbs. ;D

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