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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Makoto Priano
Itsukame-Zainou Hyperspatial Inquiries Ltd.
6796
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Posted - 2015.04.07 07:16:18 -
[1] - Quote
Hey folks!
So-- was chatting with a corpie about Freespace 2, and I realized: oh, hey! I wonder how much they know about the old classics? And what sort of touchstones do they use when they're working on design concepts for Valkyrie?
The question is presented to you, fearless Valkyrie devs. ;) Which old flight sims or sci-fi games do you draw your inspiration from?
Myself, my sci-fi itch was first scratched with Freespace 2 and Homeworld; those continue to hold my imagination, despite my earliest sci-fi flight sim days being with X-Wing and TIE Fighter in the dark days.
Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art.
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CCP Karuck
C C P C C P Alliance
369
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Posted - 2015.04.07 14:33:11 -
[2] - Quote
Truth is.. so many! :)
When making the original EVE-VR demo (which later became Valkyrie), we were inspired by classics such as: * Descent (the originals!) * Descent Freespace * X-Wing vs TIE Fighter * Wing Commander * Even console classics like Lylat Wars on the N64
We also took a lot of inspiration from TV shows and movies, with Battlestar Galactica being an obvious one.
Actually, before EVE-VR became a thing I was working on a prototype for a Descent-like clone :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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MidnightWyvern
Night Theifs
83
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Posted - 2015.04.07 15:16:50 -
[3] - Quote
CCP Karuck wrote:Truth is.. so many! :)
When making the original EVE-VR demo (which later became Valkyrie), we were inspired by classics such as: * Descent (the originals!) * Descent Freespace * X-Wing vs TIE Fighter * Wing Commander * Even console classics like Lylat Wars on the N64
We also took a lot of inspiration from TV shows and movies, with Battlestar Galactica being an obvious one.
Actually, before EVE-VR became a thing I was working on a prototype for a Descent-like clone :)
Have you seen this animation? https://www.youtube.com/watch?v=PN_CP4SuoTU&list=LL8Hm-XWE3c-61NQ0XqzbhNQ&index=2
I have to admit I have a deep and abiding love for startup sequences with rock music.
http://www.youtube.com/watch?feature=player_detailpage&v=eaUaJUhTZfw#t=148s
An excellent example of why pod killmails are the best feature to be implemented in EVE Online since warping at zero.
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CCP Karuck
C C P C C P Alliance
369
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Posted - 2015.04.07 16:32:57 -
[4] - Quote
MidnightWyvern wrote:CCP Karuck wrote:Truth is.. so many! :)
When making the original EVE-VR demo (which later became Valkyrie), we were inspired by classics such as: * Descent (the originals!) * Descent Freespace * X-Wing vs TIE Fighter * Wing Commander * Even console classics like Lylat Wars on the N64
We also took a lot of inspiration from TV shows and movies, with Battlestar Galactica being an obvious one.
Actually, before EVE-VR became a thing I was working on a prototype for a Descent-like clone :)
Have you seen this animation? https://www.youtube.com/watch?v=PN_CP4SuoTU&list=LL8Hm-XWE3c-61NQ0XqzbhNQ&index=2 I have to admit I have a deep and abiding love for startup sequences with rock music.
Yes I have, it's awesome :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Makoto Priano
Itsukame-Zainou Hyperspatial Inquiries Ltd.
6796
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Posted - 2015.04.07 21:48:22 -
[5] - Quote
Oh god. That animation. /o\ So cheesy! Love it. ;) Definitely hit the intended style! Even though part of me was going, "Um. Protagonist shields on a TIE Fighter? How is that bomber executing those maneuvers? OH GOD." ;)
That said, nifty on the listed games! So-- Wing Commander I've never played. What did you get out of it? What would you say it helps you with, in terms of inspiration?
Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art.
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CCP Karuck
C C P C C P Alliance
371
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Posted - 2015.04.08 10:11:24 -
[6] - Quote
For me it was more the nostalgia, remembering the feeling those games gave me years back when I played them (I've been a gamer for 30 years now). It wasn't any specific game mechanics.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Makoto Priano
Itsukame-Zainou Hyperspatial Inquiries Ltd.
6812
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Posted - 2015.04.13 15:25:30 -
[7] - Quote
Totally have you on nostalgia. ;) As an aside, evidently the Descent reboot got funded on Kickstarter!
Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?
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CCP Karuck
C C P C C P Alliance
378
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Posted - 2015.04.13 16:35:37 -
[8] - Quote
Yeah I actually backed that KS :) However the fan-made Sol Contingency looks even better IMO. It was supposed to be a Descent remake until they were told to shut it down :/
http://preparefordescent.com/
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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Daksa Crendraven
Imperial Guardians Executive Outcomes
0
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Posted - 2015.04.17 09:03:38 -
[9] - Quote
In my humble opinion,
From a control and usability point of view, my personal still unmatched paradigm for controlling a flying thing that is capable to launch stuff and kill things is still the Ace Combat series when it comes to have a pad in your hands and a group of foes to kill in your radar (and especially if they are human-controlled - Arcade PvP).
Why? A pure Technical Learning Curve in a superfast game:
Example: Fly to your enemy at max speed, in order to stay in his tracking trajectory for the shortest time possible, turn into the back of your enemy with the narrowest and fastest possible angle (speedbrake + ultrafast turning), start tracking him, maintain him on the central part of the hud for the time required to have a lock, foresee his escape angle and adjust your hull and speed correctly to reduce the probabilities of loosing him, get a lock, start firing with light guns in order to scary him and push him in the right ballistic angle... have him in the right trajectory where he cant escape your missile.. .fire the missile! - Countermeasures! - you lost the lock and his trajectory and angles changes so much that you lost him, he's doing your same technique, you become targeted, you try to dodge his tracking time by flying low between the walls of a canyon, while desperately afterburning away, you try to speedbrake and turn again, he foresee that and start to do the same, you receive damage from his guns, you made the error to align on a wrong trajectory because you are under pressure, tracking locks, he fires: You lost half of the hull. You speedbrake and fast-turn and the duel continues..
All of this = less than 30 seconds.
This is why I love Ace Combat.
To be short, you can kill your enemy only if you are more skilled than him at flying your aircraft (and of course, if you have the right equipment/skill points level.. but this rule can be "escalated" by talented newbies with the right techniques applied)..
So, still a game of strategy with his dinamycs of course, but based on short-time acts, cold-blood, reflexes, and foreseeing capabilities.
Some good games that contains a lot of ispirational stuff that i would like to recommend are:
Technical
Air Combat, PlayStation Ace Combat 2, PlayStation Ace Combat 3: Electrosphere, PlayStation Ace Combat: Distant Thunder (Ace Combat 04: Shattered Skies), PlayStation 2 Ace Combat: Squadron Leader (Ace Combat 5: The Unsung War), PlayStation 2 Ace Combat: The Belkan War (Ace Combat Zero: The Belkan War), PlayStation 2 Ace Combat 6: Fires of Liberation, Xbox 360
PvE example: https://youtu.be/4TYcifaFAyg
Space Simulation / Technical
Colony Wars Vengeance (on highest difficulty level) Colony Wars RedSun (on highest difficulty level)
I would like to recommend also the Colony Wars series because... well.. get a psx emulator and give it a try.. You will discover a pure gem. ;)
p.s. The destructible hull concept is absolutely amazing, and an entire generation of space or aerial sim players are still secretly dreaming about that. This should be really amazing :) |
MidnightWyvern
Night Theifs incendia equus
98
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Posted - 2015.04.18 15:29:12 -
[10] - Quote
Daksa Crendraven wrote:In my humble opinion, From a control and usability point of view, my personal still unmatched paradigm for controlling a flying thing that is capable to launch stuff and kill things is still the Ace Combat series when it comes to have a pad in your hands and a group of foes to kill in your radar (and especially if they are human-controlled - Arcade PvP). Why? A pure Technical Learning Curve in a superfast game: Example: Fly to your enemy at max speed, in order to stay in his tracking trajectory for the shortest time possible, turn into the back of your enemy with the narrowest and fastest possible angle (speedbrake + ultrafast turning), start tracking him, maintain him on the central part of the hud for the time required to have a lock, foresee his escape angle and adjust your hull and speed correctly to reduce the probabilities of loosing him, get a lock, start firing with light guns in order to scary him and push him in the right ballistic angle... have him in the right trajectory where he cant escape your missile.. .fire the missile! - Countermeasures! - you lost the lock and his trajectory and angles changes so much that you lost him, he's doing your same technique, you become targeted, you try to dodge his tracking time by flying low between the walls of a canyon, while desperately afterburning away, you try to speedbrake and turn again, he foresee that and start to do the same, you receive damage from his guns, you made the error to align on a wrong trajectory because you are under pressure, tracking locks, he fires: You lost half of the hull. You speedbrake and fast-turn and the duel continues.. All of this = less than 30 seconds. This is why I love Ace Combat. To be short, you can kill your enemy only if you are more skilled than him at flying your aircraft (and of course, if you have the right equipment/skill points level.. but this rule can be "escalated" by talented newbies with the right techniques applied).. So, still a game of strategy with his dinamycs of course, but based on short-time acts, cold-blood, reflexes, and foreseeing capabilities. Some good games that contains a lot of ispirational stuff that i would like to recommend are: Technical Air Combat, PlayStation Ace Combat 2, PlayStation Ace Combat 3: Electrosphere, PlayStation Ace Combat: Distant Thunder (Ace Combat 04: Shattered Skies), PlayStation 2 Ace Combat: Squadron Leader (Ace Combat 5: The Unsung War), PlayStation 2 Ace Combat: The Belkan War (Ace Combat Zero: The Belkan War), PlayStation 2 Ace Combat 6: Fires of Liberation, Xbox 360 PvE example: https://youtu.be/4TYcifaFAyg Space Simulation / Technical Colony Wars Vengeance (on highest difficulty level) Colony Wars RedSun (on highest difficulty level) I would like to recommend also the Colony Wars series because... well.. get a psx emulator and give it a try.. You will discover a pure gem. ;) p.s. The destructible hull concept is absolutely amazing, and an entire generation of space or aerial sim players are still secretly dreaming about that. This should be really amazing :) A fellow Ace Combat fan! That franchise was actually what I used as an example of how to enable more granular speed control on the PS4 in the Flight Controls thread.
http://www.youtube.com/watch?feature=player_detailpage&v=eaUaJUhTZfw#t=148s
An excellent example of why pod killmails are the best feature to be implemented in EVE Online since warping at zero.
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Makoto Priano
Itsukame-Zainou Hyperspatial Inquiries Ltd.
6830
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Posted - 2015.04.21 19:51:11 -
[11] - Quote
Definitely going to have to check out Ace Combat!
Just to warn you guys, though; evidently VR motion sickness is a major thing when you've got a lot of acceleration. I asked about lateral and vertical thrust at FF, and was told that it's one of the surest ways to induce motion sickness. :/
Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?
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MidnightWyvern
Night Theifs incendia equus
104
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Posted - 2015.05.02 15:26:25 -
[12] - Quote
Makoto Priano wrote:Definitely going to have to check out Ace Combat!
Just to warn you guys, though; evidently VR motion sickness is a major thing when you've got a lot of acceleration. I asked about lateral and vertical thrust at FF, and was told that it's one of the surest ways to induce motion sickness. :/ Oh, you were the one that asked that question? I was watching the stream and thought that was a good one to get more detail on.
http://www.youtube.com/watch?feature=player_detailpage&v=eaUaJUhTZfw#t=148s
An excellent example of why pod killmails are the best feature to be implemented in EVE Online since warping at zero.
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Makoto Priano
Itsukame-Zainou Hyperspatial Inquiries Ltd.
6930
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Posted - 2015.05.02 15:33:01 -
[13] - Quote
I was, yep. I love using lateral-thrust spirals when people are using weapons with travel time, sooo... :x
Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?
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Phobetor
EVE University Ivy League
1
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Posted - 2015.05.02 21:26:27 -
[14] - Quote
CCP Karuck wrote:Truth is.. so many! :)
When making the original EVE-VR demo (which later became Valkyrie), we were inspired by classics such as: * Descent (the originals!) * Descent Freespace * X-Wing vs TIE Fighter * Wing Commander
That grouping right there is where a huge chunk of my childhood was spent. Descent...I used to drive from Miami to Atlanta GA for tournaments, that's how much of a descent nut I was back then. I've lost count of how many times I went through X-Wing and TIE fighter campaigns. Makes me think Valkyrie is in good hands :)
Can't. Freaking. Wait. |
Phobetor
EVE University Ivy League
1
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Posted - 2015.05.02 21:37:25 -
[15] - Quote
Makoto Priano wrote:Definitely going to have to check out Ace Combat!
Just to warn you guys, though; evidently VR motion sickness is a major thing when you've got a lot of acceleration. I asked about lateral and vertical thrust at FF, and was told that it's one of the surest ways to induce motion sickness. :/
On one hand I totally understand it, on another it makes me sad because I would love to have that kind of control over the ships.
Another issue affected by this is whole controller vs joystick use. Allowing full control of vertical / lateral thrust (like Descent) would impact controller users negatively, and give joystick users a pretty clear advantage, and it already has been stated they don't want to give either group an unfair advantage.
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Kyoko Sakoda
Pyre Falcon Defence and Security Multicultural F1 Brigade
217
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Posted - 2015.05.03 06:00:25 -
[16] - Quote
Not sure it's the best game to take as inspiration for Valkyrie but I'm going to add it because of :nostalgia:.
Terminal Velocity |
Kyoko Sakoda
Pyre Falcon Defence and Security Multicultural F1 Brigade
217
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Posted - 2015.05.03 06:37:02 -
[17] - Quote
Would not mind a couple of TV-202 style flybys, though. :3 |
Miss Masquerade
Federal Navy Academy Gallente Federation
17
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Posted - 2015.05.14 12:51:34 -
[18] - Quote
CCP Karuck wrote:Yeah I actually backed that KS :) However the fan-made Sol Contingency looks even better IMO. It was supposed to be a Descent remake until they were told to shut it down :/ http://preparefordescent.com/
They will still release the game by the looks of it, change a few things over and remove their web domain (which can be replaced with another one)
Game looks good. |
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