SCG for iPad https://bsiliconcommandergames.runboard.com/t427 Runboard| SCG for iPad en-us Fri, 29 Mar 2024 07:06:35 +0000 Fri, 29 Mar 2024 07:06:35 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2494,from=rss#post2494https://bsiliconcommandergames.runboard.com/p2494,from=rss#post2494Hi UGT, The initial release will target the ipad only, but I should later be able to release an iphone/ipod version. I'll just need to work on redesigning some of the interface to fit the smaller screen size. Glitchnondisclosed_email@example.com (GlitchSCG)Wed, 09 Jan 2013 06:12:00 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2493,from=rss#post2493https://bsiliconcommandergames.runboard.com/p2493,from=rss#post2493Is there much of a difference between an Ipod and Ipad app (other than screen resolution)? I currently do not have an Ipad...but I have an Ipod touch that would be just itching to try this new version..... nondisclosed_email@example.com (UglyGreenThings)Mon, 07 Jan 2013 10:14:43 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2492,from=rss#post2492https://bsiliconcommandergames.runboard.com/p2492,from=rss#post2492quote:beat2k wrote: Hey Glitch, that is very cool, got SV on iPad eh? If you want, I an currently started programming apps for Android so I may do a version of Solar Vengeance on my new ASUS Infinity Android tablet on my free time. If you write an Android version of SV, I would definitely be interested in playing it.nondisclosed_email@example.com (Viltris)Sat, 05 Jan 2013 03:28:41 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2491,from=rss#post2491https://bsiliconcommandergames.runboard.com/p2491,from=rss#post2491Hey beat ... I might actually want to recruit you to help write Stratego5 for the iPad version of SV. If you're up for it send me a private message. I'd supply you with a Macbook & ipad you could use, as payment for the conversion. You'd have to learn objective C, but it's not hard, just took me a few days to get a good grasp on it and start being productive. Shortly after the ipad release of SV I will probably target a Mac version of the game so developers will have a platform for building and testing their own brains and scenarios, just like before.nondisclosed_email@example.com (GlitchSCG)Thu, 03 Jan 2013 08:02:50 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2490,from=rss#post2490https://bsiliconcommandergames.runboard.com/p2490,from=rss#post2490Hey Glitch, that is very cool, got SV on iPad eh? If you want, I an currently started programming apps for Android so I may do a version of Solar Vengeance on my new ASUS Infinity Android tablet on my free time. nondisclosed_email@example.com (beat2k)Tue, 01 Jan 2013 20:17:25 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2488,from=rss#post2488https://bsiliconcommandergames.runboard.com/p2488,from=rss#post2488Well, all of the StarShips are actually implemented and the game is coming together! Still lots to do, including PrismServer integration, how-to-play docs, and some of the more advanced Scenarios and Brains. But, I am knocking out a few *NEW* StarShip types ... for now I will reveal the names only ... Zealot Carrier Refinerynondisclosed_email@example.com (GlitchSCG)Tue, 01 Jan 2013 16:39:08 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2487,from=rss#post2487https://bsiliconcommandergames.runboard.com/p2487,from=rss#post2487Work in progress on SV for the iPad! nondisclosed_email@example.com (GlitchSCG)Mon, 03 Dec 2012 22:26:27 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2486,from=rss#post2486https://bsiliconcommandergames.runboard.com/p2486,from=rss#post2486If you ask me: This idea is the last one I would concentrate on. Since FullHD screens it is fun to play SV4 (the only performant version of the game) on 1920x1280px with 200 to even 700 star systems. While having an option to save even multiplayer games it is possible to play large scale operation in several parts. What's missing? An option to stop the game in multiplayer or a vote option to slow down speed for a while. It should also be possible to change a human player to a brain player and vice-versa like it is possible in the open source game triplea. SV4 is missing the option of playing in teams, and that is the primary basis for building clans. So, but "we" need is a strategic game engine for designing and coding new scenario types, map objects, units, victory conditions, a reliable game server and a performant client that supports even rendering 1.000 starsystems with tons of units. Due to the fact that SV died several times the last 12 years just because development stopped I do not really trust in a new SV7 if there are no sources. SV5 In 2007 we at the first time had the hope that SV 5 would be the first "open" Solar Vengeance. At the first time it was possible to design graphics, units, etc. C# was not the first option, but atleast for C# there would be an option to code it with free c# compilers. So, if the game would have been coded while using free c# resources with a minimum documentation there would have been the chance that SV5 could have been supported atleast for scenarios or the community for more than the last 5 years. And what happened? No sources. No support. Instead of SV5 client/server developement a new webbased SV6 showed up, and died. And now SV7 for smartphones might show up, and will die. And SV8 as 3D or direct neural interface DNI will showup in 2035, and will die. SV5 was the first clever approach for the game. Development of a client/server version for a game engine. Each designer could design different scenario rules and elements. Each clan could connect to the server and play and win or loose as a team. I do not need a smartphone version of the game. I would leave SV4 for a client/server version of a better SV5. I just wanted to mention that I have played the last 5 years some hundred large scale missions SV4 for may galaxiae scenarios. If the next SV version does not provide the required enhancements (stopping / slowing down gamespeed by voting, savegame option of SV in multiplayer atleast on the server, better options for scenario and unit design, running a server) I won't invested time learning design for that version. I guess more than 95% of players play SV in single player against brains; finding players for a PvP multiplayer game is quite seldom. So, the option of converting a human player to a brain and viceversa and/or playing in coop vs. brains would be a great way to introduce new players. Most new players are lost because of a too fast game speed when playing with experienced players, an outdated graphical design, and some rules that seem to be strange compared to other games. There is time for a new SV version. If the strategy, however, for a community building process is not changed even the best architecture won't help. There are tons of great games that simply die today just because of a simple reason: Their developers dropped support, and a community building process had no chance. And there are other games that survive with small or even large number of players for decades. For ARMA2 there is a very good video on youtube which (in German) describes the typical strategies and problems when building up and mainting communities for computer games, here ARMA2. With SV it's the same. http://www.youtube.com/watch?v=zWXr__sqdks 1. You have to define a typical type of player that will play you game and which will unite in your community. At the moment you already have 2 branches: The small scenario player and the large scale long operation player. Additional to that there are the typical single players and I guess less than 5% multiplayer PvP fans. And additional to that you have English speaking and non-English speaking players. As in every game and clan: Do you thing that we would like to communicate in English all the time? 2. You would have to provide ways for scenario and clan building developement and a reliable support. If you cannot provide that people leave and simply choose another game to play with their friends. 3. Enabling the option to define own clan rules and maintaining support for the same game version (SV4?) for more than 10 years has a great benefit: Players get used to game concepts, get better and better. Suddenly even a very complex game can be learned and training, so you finally have a change to get very skilled players. It is like esport: If you are skilled or used in a certain game you'll stick to it even if there are tons of other great games. However, strictly reducing game rules to a one-and-only-rule concept atleast has the benefit that all units are used to them. But in this case changing rules or adding new units or changing characteristics or ranking algorithms might be part of a more democrating process. Everytime you introduce a new game concept or new units without an option to deactivate them or you reduce the performance you will give a skilled and interested player in your game a reason to search for another game. An SV5-like game version which enhances SV4 would be great. You already made that approach. You have seen that you once gathered atleast former players. I do not understand why this strategy was skipped. Finally we again lost 5 years since 2007, but it's up to you. Maybe some ideas or projects need such a long term process. Tolkien's Lord of the Rings was written over decades. If SV would lead to a similiar project it is nice to say: I was once part of it. T2Mnondisclosed_email@example.com (T2M)Sat, 01 Dec 2012 05:47:09 +0000 Re: SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2485,from=rss#post2485https://bsiliconcommandergames.runboard.com/p2485,from=rss#post2485Seems like an interesting idea. At the very least, it'll give you the opportunity to play around with touch screen UIs and controls. The only downside is I don't have an iPad, and I don't know any SV players who do. I wonder how well SV would translate to an iPhone though. The small screen might make it tough, but iPhones are more ubiquitous, at least where I live. Online realtime multiplayer would be an interesting challenge. Turn-based would be trivial.nondisclosed_email@example.com (Viltris)Fri, 30 Nov 2012 22:14:24 +0000 SCG for iPadhttps://bsiliconcommandergames.runboard.com/p2483,from=rss#post2483https://bsiliconcommandergames.runboard.com/p2483,from=rss#post2483I'm teaching myself iPad development, can a SV version for the iPad be far behind? Any thoughts on this? Could the game translate to the iPad well? In what form?nondisclosed_email@example.com (GlitchSCG)Thu, 22 Nov 2012 14:40:33 +0000