Frontier: Deadly, aka "Never Go Full Newtonian"

As I have said repeatedly: I am not writing a fully fledged game. I am writing a tech demo to see how difficult a P2P engine is. LaForge wants to prove that Newtonian is possible in a network environment with no speed cap.

If I was to write a space game it would feature
  • Newtonian physics
  • 'Ironman' mode only
  • No FTL/SC. Travel is done via 'windows in space'.
 
As I have said repeatedly: I am not writing a fully fledged game. I am writing a tech demo to see how difficult a P2P engine is. LaForge wants to prove that Newtonian is possible in a network environment with no speed cap.

If I was to write a space game it would feature
  • Newtonian physics
  • 'Ironman' mode only
  • No FTL/SC. Travel is done via 'windows in space'.
Well the topic mention P2P it to be expected that every one have there own focus and way to go forth.
But I start with a simple " turret commander" and Mplay is a more advanced feature far down the road. I more preferring cutting online completely. It's in LAN coop and slave machines assisting one player.
I also keep it as long as possible more limited to tech demo. Then going for a full game.
And instead go for generated destruction with hardware acceleration. Which is the advance gameplay feature I go branching of to as it doesn't go well with online.

But every body got there priority's and scale and scope perferences.
 
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