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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

[ Full reading ]
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  Projectile Weapons

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InvaderZim
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 2:55 am

Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.



All of that good, but how would you determine the velocity of a bullet?
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Commander Keen
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 2:38 pm

InvaderZim wrote:
Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.



All of that good, but how would you determine the velocity of a bullet?


Divide the mass of projectile by power of propellant charge.
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InvaderZim
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 3:20 pm

Commander Keen wrote:
InvaderZim wrote:
Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.



All of that good, but how would you determine the velocity of a bullet?


Divide the mass of projectile by power of propellant charge.


More specifically, how do you determine the power of the propellant charge?
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Commander Keen
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 3:54 pm

InvaderZim wrote:
Commander Keen wrote:
InvaderZim wrote:
Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.



All of that good, but how would you determine the velocity of a bullet?


Divide the mass of projectile by power of propellant charge.


More specifically, how do you determine the power of the propellant charge?


It's mass multiplied by it's efficiency (how good it explodes).
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~sciocont
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 4:34 pm

Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.

But you see, keen
clip packing as you have i would not be realistic, because (let's use bullets in this case) bullets are cylindrical, and therefore do not tessellate, so there is empty space between them when they are packed into a container.

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GamerXA
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 4:38 pm

That would probably not matter, you would just have to calculate the size of the cartridge and add in the necessary space.
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Commander Keen
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 5:15 pm

~sciocont wrote:
Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.

But you see, keen
clip packing as you have i would not be realistic, because (let's use bullets in this case) bullets are cylindrical, and therefore do not tessellate, so there is empty space between them when they are packed into a container.


Yes, it's simplified for game mechanics. As you said earlier, there is no need to overcomplicate things. Most players would probably not like to try tens of magazine sizes just because we use realistic calculations. (Also, you can just use magazines that don't have this problem - namely belts).
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~sciocont
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 7:24 pm

Commander Keen wrote:
~sciocont wrote:
Commander Keen wrote:
Clip packing - simply divide the size of magazine by the size of one cartridge. That gives you an amount of bullets that the magazine can incorporate.

Recoil - that's not so hard to do as it seems, just make the crosshairs go up by X amount and let them return to normal in Y time.

Damage - in case of kinetic bullets, multiply projectile mass by it's velocity. Explosive shots do additional X concussion damage in a sphere with Y radius.

But you see, keen
clip packing as you have i would not be realistic, because (let's use bullets in this case) bullets are cylindrical, and therefore do not tessellate, so there is empty space between them when they are packed into a container.


Yes, it's simplified for game mechanics. As you said earlier, there is no need to overcomplicate things. Most players would probably not like to try tens of magazine sizes just because we use realistic calculations. (Also, you can just use magazines that don't have this problem - namely belts).

You're very right. I concede.

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InvaderZim
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 8:00 pm

How would we draw belts?
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~sciocont
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 9:16 pm

InvaderZim wrote:
How would we draw belts?

Use a "soft body" strip that "contains" bullets..

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InvaderZim
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PostSubject: Re: Projectile Weapons   Mon Jul 26, 2010 11:08 pm

~sciocont wrote:
InvaderZim wrote:
How would we draw belts?

Use a "soft body" strip that "contains" bullets..


Okay then, but how would we determine how many bullets will be on that belt?
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Commander Keen
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PostSubject: Re: Projectile Weapons   Tue Jul 27, 2010 2:36 am

InvaderZim wrote:
~sciocont wrote:
InvaderZim wrote:
How would we draw belts?

Use a "soft body" strip that "contains" bullets..


Okay then, but how would we determine how many bullets will be on that belt?


Length of the belt divided by cartridge diameter.
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~sciocont
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PostSubject: Re: Projectile Weapons   Tue Jul 27, 2010 10:03 am

Commander Keen wrote:
InvaderZim wrote:
~sciocont wrote:
InvaderZim wrote:
How would we draw belts?

Use a "soft body" strip that "contains" bullets..


Okay then, but how would we determine how many bullets will be on that belt?


Length of the belt divided by cartridge diameter.

there's lots of really, really simple maths we need to do in this game.

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Remember our goals: simplicity, science, and playability. Keep them in mind always.
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Commander Keen
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PostSubject: Re: Projectile Weapons   Tue Jul 27, 2010 3:39 pm

~sciocont wrote:
there's lots of really, really simple maths we need to do in this game.


Yep. Power is in simplicity, and this doubles in programming.
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maker.of.light
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PostSubject: idea   Fri Aug 13, 2010 9:19 pm

personnaly i think you should be able to strech the clip size but so it snaps to fit each round like i could pull a indicator or blobby thing at the end of the clip and strech it but every bullet i add so it can acomidate will make it a bit more unstable/etc and harder to reload. like a 100 round 5.56 magazine would take alot longer to reload due to weight and length and also would have a effect on every mechanic... and jamming. a 100 round clip would jam like... jam? nyways what i mean by stretching it is like in spore you can attach a horn or w/e lets just use a horn as an example and it lets you stretch but what im saying is to make the clip snap and theres a little thing that says how many bullets fit in it depending on ammo size which goes up as you scale it longer or down as you scale it shorter, doesnt sound too hard to code.
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Projectile Weapons

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