Author Topic: Lunar Landing  (Read 3057 times)  Share 

FrankT

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Lunar Landing
« on: 21 Aug 2012, 12:44 »
I've longed to build an Apollo Moon mission sim for quite a while, and at one point I decided, why not make a point-and-click one? Like those two "Apollo 18" games? (Perhaps I should get "Searching for Sam & Max" out the way first.)
I've made a start already; using Eagle Lander 3D and Orbiter NASSP for reference, I drew up the LM cockpit. Now, assuming that the instruments have a mouseover label, and the numbers on the altitude dials are made a little larger for convenience, would you say this screen delivers all the important information to you, i.e. fuel, altitude, velocity, thrust, all that?


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Re: Lunar Landing
« Reply #1 on: 21 Aug 2012, 13:48 »
awesome instrumentation! can't wait to see how it works :D
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FrankT

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Re: Lunar Landing
« Reply #2 on: 21 Aug 2012, 17:04 »
Thanks!

Now, just a question: how should I draw a sort of semi-circular panoramic view? I'm sure you know I don't understand perspective very well...

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Re: Lunar Landing
« Reply #3 on: 21 Aug 2012, 17:47 »
As in, a scrolling background? You could do several layers of parallax scrolling, not only does it always look "retro cool" but the uniform, bland moon surface is perfect for that kind of thing.
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FrankT

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Re: Lunar Landing
« Reply #4 on: 21 Aug 2012, 19:49 »
Mm, I can try that. Um - is parallax scrolling easy?

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Re: Lunar Landing
« Reply #5 on: 21 Aug 2012, 21:02 »
Extremely! Essentially, things in different distances are each a different object, and they move at different speeds (the "further" ones move more slowly), creating the illusion of distance. Voila, parallax!

FrankT

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Re: Lunar Landing
« Reply #6 on: 21 Aug 2012, 23:28 »
So how do I program something like that?

Re: Lunar Landing
« Reply #7 on: 22 Aug 2012, 09:33 »
AGS Parallax Scrolling Plugin

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Re: Lunar Landing
« Reply #8 on: 22 Aug 2012, 10:14 »
Yes, there's a module.

You can also code it yourself, it's really simple:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46138.msg619709#msg619709

Using that code and a foreground object that's not as wide as the room, you'll get the effect of a static camera turning.
You can easily adjust this to include more than one object.
But we should continue this in the tech forum when the time comes.
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Re: Lunar Landing
« Reply #9 on: 23 Aug 2012, 00:42 »
Love the idea, FrankT!

I once made a prototype of an orbital simulator that would allow anyone to develop the mission architecture of a manned expedition to Mars -- sort of like "Oregon Trail goes to Space".  I abandoned the concept when I couldn't make it fun enough while still being able to call it a "simulator".

I second the need for Parallax Scrolling.  How functional do you want your buttons and switches to be?  Because I can't make out the text on any of them.  What is the blue-grey instrument supposed to be?  Depending on what you're going for, and what you want the player to do, you might want to consider swapping that instrument out with the Lunar Module Computer (http://www.abc.net.au/reslib/200907/r396519_1856921.jpg).

Also, this is a matter of personal opinion, but I think the photoscape of the lunar surface would be even more appealing if it was replaced with a simple pixelated surface, consistent with the style of the LM. 

FrankT

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Re: Lunar Landing
« Reply #10 on: 23 Aug 2012, 12:53 »
What is the blue-grey instrument supposed to be?

Which one do you mean?

KodiakBehr

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Re: Lunar Landing
« Reply #11 on: 24 Aug 2012, 01:53 »
The instrument below the meter that reads 1023207.

FrankT

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Re: Lunar Landing
« Reply #12 on: 24 Aug 2012, 13:55 »
I think it indicates the lateral speed. I'm not sure, but all the same, it's there for realism.

FrankT

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Re: Lunar Landing
« Reply #13 on: 28 Aug 2012, 11:37 »
Anyway, taking your other suggestion into account, I've done a little experimentation.



I tried putting in all the little things like mountains and craters, but they just didn't come out right for some reason.....

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Re: Lunar Landing
« Reply #14 on: 29 Aug 2012, 06:29 »
With that perspective you'd only be able to see mountains, if you add some curvature you could probably see some of the craters.

FrankT

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Re: Lunar Landing
« Reply #15 on: 29 Aug 2012, 20:37 »
How do I do curvature anyway?

FrankT

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Re: Lunar Landing
« Reply #16 on: 02 Sep 2012, 14:04 »
#18, alas, is now permanently associated with killer moon rocks... but #20 should make a suitable substitute.



What do you think? Does it need a touch more detail, or...?

KodiakBehr

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Re: Lunar Landing
« Reply #17 on: 02 Sep 2012, 22:49 »
I'm a fan.  Certainly a step up from the original Apollo mission patches (with exception to 11, whereby a giant eagle seizes control of the moon).

FrankT

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Re: Lunar Landing
« Reply #18 on: 03 Sep 2012, 16:13 »
Thanks! This one's based on the actual Apollo 20 patch if it had flown, if I'm not much mistaken.

FrankT

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Re: Lunar Landing
« Reply #19 on: 06 Sep 2012, 18:12 »
An important question: would you, as an audience, prefer a more simplified set of control panels (a la "Apollo 18: The Moon Missions"), or a more aesthetically correct (and indeed slightly more complex) set (a la "Shuttle")? I imagine since this is being planned on an adventure game structure, the majority will lean toward the former, but we'll see.