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#1 |
![]() Join Date: Oct 2010
Reputation: 3
Posts: 58
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Future for Lunar Flight: Discussion, etc.
[NOTE FROM SH0V0R] Guys if you want to see my plan you can check this sticky thread: http://forums.steampowered.com/forum....php?t=2760419
Sh0v0r, For one, I'd seriously like to say "Good job." You've put together a neat little game that was well worth the purchase price. You've also have a little following of appreciative customers. Sure, this is an obscure game at the moment (hipster glasses on) but those that have drank the Kool-aid are liking what they get. All in all, I think LF is not only a good game, but a good Indie game in that you didn't just make another pretentious Mega-man clone. I decided to make this post because I'd like to see Lunar Flight to expand and grow. I like the game a heap and I don't even need to go into the whole "Oh but.." business; the limitations of a one man team carry with it the expectations of decreased productivity. So, this post will serve two purposes, or at least that's my intention. 1.) The discussion of developments, ideas, and additions that can be made to the game. 2.) To help keep those interested in suggesting the above in the reality that this is a one man operation and keep their expectations of time or life constraints grounded in reality. Before I was a pilot, I was a programmer. Take a wild guess at which job is more enjoyable! So, onto my personal ideas, please do tell me what you agree with and do not agree with, who-ever-may-be-reading-this-right-now. I'll be citing other games who I think benefited from similar measures. Addition 1. Narrative This one might be a little odd, but I think it might help facilitate my later recommendations so I'll try to be as clear as possible. Some filler narrative about why we're flying a lander on the moon, and doing various jobs for hire is all that's necessary. We certainly don't need Hideo Kojima in quarter gravity. I would cite Shattered Horizon as good example of a simple, but enjoyable narrative: http://www.shatteredhorizon.com/deta...cspacesetting/ Just so the player gets a sense of what's kinda going on. So, how to tackle this one? This one could be pecked at very slowly, it's certainly the easiest. Just some simple filler about "Oh NASA/ESA/whatever has increased activity on the Moon for various research. Scientists and equipment need to be shipped around and so they contract out to former astronaut or similar individuals to do just that" Addition 2. New Craft Yeah, this is a big one, honestly. How can it be accomplished feasibly and be balanced in game? I'd go about it like this. Establish distinct roles with each new spacecraft. If you've ever played HAWX, you'll know what I mean when I say you go through aircraft like articles of clothing. You always got something new that completely out classed the previous in every manner you can imagine. I think this is bad game design and down right wasteful as a lot of the aircraft are utter throw aways. To prevent this, you should force each craft created into a defined role it does the best. In addition, the existing currency system will provide a means of adding depth, with space craft gradually getting more expensive as they get more complex. This give you a very diverse hangar with even a small amount of craft. The LEM I will liken to a modern day Cessna 150. This one is honestly a no brainer. The LEM is already in the game and it shouldn't get overshadowed more than it honestly will by the addition of new craft. The Cessna 150 is simple, cheap, and very easy to fly and the LEM should really fill that niche. I've done some pretty horrible things to the local FBO's 150 and it just keeps on going. Same general idea: you can crash the hell out of the thing and it won't cost as much to replace as others. This would encourage players to practice on this one, making it the games trainer. The others you could lose and have to repurchase, or they might cost a hell of a lot more to replace. Either way, the LEM should have the lowest cost to replace and repair. The next steps I would take: -A lighter, faster, more fuel efficient craft that would excel at survey missions. -A mid sized utility-geared craft that acts as an upgrade to the existing LEM in role, only at a significantly increased operations cost. -A large freighter like craft capable of large fuel capacity, the highest possible altitudes to connect with orbiting stations or ferry shuttles dropping off scientists. This would be an astronomically expensive craft to buy and maintain and would also be hindered by it's size, requiring specific landing portions. That's a tall order, 3 new craft and one would even require a new map, possibly? That's quite a bit of coding and work. DarkWater Studios had a great way to get around that in DogFighter: Community input and content. Basically, they held a contest for fan to create their own fighters that could be selected to be added to the game. You could choose to just receive sketches or ideas for new craft or even proper 3D models. http://forums.steampowered.com/forum....php?t=1808843 Admittedly, this is easily the most ambitious of my ideas. Addition 3. Editing If you're an OFP/ArmA fan, you'll know how much replay value you get out of those damn editors. A mission editor that allows players to create new missions would really go a long way. An editor like that of Trackmania which allows construction of a player's own moon installation would also be beneficial. This one, though, no degree of community input can lesson the work load. Addition 4. Atmospheric elements Not a flight physics change, but an aesthetic one. This lookes like a big operation on the moon. I think there should be rovers and astronauts traversing the surface or even an AI/scripted lander or two flying about. Different radio chatter might help, too. Hit up NASA resources for more or ask us nerds to rattle off a few lines, you can pick the ones you find suitable, throw them through some filters to make them sound as distorted as they should. Addition 5. Replay function - Irrelevant, now. sh0v0r added it in. I mentioned this before. It'd just be nice to be able to re-watch a flight from more cinematic angles sans HUD elements. Those are my ideas, I'm looking forward to opinions both positive and negative, though please explain why if negative. I'm curious to know why you might disagree. Last edited by MiG-21bis: 01-14-2013 at 01:50 PM. Reason: added note (sh0v0r) Long overdue update (MiG) |
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#2 |
![]() Join Date: Sep 2007
Reputation: 12
Posts: 241
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I'd like to try docking the Lunar Module with the Command Module. Although I imagine it could be terribly difficult to match trajectories. It's something that seems like it could be scaled for difficulty. The CM could be in a geostationary (or what ever it's called) orbit, moving at different velocities, facing backwards, forwards, or even sideways relative to it's trajectory.
Of course that would require opening the out of bounds limit and maybe even mapping the entire sphere of the moon... |
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#3 |
![]() Join Date: Jan 2011
Reputation: 18
Posts: 98
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Seeing LF gave me an inkling of how utterly amazing it might be to have such a flight system integrated with a larger game. Perhaps a mechanic along the lines of Moonbase Alpha, but occurring within a story. Not really suggesting this as a serious route for Lunar Flight, especially not for one individual. Just daydreaming, I guess.
I do like the editor suggestion in the OP. If nothing else, it would do wonders for the game's longevity. |
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#4 | |
![]() Join Date: Aug 2008
Reputation: 0
Posts: 53
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Quote:
EDIT: I also loved Shattered Horizon. Very compelling physics model/action/sim. Imagine if you could do some sort of base building, resource management, defenses, offences, team building sort of game... Think of it like the scope of Planetside with elements of Shatterd Horizon, Lunar flight, Moonbase Alpha, and a base builder/resource management like the Anno series... persistent universe co-op MMO. I would never leave my computer... nbonini Last edited by nbonini: 04-21-2012 at 06:29 AM. |
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#5 |
![]() Join Date: Dec 2006
Reputation: 2
Posts: 44
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There are a list of suggestions on the official forum (http://www.shovsoft.com/forum/viewforum.php?f=10). I agree we need one on the steam forum. No reason this thread can't be it.
First, I do sympathize with individual developers going it alone. If they never update their game or add new features, I'm still happy with my purchase. That said, in over 20 years of PC gaming experience I have found that software developers who release regular updates win. They don't have to be big updates, but things have to keep getting incrementally better to keep the movement... moving. With that in mind, my wishlist items are those that (hopefully) wouldn't be too much of a stretch to implement. I think the game would feel a lot more "alive" if there were more mission types, or simple variations of the current mission types with different narratives. This is by far the most common request. Here are some suggestions:
More module upgrades. I agree with many others that 3 levels seems far too easy. 5 would be better, with a smoother ramp. Also, I think there needs to be some reason to want to disable upgrades to fit certain mission types. Obviously these kinds of things are harder to do... but here are some ideas:
And, finally, we need a super-map for the hard-core folks out there. Kind of like map 3, but with steeper inclines, more blind spots, and at least 6 bases spread far and wide. Now I've heard suggestions about flying in caves, new ships to fly, etc. I want those things too. However, I realize that keeping the momentum of the gamer community up with simpler releases is important to unlock those future ideas. Maybe those more advanced things would work better in a Lunar Flight 2 squeal game. Right now I just want something to break up the boredom and provide some stronger replayability. Otherwise, it is going to be really easy to say "I put in my 7 hours - I'm done" and walk away from the game. That would be a real shame given an open-ended game like this. Last edited by checksix: 04-21-2012 at 09:28 PM. |
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#6 |
![]() Join Date: Oct 2010
Reputation: 56
Posts: 197
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I'd like to see added.
1. Speed trials with no way points. 2. Fuel trials. 3. Increased height range, so I can go even higher and <3 the scenery and hang time. I "think" the time trial would be easy to implement, because you already have time trials set up. Just an interesting variation, without way points. Fun going as fast as you can too. ![]() Just to see how fast you can make it from landing pad, to landing pad. Fuel trials, same thing basically, just based on fuel consumption. I like the dynamic that offers, because it really comes down, to how you handle your burns. It's like learning to save your bullets, in a really good zombie game. Conserve gas. Make every burst count. In response to the above post: I have to say a lot of those things, sound like the same dynamic. I like the ones mentioned, except the ones I noted below.. These I think would be a waste of time: The LEM in distress rescue: Would you see the LEM in distress, or just some text message telling you? sounds just like a lost cargo mission, if you don't see the LEM you're going to help. Base rescue: would be the exact same as base delivery, with no new visual aids or approach. Cargo drop: would be the exact same as a survey mission or lost cargo mission, delivery. Unless there are good enough visual aids to make it appealing, it may as well be text ,telling you something is happening. <3 the game, hoping to see great things from ya Shov.
Last edited by Bish0p: 04-22-2012 at 02:36 AM. |
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#7 |
![]() Join Date: Apr 2008
Reputation: 0
Posts: 15
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Like this game, but some changes needed.
I really like Lunar Flight. It's a really chilled out game to play. Easy to learn; difficult to master.
I'd like there to be a mode where you can just fly around for practice without losing $$ if/when you crash. |
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#8 | |
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Shovsoft
Join Date: Jul 2010
Reputation: 28
Posts: 165
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Quote:
Click on Pilot Click on 'Enable' Practice Mode. In practice mode you have unlimited fuel and crashing won't cost you $3500 it also doesn't submit to the leaderboard. |
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#9 |
![]() Join Date: Mar 2009
Reputation: 44
Posts: 340
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loving thegame, but the static camera needs some work, most of the time you can navigate the module to land, but sometimes as youre about to land the camera switches to the way the thrusters are going, making it a blind landing.
Maybe some better mouse support? i really need to be able to right click and drag the camera. anyway, given up for the moment |
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#10 |
![]() Join Date: May 2010
Reputation: 16
Posts: 282
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I went to Pilot, have "Enable" Practice Mode set and it still deducts $3500 when I crash. Am I missing something? I want to learn how to fly the lander, but it's kind hard when you go indebt because you crash more than once...
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#11 |
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Shovsoft
Join Date: Jul 2010
Reputation: 28
Posts: 165
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What version of the game are you using?
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#12 |
![]() Join Date: May 2010
Reputation: 16
Posts: 282
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1.3 accordng to the game. I just bought it today from Steam.
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#13 |
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Shovsoft
Join Date: Jul 2010
Reputation: 28
Posts: 165
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OK, when you enable practice mode it should say 'PRACTICE' in the fuel readout display. That's how you know you are in practice mode.
The Enable/Disable button will have 'Disable' on it when it is enabled. Meaning if you click on it again it will disable the mode and then changes the button to display 'Enable' One of those logic state things that can be confusing I guess... |
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#14 |
![]() Join Date: May 2010
Reputation: 16
Posts: 282
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AH I see the error of my ways... when I looked at the buttons, I thought Enable meant that it was enabled, not the other way around... thanks for responding so quickly. I changed the button and it plays in practice mode, still crash, but now I can laugh at myself for being a baaad pilot
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#15 |
![]() Join Date: Aug 2008
Reputation: 3
Posts: 27
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Orbital Mechanics
Wonderful game. Best value-for-money game in ages. I am attempting to persuade everyone I know to get it.
The feature I would most like to see in this game would be a full moon to fly around on. Doesn't have to be a perfect reproduction of the moon (could be procedurally generated), but I would love for the only boundaries to be fuel limits and even then, there could be procedurally generated bases dotted around the surface. I would love to be able to do a FULL lunar landing - a proper Apollo job starting from orbit and landing on the surface and also taking off from the surface and docking with an orbiting module. This would be a huge development task, but I would love to see it and I would be prepared to pay full price for such an offering. Has anyone else suggested such an enhancement? Would it be popular enough to be worth the investment in development time? |
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