I’ve added a couple posts to this thread on gameplay ideas for Sol. These focus on some guild intricacies like founding guilds, guild controlled NPCs, and guild controlled space; leveling up; crafting schematics; and dynamic NPCs. It also presents a solution to the top speed/dogfighting problem where people travelling extremely fast due to the lack [...]
Guilds, Levels, and Dogfights, oh my
March 27th, 2007 · No Comments
Tags: Sol
Fleshing out Sol
February 17th, 2007 · No Comments
I just made an extremely long post here in the forum containing many fairly detailed implementation ideas about Sol. Please check it out and share your ideas about it there.
Here is the post outline:
Players:
lore
xp/level/rank structure
pvp
rules and penalties
player looting
duels
bounties
misc
guilds
cloning
currency
travel – warp transports
Skills
Crafting
Resources
Ship Specialization
Ships
Weapons
types
calibration
Universe
systems
planet zones
factions
Tags: Sol
Sol
February 6th, 2007 · No Comments
The Project
Sol is the unofficial name of the python space game project originally laid out HERE in the keeyai.com forums. The project is a VERY big undertaking, so it is coming along very slowly. At this stage I am still fiddling with libraries and learning more about the finer points of game development. The plan [...]
Tags: Sol