I took an interest in NewKind a few years ago and was disappointed to read that Mr Pinder had (apparently) been politely asked to desist from any further development of his Elite Clone, apparently by the originators of Elite. The main problem with Newkind was that it never had a chance to implement support for PC analogue joysticks - which meant that it was (for me) unflyable.pygmy_giant wrote:As posted on another elite thread, why not drop Mr. Braben a line and ask if he would mind awfully if these ports were released to the massess - if I were him I would consider it good publicity for my ongoing project
OOlite is great, but won't work on the Pi currently as it depends on OpenGL. Also I suspect that the memory requirements would prevent it running on a 256M board anyway. As a game, it blows Elite out of the water, particularly with some of the graphics and gameplay extensions installed. Somewhere or other there was a quote from someone about one day computers being fast enough to allow Elite to look like the artwork on the box. Well, here's a quick snap from the current development version of oolite I took yesterday:SiriusHardware wrote: For Linux, there is another very faithful clone of filled-polygon Elite, namely 'Oolite'. It's actually in the Pi repository but I don't think it has been modified enough to make it actually run on the Pi, unless anyone can hopefully tell me otherwise.
Think Elite, but with 10 years extra developmentpygmy_giant wrote:what is it?
is it like elite?
their website does not seem to have an 'about' page - could it work on the pi?
I suppose the best we can hope for is that a bunch of talented, enthusiastic people will get together and produce something wonderful simply for the love of it.pygmy_giant wrote:I'm a luddite when it comes to computer games.
In my view super-realisitic and super smooth graphics are not the key ingredient to a good game - they are the icing on the cake.
I think the Pi has plenty grunt for amazing games - but as yet no one has even skimmed the surface of its capabilities.
I fear this will always be the case as game developers will find it hard to monetise their endeavours due to their target audience having hacking tendencies.
The only multiplayer I like is co-operative multiplayer, so in the example of the WWI sim above I would mainly be interested in flying WITH other players against AI squadrons and targets, although playing real player squadron against real player squadron would also be rather good.pygmy_giant wrote:My preference would be for a simple (perhaps weaponised) F-Zero / Wipeout racing clone.
Life's too short for totally immersive and absorbing game play.
I agree about AI - call me anti-social but I'm also not a fan of multi-player - who cares if you're blowing 7 shades aout of another human if you are never going to meet them anyway. Also I prefer not to feel guilt or humiliation. The great thing about beating a computer is that you can completely divorce yourself from empathy - and if you win you've re-inforced the status of humanity vs machines but if you loose there's no shame as the computer has an in-built advantage.
here's a jaw dropping demo of what the Pi can do from months ago: http://www.youtube.com/watch?v=dbG6sQskxoQ
from this thread:
http://www.raspberrypi.org/phpBB3/viewt ... ne#p113733
Not sure how I feel about them taking money off the public with one hand while laying people off the week before Christmas with the other. Just feels a bit uncomfortable.Frontier Developments has laid off 14 of the U.K.-based studios' 223 staff, reports Eurogamer, confirming the news with Frontier after a tweet suggesting this cast doubts upon their ongoing Elite: Dangerous Kickstarter and another critical of the timing of layoffs in the holiday season. "Frontier regretfully has given a total of 14 people (from a staff of 233) notice that their roles are redundant, across art (9), animation (3) and audio (2) disciplines. This is due to the changing mix of skills requirements for our current and future projects - it is not a reflection on the company's prospects, which remain healthy," Eurogamer was told by Frontier managing director David Walsh. "Once we took the decision to make the roles redundant, we felt it was better that the affected people knew ASAP so they can plan any further expenditure over the Christmas period accordingly and focus on their search for new roles as soon as possible. We have provided redundancy arrangements in excess of the minimum. We are actively recruiting to shift the balance of skills we have within the company to enable us to deliver the set of projects currently in development."
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