How would it work? I'm not asking about the code aspect, more the strategy of it all... Would it exist as some extra layer to strategic conquest? Or something else entirely?
I'd also imagine great winds pushing asteroids about in some cases, instead of rain. But this would affect the craft on the level as well.
EDIT
Yea, here's some specifics to help get "Space" on a MOD Rolling,
LandBlockType / blocks.json
Giving a terrain property this factor;
"solid": false,
"opaque": false,
Like Air, should be a great start. Such as for soil, then removing the graphics for soil. But I'm having a difficulty finding a way to simply change the ground floor to a non-destructible/passable region. ie a Solid Blockset at the bottom-most grid.
Without this, ships can just fall below 0 into infinity. Otherwise you can change blocks for conditions in "Space".
Without removing SOIL from the original spritesheet, in addition to creating a "Space" environment with no backdrops, removing the "ground-level" background may not be possible. Removing objects from the original spritesheet referenced by the JAVA would be very difficult traditionally.
DOUBLE EDIT
On a side note: Space Maps could be made "roomier" in the Mission editor, but it doesn't remove the "Ground Level" graphic issue. You could create the "impassible block" by hand, but I see no evidence of removing the dirt.
TRIPLE EDIT
As far as the strategy goes; I'd imagine Airships-Only combat, where a ship that falls off the map explodes. But Space isn't a member of the title or it's planned features, so who knows? The strategy is that of no ground, and oxygen isn't a factor - not yet anyway. Could become possible with water, where water is made to represent the lack of air.
Space isn't planned, so unless a user were to modify the JAVA and alter ground map for a space one, it's hard to imagine this being graphically represented in any way. Theory could be you stack multiple maps, but there's a Ram limitation to this framework.
You could get "half-way" visually, but there's still limitation in the auto-generation. None of it is possible traditionally, it would require changes to core references.
The most-obvious would be Planet to planet, galaxy to galaxy would suggest multiple maps. Meeting in the middle would cause a "Space Battle", then each planet has its own environment.
I wasn't really referring to it in a modding sorta way... Zarkonnen HAS stated he would be interested in implementing space (With the expansion that implements water). Was simply asking how he would make it work in the vanilla game.
He has? I'd be down to spot that quote. (I did totally get that troop animation quote for ya.)
Unless it was "Space" with some modifier, like "Cool Idea" etc. Need to keep an eye on the modifiers to the quotes. If it's "just neat", then it's not likely any thought has really been invested, an expansion after the expansion after the expansion type of quote - when it meets the demand, etc.
I included the modder information because the game is a few steps away from having the modder ability to do so; in some cases already possible using the Mission Editor.
Air Admiral
How would it work? I'm not asking about the code aspect, more the strategy of it all... Would it exist as some extra layer to strategic conquest? Or something else entirely?
Commodore
UPDATE:
Thanks for the push!
I'd also imagine great winds pushing asteroids about in some cases, instead of rain. But this would affect the craft on the level as well.
EDIT
Yea, here's some specifics to help get "Space" on a MOD Rolling,
LandBlockType / blocks.json
Giving a terrain property this factor;
Like Air, should be a great start. Such as for soil, then removing the graphics for soil. But I'm having a difficulty finding a way to simply change the ground floor to a non-destructible/passable region. ie a Solid Blockset at the bottom-most grid.
Without this, ships can just fall below 0 into infinity. Otherwise you can change blocks for conditions in "Space".
Without removing SOIL from the original spritesheet, in addition to creating a "Space" environment with no backdrops, removing the "ground-level" background may not be possible. Removing objects from the original spritesheet referenced by the JAVA would be very difficult traditionally.
DOUBLE EDIT
On a side note: Space Maps could be made "roomier" in the Mission editor, but it doesn't remove the "Ground Level" graphic issue. You could create the "impassible block" by hand, but I see no evidence of removing the dirt.
TRIPLE EDIT
As far as the strategy goes; I'd imagine Airships-Only combat, where a ship that falls off the map explodes. But Space isn't a member of the title or it's planned features, so who knows? The strategy is that of no ground, and oxygen isn't a factor - not yet anyway. Could become possible with water, where water is made to represent the lack of air.
Space isn't planned, so unless a user were to modify the JAVA and alter ground map for a space one, it's hard to imagine this being graphically represented in any way. Theory could be you stack multiple maps, but there's a Ram limitation to this framework.
You could get "half-way" visually, but there's still limitation in the auto-generation. None of it is possible traditionally, it would require changes to core references.
The most-obvious would be Planet to planet, galaxy to galaxy would suggest multiple maps. Meeting in the middle would cause a "Space Battle", then each planet has its own environment.
Code included anyway.
Air Admiral
I wasn't really referring to it in a modding sorta way... Zarkonnen HAS stated he would be interested in implementing space (With the expansion that implements water). Was simply asking how he would make it work in the vanilla game.
Commodore
He has? I'd be down to spot that quote. (I did totally get that troop animation quote for ya.)
Unless it was "Space" with some modifier, like "Cool Idea" etc. Need to keep an eye on the modifiers to the quotes. If it's "just neat", then it's not likely any thought has really been invested, an expansion after the expansion after the expansion type of quote - when it meets the demand, etc.
I included the modder information because the game is a few steps away from having the modder ability to do so; in some cases already possible using the Mission Editor.