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Zeta wrote:
**I've thought about doing the same thing before. As far as I can tell, if it ain't in the resources then you probably can't change it. I'm going to ask ambrosia about it, but I doubt you can.
One problem with a backround that is so expresive is that if you get going fast enough, you start seeing the pattern. Then, after a couple of minutes, it gets anoying seeing the same thing over and over again. If you still want to make a backround, you would proabably want to make the grid very large. That way, if you did go fast enough to go over the grid twice under a few seconds, your probability of seeing the same nebula or star cluster would be barely ever. But, if you did have such a complex backround, it might take longer to load. Thus the people who are still running off of thier older computers would be stuck for a couple of seconds while waiting for it to load whenever you jumped into the system. Then having sound files that run over and over for your warp sound would add to the frustration of having to wait for the map to load all the star systems along with having to wait for the computer to register the ships in the vicinity and having to wait for the backround stars to load. No pesimism intended, but my point is it could get anoying.
If you do add to the feel of the game, keep the star system backround a bit undistinctive. Lots of random dots would do the trick (why am I giving you this info anyway? I think I'm already working on what I just said... oh well).
I hope your plug comes out great.
Just remember, keep it simple.
**
Hmm. You seem to have forgotten about parallax. If the background is a few dozen light years away, any motion of your ship would have effectively nil effect on background. It would appear to remain in the same place at all times. In this sense EV is unrealistic with its stars moving at the same speed as your ship. The other thing is that a large grid would take up massive amounts of memory. Say you made it....8 screens by 8 screens to minimize repetition. That's great in theory, but in 8 bit color it would take up at a minimum 640 x 8 x 480 x 8 x 8 bytes. Which equals - grabs calculator - damn! - runs and grabs better calculator with more memory - 157286400 bytes - 153600 kilobytes - 150 megabytes. Uh oh. See what I mean? Besides, Quickdraw can't even maintain a GWorld (graphics buffer) that big. Max is 4096 x 4096 pixels.
Chris Burns