That's great. I was hopeful I could join in. I'd like to help make this a reality. You seem to have some extensive programming skills and dedication to get it done. I can do a little programming, but I will more likely be better at algorithm/balancing/idea work, like you suggest. I've also worked as an editor professionally, so I can help with all dialogue and writing.kcd.Spektor wrote:Now that's my kind of languageCog wrote: --snip--![]()
I thik you could help with:
Universe generation.(will be able to do better once you try the alpha, but you can already start making Ideas)
Random events(will be able to do better once you try the alpha, but you can already start making Ideas)
Shop content generation. (will be able to do it only once you try the alpha, cuz shops aren't emplemented yet)
Also could you write some details about your tables. What are they for?
As far as what the table is for... it was an idea for an algorithm to generate a random FTL-type store and what it sells. Additional tables for what of each type would have had to be written, and more work balancing the randomness of the tables (like for instance after determining what special sauce A/B is)
I didn't want to say too much in my initial post as a new contributor to the project, but I'm wondering how close you anticipate sticking to the rogue-like format. To me, that's essential to the flavor and enjoyableness of the game, and your initial ideas about the dramatic number of new ship systems raised eyebrows, because I wonder how all those systems could be balanced in the context of the game.
The value of various weapons/systems/crew/etc you can randomly find in the game is balanced so finely already that adding a lot of additional systems might well necessitate a LOT of balance changes.
Don't know how I'll feel about this after I have a chance (if I do) to check out the alpha, but how strongly do you feel about those kinds of changes at this point?
What if we kept things the same as FTL, + open world and multiplayer with the radar and such changes, then added in extreme mod-ability? Like as an example, I feel like making the number of available weapons per ship unlimited is a huge, game unbalancing change, as a default, but adding in the ability to have as many weapons as you want attached in the game engine is awesome, for mods and also potentially to add things like weapon slot upgrades as rare drops.
Could we discuss this outside the forum at all, potentially via skype? My username is j.cogitation1