Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

kcd.Spektor wrote:
Cog wrote: --snip--
Now that's my kind of language :D

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?
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.

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
Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

By the way, I agree that second ship is much better than the first, but would it be possible to edit it such that the lines are all single pixel thick edges? FTL uses pixel art. Everything should be sharp colors without any bilinear filtering from resizing algorithms. I mean, in the ideal. The ship does look nice anyway.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Cog wrote:... would it be possible to edit it such that the lines are all single pixel thick edges?...
I have no idea.
Probably it would, if you have the skills :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Cog wrote: 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.
Great! :)
Cog wrote: 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.
True.
Balancing will be hard.
Cog wrote: 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?
I'm just certain that I will fin a way to make the game interesting to play.
Cog wrote: 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.
Who knows, maybe at some point I will decide to add a limit on how many weapons each ship can have(that's actually would be pretty easy to implement :))
We (I mean everyone who is interested to play the game), need to test it, then I'll gather the feedback and see what needs to be changed.
Cog wrote: Could we discuss this outside the forum at all, potentially via skype? My username is j.cogitation1
We probably could, but first of all, I think we have (very)different time zones, we would need to sync our free time, etc.
But most improtantly I think it's better to have everything in this thread, because it makes more people interested :)
Although if you have something secret to tell - we can use private messages or skype.
Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

True.
Balancing will be hard.
-------------------------------------

Only the more dramatic the changes are.
Who knows, maybe at some point I will decide to add a limit on how many weapons each ship can have(that's actually would be pretty easy to implement :))
We (I mean everyone who is interested to play the game), need to test it, then I'll gather the feedback and see what needs to be changed.
Sure, of course. Something to consider though is that the further it drifts from FTL the smaller the audience might be for mods and the like. It's essentially a new program from scratch, right?
We probably could, but first of all, I think we have (very)different time zones, we would need to sync our free time, etc.
But most improtantly I think it's better to have everything in this thread, because it makes more people interested :)
Although if you have something secret to tell - we can use private messages or skype.
Nothing secret, I just thought maybe a conversation or two might help with collaboration. I don't mind talking here, I just thought if we could speak person to person we might have a chance to discuss it at length. I keep very odd hours and my sleep schedule drifts due to working from home (and being laid off at the moment) so it's probably less of an issue than you might think.

Would like to see the alpha and what you have (which looks very extensive already, but I'm not sure how comprehensive it all is) before suggesting any ideas. Don't want to step on your toes, but feel I could be very helpful.
kcd.Spektor wrote:
Cog wrote:... would it be possible to edit it such that the lines are all single pixel thick edges?...
I have no idea.
Probably it would, if you have the skills :)
That was actually a comment to the guy who posted the ship, rather than to you. I actually tried to do it and it would be too time-consuming. I'm not much of an artist, and definitely don't have any experience in the pixel art medium.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Cog wrote: Only the more dramatic the changes are.
Balancing is always hard.
And I doubt there is a way of making a singleplayer game into a multiplayer one, without doing some serious rebalancing.
Sure, of course. Something to consider though is that the further it drifts from FTL the smaller the audience might be for mods and the like. It's essentially a new program from scratch, right?
I think it could be the other way arround. Since my game is not a finished one but is currently being developed, I can add more modabilty where modders might need it.
Would like to see the alpha and what you have (which looks very extensive already, but I'm not sure how comprehensive it all is) before suggesting any ideas. Don't want to step on your toes, but feel I could be very helpful.
Hope so :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Latest update:

2 bugs left to fix before alpha :P
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

Is my second ship going to be in the alpha?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

The_Bear wrote:Is my second ship going to be in the alpha?
Just finished with it in the editor :)
Image
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

Can you change the size of the ships?
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