Just a sum quick pictures of my crappy "art"
I sliced this ship, it took me like an hour or two

This ship is called "D-14" I made this one from scratch but theres still a lot of things to work on:

SOoo yeaaaah! Beh....
Hi.jrb00001 wrote:I could (and would) help you with code but I am really bad at music and art.
About me: I have used Java professionally in the last five years and also tried libGDX for a small desktop game about two years ago. My last "project" using libGDX was a small android app / game for an open source browser game called Dark Destiny at the end of 2014.
Hi, And welcome!CrypticNekoFTW wrote:Well i could work on this mod, for art, but I do suck at music or sounds, Ive got a condenser mic so we can test some stuff?
This looks good.CrypticNekoFTW wrote: Just a sum quick pictures of my crappy "art"
I sliced this ship, it took me like an hour or two
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This is great!CrypticNekoFTW wrote: This ship is called "D-14" I made this one from scratch but theres still a lot of things to work on:
It can not be worse than Dark Destiny. For example the space battle system: A very complicated algorithm (because of performance), ugly, no comments and even at least three different versions (loaded using reflection)! And if you have been working on it alone for two years it should not be that big (at least two developers for at least ten years). I can not get to know everything in a week but I do not see a problem if you give me a task where I do not have to know everything.kcd.Spektor wrote:Hi.
Thanks for your help offer!
Problem is that I've been working on this project for over 2 years now, and the code was written without thoughts of several people working on it.
Meaning it will take another year to either explain it to someone else, or to rewrite it to be multi developer friendly.
Also the code is shitin most places.
AI can be a very difficult task if you want more than an AI moving characters around. Think about an AI for all the small fleets and also an AI who has to fight a war against another instance of itself. And it is not only federation against rebels, it is also humans against mantis for example.kcd.Spektor wrote:Nevertheless, there is still a way you can help.
In the (not far) future I will be adding mobs and npcs.
This means AI
You could work on that.
Pathfinding sounds like a really easy task. I will do that later today. But I have a question: Why an array of integers? Wouldn't it be better to use an array of booleans if you only store 1 and 0? Or an array of objects (for example enums) if you want to store more than just wall / not wall?kcd.Spektor wrote:For example here's what I need:
Simple AI code for just moving around the map(pathfinding).
The level that the mob is moving around is a double array of integers
0 is a passable cell, 1 is a wall.
You can create an entity that navigates through the level, finding shortest paths from 1 cell to another.
Just put the pathfinding method in to a helper class and I will be able to use it.
Exactly the problem - to make any changes you need to be aware of the whole thing.jrb00001 wrote: ... if you give me a task where I do not have to know everything.
We should start with something small, like a mob that just moves around, that knows how to get from one point to another.jrb00001 wrote:AI can be a very difficult task if you want more than an AI moving characters around.
Think about an AI for all the small fleets and also an AI who has to fight a war against another instance of itself. And it is not only federation against rebels, it is also humans against mantis for example.
The actual map is not an array of integers, but an array of GameLevelCell class, which has booleans: leftWall, rightWall, topWall, bottomWall, leftDoor, rightDoor, topDoor, bottomDoor, and a lot more things.jrb00001 wrote: But I have a question: Why an array of integers? Wouldn't it be better to use an array of booleans if you only store 1 and 0? Or an array of objects (for example enums) if you want to store more than just wall / not wall?
Premade ships will help with balancing the game, but custom ships will fell special to each player and play through. Also think about which one will take the least amount of time and cause the least amount of bugs.kcd.Spektor wrote:Enyone has any ideas on how the game should start?
Same as in FTL - you start from selecting a premade ship?
or You start on a space station with some cash and can go either buy a ship or join someone as crew member?
Any other suggestions?
Also any quest ideas are welcome.