Hurray! Another multiplayer clone project. :)

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The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

This is awesome. This is my first ship hull, you can use it if you want to.
Image

This is how I made the rooms but you can have them anyway you want if you use it.
Image

Tell me what you think and keep up the good work.
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:Tell me what you think and keep up the good work.
Thanks. Not bad.

The only thing that doesn't quite fit is that you can clearly see that there are some parts of the ship that are scaled up versions of other parts.
Perhaps you could make all the parts of the same scale?

Also the layout of the rooms have no logical exit points to open space.
The outer doors that you have placed would lead to blocked area, so there would be no way of leaving the ship.
But you could probably adjust the layout in the ship editor, once I release Alpha.

Other than that - good work.
One of the few ships that were people posted in this thread :)
Last edited by kcd.Spektor on Sat Jan 30, 2016 8:58 pm, edited 1 time in total.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

jrb00001 wrote: Easy and secure at the same time? Is that even possible? :D

I have a second idea but it will be much more complicated for players: Serverfiles. A serverfile contains the address and the certificate of a server (and probably some informations like the name and a description). The player can copy such a file to some directory and the server will appear on his serverlist. And if the filename can also be given using a command line parameter, it would be possible to use a link on a website.

I think my first idea (authentication with a central server) is better because it is secure, has easier code and is much easier for the player. Yes, there are additional costs because you need a server (I could host the central server for you while the game is free). But if you want to sell your game, it is the way to go because a central server is also some sort of DRM.
Well at first I think the game will have no serious security, since there will be no point actually.
There will only be point in playing it on a local network.
If in the future it will make sense to host a big online server, then I will get back to this issue :)
Anyway I already have some ideas on how to do this, later on. Thanks to you guys. :)
Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

Can I do anything to help?

You said earlier in the thread that every post helped motivate you to finish it. This work looks really great. Bravo. I was just working with a friend literally yesterday, playing around with a pen & paper game like FTL, utilizing tables (and eventually, some simple programs to auto-generate from the tables) to generate the randomized content.

Here's what we worked up in about two hours (this was by no means complete or properly balance-tested, just an example of the kind of thing I was working on, to show that maybe I could help with designing some algorithms for the program's randomization as well as help with creative ideas):

Types of items for sale:

-Weapons Common 14
-Drones More Uncommen 10
-Augmentations Rare 9
-Crew Common 13
-Ship Systems Uncommon 12
-Slot Upgrades Very Rare 6
-Maps Rare (Sector Maps 6, Quest Maps 2.5, Treasure Maps 0.5)
-Blueprints Very Rare 5
-Trade Goods Uncommon 11
-Passengers Very Rare 4
-Enemy Delay Very Rare 5
-Consumables (Fuel, Missiles, Drone Parts, Food, etc)

Generating a store:

1. Roll on table A
2. Roll on table C for each type.
3. Roll on table D, E, F, and G

Table A:
Roll 1d20:
1-2: 1 type of item for sale (roll on table B also)
3-6: 2 types
7-15: 3 types
16-19: 4 types
20-21: +1 type and reroll 1d20+1

Table B (Unique possibilities):
Roll d100:
1-5 special sauce A (weird, possibly awesome), Roll on Table 100 for type
6-30 special sauce B (unusual, possibly useless), Roll on Table 101 for type
31-90 nothing special after all
91-92 special sauce A (table 100 for type) + roll 3d6 on table A
93-100 special sauce B (table 101 for type) + roll 3d6 on table A

Table C (Which kinds of items):
Roll 1d100 (if you roll a duplicate, reroll unless your roll is equal to a minimum or maximum value for that type)
1: Inconspicuous Lemon (reroll to find type.)
2-15 Weapons
16-25 Drones
26-34 Augmentations
35-47 Crew
48-59 Ship Systems
60-65 Slot Upgrades
66-74 Maps
75-79 Blueprints
80-90 Trade Goods
91-94 Passengers
95-99 Enemy Delay
100: Advantageous Bargain (reroll to find type)

Table D (Fuel)
Modifiers:
Sector quarantined, -14
Pirate sector, -9
Homeworld sector (including pirate) +10
Zoltan sector +4
Federation sector -5

Roll d100
1-4: out of gas 0 fuel, cost n/a
5-11: little left 1d2 fuel, cost 1d12+3
12-21: small amount 1d2+1 fuel, cost 1d3+2
22-37: small supply 1d3+1 fuel, cost 1d2+2
38-59: average 2d3+1 fuel, cost cost 1d2+1
60-76: good supply 2d3+3 fuel, cost 1d2+1
77-87: large amount 2d6+6 fuel, cost 1d2+1
88-95: surplus fuel 4d4+8, cost 1d2+1
96-100: fuel depot 4d20+20, roll 1d6. If 1, cost:1, else cost 2

Table E (Missles)
Modifiers:
Civillian sector -5
Federation/Rebel/Contested/Mantis +5
Rock +10

(incomplete...)

Table F (Drone Parts)

Table G (Food)

(Special sauce A, random example: special food, increase slug telepathy/cause telepathy in others)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Cog wrote:Can I do anything to help?

You said earlier in the thread that every post helped motivate you to finish it. This work looks really great. Bravo. I was just working with a friend literally yesterday, playing around with a pen & paper game like FTL, utilizing tables (and eventually, some simple programs to auto-generate from the tables) to generate the randomized content.

Here's what we worked up in about two hours (this was by no means complete or properly balance-tested, just an example of the kind of thing I was working on, to show that maybe I could help with designing some algorithms for the program's randomization as well as help with creative ideas):

Types of items for sale:

-Weapons Common 14
-Drones More Uncommen 10
-Augmentations Rare 9
-Crew Common 13
-Ship Systems Uncommon 12
-Slot Upgrades Very Rare 6
-Maps Rare (Sector Maps 6, Quest Maps 2.5, Treasure Maps 0.5)
-Blueprints Very Rare 5
-Trade Goods Uncommon 11
-Passengers Very Rare 4
-Enemy Delay Very Rare 5
-Consumables (Fuel, Missiles, Drone Parts, Food, etc)

Generating a store:

1. Roll on table A
2. Roll on table C for each type.
3. Roll on table D, E, F, and G

Table A:
Roll 1d20:
1-2: 1 type of item for sale (roll on table B also)
3-6: 2 types
7-15: 3 types
16-19: 4 types
20-21: +1 type and reroll 1d20+1

Table B (Unique possibilities):
Roll d100:
1-5 special sauce A (weird, possibly awesome), Roll on Table 100 for type
6-30 special sauce B (unusual, possibly useless), Roll on Table 101 for type
31-90 nothing special after all
91-92 special sauce A (table 100 for type) + roll 3d6 on table A
93-100 special sauce B (table 101 for type) + roll 3d6 on table A

Table C (Which kinds of items):
Roll 1d100 (if you roll a duplicate, reroll unless your roll is equal to a minimum or maximum value for that type)
1: Inconspicuous Lemon (reroll to find type.)
2-15 Weapons
16-25 Drones
26-34 Augmentations
35-47 Crew
48-59 Ship Systems
60-65 Slot Upgrades
66-74 Maps
75-79 Blueprints
80-90 Trade Goods
91-94 Passengers
95-99 Enemy Delay
100: Advantageous Bargain (reroll to find type)

Table D (Fuel)
Modifiers:
Sector quarantined, -14
Pirate sector, -9
Homeworld sector (including pirate) +10
Zoltan sector +4
Federation sector -5

Roll d100
1-4: out of gas 0 fuel, cost n/a
5-11: little left 1d2 fuel, cost 1d12+3
12-21: small amount 1d2+1 fuel, cost 1d3+2
22-37: small supply 1d3+1 fuel, cost 1d2+2
38-59: average 2d3+1 fuel, cost cost 1d2+1
60-76: good supply 2d3+3 fuel, cost 1d2+1
77-87: large amount 2d6+6 fuel, cost 1d2+1
88-95: surplus fuel 4d4+8, cost 1d2+1
96-100: fuel depot 4d20+20, roll 1d6. If 1, cost:1, else cost 2

Table E (Missles)
Modifiers:
Civillian sector -5
Federation/Rebel/Contested/Mantis +5
Rock +10

(incomplete...)

Table F (Drone Parts)

Table G (Food)

(Special sauce A, random example: special food, increase slug telepathy/cause telepathy in others)
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?
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

I have another ship hull you can use.
Image
I am not done with it yet but tell me what you think.
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:I have another ship hull you can use.
Image
I am not done with it yet but tell me what you think.
This one is pretty good.
A lot better then the first one.
Great work! :)
Does it have a name?
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

Not yet, do you have any suggestions?
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:Not yet, do you have any suggestions?
Nope :)

Since I haven't even started thinking about what races are there going to be, what will be the story, I can't really suggest any suitable names yet :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Latest update:

As far as I see, there are only 4 small things left to be done before alpha is ready :)
1. Add some animations for explosions.
2. Make crappy basic animation for jet pack walking when outside of ship.
3. Add sounds(found some nice free sounds on the net :D )
4. Fix an annoyng stupid bug, that keeps reappearing since the beginning of development :)

If all goes well maybe tomorrow will be the day. :mrgreen:

P.S.
Anyone has good exlposion sprites?
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