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I have returned
Posted: Fri Sep 23, 2016 4:11 pm
by John Luke Pack Hard
Gents. It's been 3 years.
For those of you who don't know me, I used to be active in this section as one of the drivers behind FTL:Overdrive, the modability remake of FTL. I made the
modding reference guide as well as a
pseudo-history of the Federation, which probably got buried somewhere deep within the stories sub-forum.
During these years I picked up on Unity development and I'm fairly knowledgeable in that engine's multiplayer suite.
I'm coming back because I have discovered that real Japanese game dev veterans are working on a spiritual successor to Advance Wars, pretty much invalidating what I've been developing. I'm moving on to several other ideas I have bouncing around in my head, both of which involve FTL, and I'm fairly certain they're original, so there's not much chance someone else has treaded on it.
That being said, how do I get in contact with the developers of this game, should they still be around somehow?
Re: I have returned
Posted: Fri Sep 23, 2016 7:03 pm
by mr_easy_money
John Luke Pack Hard wrote:That being said, how do I get in contact with the developers of this game, should they still be around somehow?
the devs still browse this forum from time to time, but I think if you pm isla, who seems to be on the dev team, they can get back to you rather quickly
"Isla S. - Email me for tech support, general questions, etc."
you can use the contact info on the main website:
http://www.ftlgame.com/contact.html
for proof that the devs have not dropped this game entirely:

Re: I have returned
Posted: Fri Sep 23, 2016 7:13 pm
by John Luke Pack Hard
mr_easy_money wrote:
the devs still browse this forum from time to time, but I think if you pm isla, who seems to be on the dev team, they can get back to you rather quickly
"Isla S. - Email me for tech support, general questions, etc."
you can use the contact info on the main website:
http://www.ftlgame.com/contact.html
for proof that the devs have not dropped this game entirely:
If they're active, then what have they been developing recently?
Also, what developments have been going on in the area of multiplayer FTL?
Re: I have returned
Posted: Fri Sep 23, 2016 7:57 pm
by mr_easy_money
John Luke Pack Hard wrote:If they're active, then what have they been developing recently?
that's the million dollar question isn't it?
John Luke Pack Hard wrote:Also, what developments have been going on in the area of multiplayer FTL?
two things:
1. kcd.spektor is working on a type of multiplayer FTL called Tachyon. if he ends up making it a real thing, he'll need to use his own images... looks like a standalone multiplayer project inspired by FTL
2. Gencool released a sort of co-op version found here:
https://www.reddit.com/r/ftlgame/commen ... creen_for/ I don't know the full details but it's something like one person is captain who gives orders and the other is the commander who carries out the orders. this is local co-op, but it does look cool and it's something I'd like to try if I get someone else who will want to do this too.
there were some other attempts at multiplayer mods, but those have been mostly discarded.
Re: I have returned
Posted: Fri Sep 23, 2016 11:28 pm
by kartoFlane
Hey JLPH, nice to see you're back!
Just wanted to add to easy money's post; Sleeper Service, rannl and I have been working on Hyperspace Admirals (also made in Unity). Though it's entirely single-player, so probably not what you're interested in.
Re: I have returned
Posted: Fri Sep 23, 2016 11:44 pm
by John Luke Pack Hard
kartoFlane wrote:Hey JLPH, nice to see you're back!
Just wanted to add to easy money's post; Sleeper Service, rannl and I have been working on Hyperspace Admirals (also made in Unity). Though it's entirely single-player, so probably not what you're interested in.
Good to see you. It's been a while since the IRC channels have been buzzing.
Also I have *two* ideas, one of which is single-player. It basically revolves around taking FTL's original formula and adding a real-time element to its narrative flow, i.e. tracking how long you take in combat and plugging the time factor into the difficulty. I may take a look at your project to gather some information.
Re: I have returned
Posted: Sat Sep 24, 2016 12:49 pm
by kartoFlane
John Luke Pack Hard wrote:...taking FTL's original formula and adding a real-time element to its narrative flow, i.e. tracking how long you take in combat and plugging the time factor into the difficulty. I may take a look at your project to gather some information.
That's pretty much what we're doing with our event system for HA -- tracking game time (along with a bunch of other stats) and using that to affect enemy strength and event outcomes.
Re: I have returned
Posted: Sat Sep 24, 2016 2:42 pm
by Sleeper Service
John Luke Pack Hard wrote: I may take a look at your project to gather some information.
Well you can check out our dev blog for starters then:
http://hyperspaceadmirals.com/blog/page/2
We also have a public dev Trello:
https://trello.com/b/z5SWzibB/hyperspac ... evelopment
Re: I have returned
Posted: Sat Sep 24, 2016 2:42 pm
by John Luke Pack Hard
kartoFlane wrote:
That's pretty much what we're doing with our event system for HA -- tracking game time (along with a bunch of other stats) and using that to affect enemy strength and event outcomes.
Mind if I take a look at the code and assets for my multiplayer project idea then? I'll post a thread proposing the idea, but I'd like to take a look at how FTL mechanics are implemented in Unity engine.
Also, need help? I'm fairly well-versed in Unity development at this point, particularly multiplayer networking.
Re: I have returned
Posted: Sat Sep 24, 2016 11:18 pm
by Sleeper Service
John Luke Pack Hard wrote:Mind if I take a look at the code and assets for my multiplayer project idea then?
We make a stand-alone game, to be released commercially. Our stuff isn't open source our anything if that is what you are asking.
Also, Hyperspace Admirals is single player only. If you want a multiplayer take on FTL you could have a look at solar crusaders:
https://www.youtube.com/watch?v=LGwN2SXWRpw Although I'd assume their devs wouldn't just let your look at their stuff just like that either.
John Luke Pack Hard wrote:but I'd like to take a look at how FTL mechanics are implemented in Unity engine.
I'm not the devs, but there where no major problems with that, like to the degree that we couldn't do everything we wanted so far. If you know how FTL works then you can definately create a game following a similar baseline in Unity.