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Topics - Lurler

#81
News and Updates / Weekly news #16 - Discussion
November 15, 2013, 03:25:07 AM
Blogpost: http://atomictorch.com/Post/26

QuoteI really like our new feature this week! Target locking and homing missiles are finally implemented. It is extremely rewarding to see your weapons chasing after the enemy ships. But let me tell you how it works. First you need to equip a radar capable of inquiring a target lock. Then after pressing [R] button and pointing in general direction of where your target is you will get him into a targeting reticule. Then depending on how powerful your targeting speed and enemy ECM (electronic counter measure device) you will acquire a target lock. Usually it happens withing couple of seconds, but could take longer on some ships. So, then what? Then you can fire all missile weapons your ship has equipped (with homing capabilities of course) to bring down hell on your enemy! Of course they can do the same to you, though :)

What else is there this week?
* We are almost finished with the space stations. Shops are fully working now, and other features are almost completed too.
* Added jettison / destroy functionality for items you are carrying.
* Improved shield collisions with objects. Now it will activate on asteroids and other static objects too.
* Implemented new NPC scaling system that would make it much simpler for us to reuse the same enemy profiles thus enabling us to create really a lot of variations even for the same enemy types. It would make game difficulty progress more steadily throughout the game.
* A new save system also got implemented this week. It works in an incremental way making save times almost instant. You won't even notice it in single player, and for huge multiplayer servers it could be just 100-500 milliseconds which is also perfectly okay.
* And finally we have improved latency handling. Now in single player there is no latency at all, and in multiplayer it is perfectly okay to play even with 200-300 milliseconds lag. Most likely you won't even notice it thanks to interpolation and extrapolation algorithms that we use.

Here is also a wallpaper for you to put on your desktop. I think it looks pretty old school :)

#82
News and Updates / Weekly news #15 - Discussion
November 14, 2013, 12:03:25 AM
Blogpost: http://atomictorch.com/Post/26

QuoteHello again. It's Friday and here is another developers update!

This time we finally started implementing space stations, or "bases" as we call them. In the game you will be able to dock to many different stations and use their services such as shops, shipyard, visit canteen, etc. Different stations will provide you with different options of what you can do. For example on a mining outpost you can sell your ore for a better price.

Anyway, here is a detailed list of changes this week apart from implementing the bases as I described above.
* It is now impossible to change your ship equipment while in space. Well, it does not make much sense if you can just swap your weapons in the middle of a fight, right? :)
* Now it is also possible to change your ship hull. What that means is that you can now buy better ships with the progression of the game.
* Better galaxy generation. It is now all script based and can be easily changed in mods. We are also continuing working on the map editor that would allow us to make the game campaign as awesome as it can be!
* Many enhancements to the faction system. All factions are now defined in XML files and you can add your own. You can also script any custom features for them. One of such features is that when you belong to a particular faction they will offer you better prices when trading. It will be in the game by default, but you will be able to add any other features like this.
* And finally we tweaked the physics of the ships a little bit. Now it is possible to precisely define the mass distribution across the hull. For example a ship might have it's center of mass right in the middle, or to the side which would completely change how it behaves in combat.
* Oh, and we added money! Yes, no game like this can be without money! :)

Here is a picture of our map editor in progress and an example of galaxy that it can generate. I think it is quite nice gameplay wise. Colored zones represent zones of influence of a particular faction.
(http://atomictorch.com/Images/Upload/25.png)

And here is a render of the space station.
(http://atomictorch.com/Images/Upload/26.png)
#83
News and Updates / Weekly news #14 - Discussion
November 14, 2013, 12:01:24 AM
Blogpost: http://atomictorch.com/Post/25

QuoteMain addition to VoidExpanse this time is a new ship which you can see in the screenshot below. I think you can guess its purpose from its look. Yes, it is a cargo vessel. It has very spacious cargo holds ideal for trading missions or transportation of mined ore. Now, thinking about it, it is actually a very smart idea if one player does mining in a specialized engineering ship, while other player helps him to transport ore to a processing facility in one of neighboring star systems. I should certainly try it to see how much more effective it is compared to mining alone.

And here is our usual detailed list of other important features this week:
* Crates. Now it is possible to loot destroyed ships. Or you can jettison some or your cargo for others to pick up. The crates themselves were done some time ago, but this week we finally implemented UI for actually picking up these crates, or rather their contents.
* Better planets. We have adjusted how the atmosphere is displayed and increased the polygon count for the planet models.
* Better shaders for the sun, now they take into account actual 3D space fore more realistic look.
* Energy calculation. Generator, capacitor and all energy requiring equipment now take into account all associated ship stats. That means you can be left off without energy if you spam-shoot your weapons non stop for some time.
* Tractor beam. You can use it to draw containers closer to your ship if you are too lazy to pick them up manually. I know, I will certainly use it often!
* We have also started working on the galaxy editor that would help us in creating the campaign for the game later on. For now though, it is mostly needed to tweak the galaxy generation in the game.


#84
Game discussion / VoidExpanse discussion
November 06, 2013, 02:38:58 AM
Please tell us what you think about the game!

Also here are some pics to get you started  :P



#85
News and Updates / A forum, finally!
November 06, 2013, 02:28:32 AM
I think it is about time we created a forum ;)

It may take a while for this forum to get enough people for any big discussions, but at least we are happy to answer your questions here  :)