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Messages - Lurler

#991
Modding info / Re: Modding the VoidExpanse
June 22, 2014, 05:27:41 PM
Flat value removed from incoming damage.
#992
Quote from: Hammish on June 22, 2014, 05:53:30 AM
Figured I'd give a show of stuff I've been working on as time allows. :D
Looks cool, I would love to try it :)
Some of that stuff might even be useful for vanilla game.
#993
Sounds awesome. Looking forward to what you all can do :)

And from our side I would like to add that we will continue with making modding easier and releasing all necesary stuff. Such as for example a tool to create physics definitions so you can create your own ships, etc.
#994
Game discussion / Re: Before we update
June 19, 2014, 06:16:43 PM
Quote from: Tibarn on June 19, 2014, 12:18:31 PM
Do you have a estimated time? :)
If I did I would have said already :)
Sorry, can't say now. Maybe in the next big update? But don't quote me on this :)
#995
Modding info / Re: Modding the VoidExpanse
June 19, 2014, 06:13:27 PM
Ah, yes. It is degrees per second. Most of the values if they are not set as-is are per second.

As for the tools, I will ask our guys to polish the physics app so we can release at least this one.
#996
Game discussion / Re: Before we update
June 19, 2014, 06:34:29 AM
Quote from: Tibarn on June 19, 2014, 05:30:19 AM
When will party and shared exp be released? :)
When it is done :)
#997
Ideas and suggestions / Re: Suggestion: Salvaging
June 19, 2014, 01:33:19 AM
It's in the plans. Not saying that we will introduced it any time soon, but it's in our to do list, so when the time comes we will figure out some interesting mechanics for that.
#998
Ideas and suggestions / Re: Some suggestions
June 19, 2014, 01:26:34 AM
Some definitely great ideas. Added several of these to our to do list. Some of these will be in the next version!
#999
Quote from: wormywyrm on June 13, 2014, 09:15:25 PM
You can still have astroid-like physics while also having the ship automatically rotate towards the cursor.
That's what we will probably end up with as an alternative control scheme. Not now though :)

Quote from: wormywyrm on June 13, 2014, 09:15:25 PM
I found this game while looking for a spiritual successor to Armada for Dreamcast.  I am really impressed by it :)
Ah, another Dreamcast fan! :) These were a good times indeed. I still play some RE:CV and Soul calibur from time to time :)

Quote from: wormywyrm on June 13, 2014, 09:15:25 PM
I noticed that ships don't maintain their momentum very well
This was done on purpose as there are several reasons why it shouldn't be infinite.

Quote from: wormywyrm on June 13, 2014, 09:15:25 PM
I haven't played a lot of the game yet but the only other thing I can really say is, it would be fun to have more enemies or to fight multiple weaker enemies at a time.  I might just not be at that part of the game yet though, so I will hold off on commenting :)  Amazing job.
Thank you :)
And yes, we will definitely introduce more variety to the game and combat as we progress in development.
#1000
Modding info / Re: Modding the VoidExpanse
June 19, 2014, 01:15:39 AM
Quote from: Hammish on June 16, 2014, 12:57:49 AM
Any chance you could list out what modding tools you might eventually be releasing?  Just a bit of curiosity on my part.
Well, I can tell you what we have so far at least.
1. Physics application that allows us to create physics definitions for the ships, stations, etc.
2. Mod packer (console based and windows application).
3. Items agreggator - allows to see all items sorted by different properties, makes it easier to balance things.
But apart from the physics app the rest isn't really that important. You can create any mods just by editing text files.

Quote from: Hammish on June 16, 2014, 12:57:49 AM
Without them, and this seems something that would go well on the wiki, it would be grand if we could get a list of what some of the more obscure variables mean and the settings for each.
No problem, you can just ask any particular questions and I will either answer here or create a separate wiki article.

Quote from: Hammish on June 16, 2014, 12:57:49 AM
One specific one, though: for particle effects in some places it seems to list out four variables.  I figure three have to be RGB values; fourth might be luminosity or something?  Any information on this would be handy as I do a bit of my tinkering.
The fourth one is alpha, so it is the standard RGBA notation.

Quote from: Hammish on June 16, 2014, 12:57:49 AM
First, for homing weapons, is the listed value for homing under projectiles degrees per second of tracking?
Tracking is defined in the ships slots and is not linked to weapons themselves.
While homing is a property of a projectile and is specified inside the weapon.

Quote from: Hammish on June 16, 2014, 12:57:49 AM
And second, if I create an entirely new item will it automatically populate into station stores by itself or do I need to add it to a list of 'shop gear'?
As far as I know - yes, it will be available in shops automatically :)
But it will not be added to drop lists from pirates/aliens because these are defined manually. But they can be changed to be dynamic too, though.
#1001
Game discussion / Re: VE linux client
June 19, 2014, 01:06:23 AM
Quote from: zonemaster60 on June 16, 2014, 10:57:35 AM
Hello I just bought the game a few days ago and would also like to be informed when the linux version is available for download.
Please check our dev blog at http://atomictorch.com we are posting all updates there. There are more interesting stuff there too.
#1002
Game discussion / Re: VE Player Q&A Article
June 19, 2014, 01:04:06 AM
Thank you guys for letting us know about the article. I really enjoyed reading it, and there are several good points that you make! I will also post the link to our twitter if you don't mind ;)
#1003
Ideas and suggestions / Re: Deployables
June 08, 2014, 03:22:44 AM
We actually plan to implement drones later. But your idea of deployable mines is also cool. I think it would be possible to make both using the same system.

As for homing mines - yes, it is planned.
#1004
Will any of you be attending E3 this year?
I would like to ask for your help if possible.
#1005
Game discussion / Re: Impressed!
June 06, 2014, 08:49:41 PM
Thanks :)
We certainly will! :)