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Messages - Lurler

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1
Can't answer about the bug, we will have to wait for the reply from ai_enabled.

But as for energy and fueld - the answer is yes. Fuel is consumed as the generator recharges your capacitor. If you don't do anything it will only drain a tiny bit of energy (and consequently fuel), but if you fly around and shoot non stop then it will eat a lot of energy and generator will use fuel to replenish it.

2
Development discussion / Re: CryoFall - new screenshots & news
« on: February 06, 2018, 09:27:37 pm »
Just a little update guys. We have launched the server and everything works great so far. I've been play-testing it everyday for the past week almost. Bottom line is - we will launch it publicly within 30 days or maybe even less! :)

3
Help section / Re: Is there a IMCache.GetValue and IMCache.SetValue?
« on: February 04, 2018, 09:33:32 pm »
Just to make sure - did you add all required dependencies for all of those functions/classes?

4
Development discussion / Re: Linux
« on: January 29, 2018, 04:05:46 am »
The forum are quiet these days, so i just wanted to jump in and spash the silence somehow.
That is true, but not for long! :)
I'm sure there will be plenty of activity once we launch the game!
We will be sending out e-mails to people to participate in this soft-launch. Especially considering that the game will be free during this initial period.

5
Sorry to interrupt your conversation, but I'm just amazed at seeing this kind of mods being developed for VoidExpanse :)
Please keep up the good work and I really hope to see this released when you finish everything you have planned! :)

6
Development discussion / Re: Linux
« on: January 28, 2018, 09:25:35 pm »
As we mentioned it before, unfortunately we cannot support Linux and Mac from the very start. Support for those systems will come later, when the base game stabilizes (around beta).
The reason for that is simple - this way we won't have to battle with each version to add support for those systems and instead focus all of our energy towards developing the game.

We really wish we could offer support for other systems sooner, but the reality is much more harsh... it takes a lot of time and effort to make each patch fully compatible with all OS-es, and frankly we just don't have enough resources and manpower to justify it currently.

But again, good news is - we will be able to focus entirely on the actual game and it will make it possible to reach beta much sooner, and then add Linux and Mac support!
It is still our priority in the long run! All of our games fully and natively support Linux and we want to keep it that way! :)

8


We would like to share our roadmap for CryoFall!

With this game we would like to make all of our ideas, planned features and information about what is currently in progress public. You can also vote on things you'd most like to see in the game sooner. With your input we will have better idea of what's important for you. Obviously it will go hand in hand with discussions here on the forum. So you can create topics about any of the planned features to discuss them in greater details or offer your opinions.

You can find the roadmap here: https://trello.com/b/B5ckffAW/cryofall-development-roadmap

9
Development discussion / Re: CryoFall - new screenshots & news
« on: October 04, 2017, 03:52:52 am »
Lighting system is in!



More screenshots and all additional information is in our blog: https://atomictorch.com/Post/Id1189/CryoFall-DevBlog-25-Lighting-system

10
Modding info / Re: Adding custom effect
« on: September 21, 2017, 12:44:40 am »
I can not imagine what I would have come across, but it was good.
Um... what? :)
I thought you are a spam bot, but you don't have any links in your profile, so it seems like a legitimate message, but then what does that even mean? :)

11
Development discussion / Re: CryoFall - new screenshots & news
« on: September 20, 2017, 03:26:18 am »
Very small update this time - AO system is finally in the game.



Read more in our blog: https://atomictorch.com/Post/Id1188/CryoFall-DevBlog-24-Ambient-Occlusion

As you can see we've finally started working on visual effects and presentation in general in preparation for the upcoming public release.
More to come: shader effects, dynamic lighting, dynamic shadows and more.

12
Mods / Re: [WIP] AbyssExpansion
« on: September 18, 2017, 09:30:12 pm »
Unfortunately there aren't that many people who still post here regularly. So I'd say - share your mod also on Steam Workshop, this way you will have better visibility.

13
Development discussion / Re: CryoFall - new screenshots & news
« on: September 12, 2017, 11:03:11 pm »
What about Vaccins ?
You mean for diseases? Well... I think it's going a bit too far :)
Sure, we will consider something like that in the future, but certainly not at the moment. There are still a ton of other things we need to implement first for the first public release.
But when the core game is complete, maybe somewhere around beta we will start looking at existing systems and expanding where it makes sense.

14
Development discussion / Re: CryoFall - new screenshots & news
« on: September 12, 2017, 02:34:33 am »
New blogpost!



Read more about that stuff: https://atomictorch.com/Post/Id1186/CryoFall-DevBlog-23-Medical-items

I showed some of those pics before, but now as we finally added the status effects (see the previous blog entry) we also finalized all medical items and added proper effects as you'd expect them to have.
So far it plays amazing in the game! I can't wait for your guys to try the game yourself! :)

15
Development discussion / CryoFall - Visual effects research (VFX)
« on: September 04, 2017, 09:28:24 pm »
So, as I already mentioned in our blog ( https://atomictorch.com/ ) we are currently finishing all the remaining tasks to make the game publicly available for everyone to try. And the most important thing remaining is the visual effects system which we haven't finished yet.

Now, the reason I created this post is because I want to hear your opinion on the matter as well.

So, here's what we want to have in the game in terms of VFX.

* Ambient occlusion / Shadow maps - Is a system to create shadows and make otherwise simple 2d visuals look like there's more depth. We plan to add shadow maps for all game objects so the game engine knows what shape the shadow has to be. Plus use a shader that will create artificial shadow/light scattering around the edges and add additional darkness around objects where it makes sense.

* Tone mapping / Color grading - will be used in conjunction with day/night cycle to create more realistic visuals. For example more blue-ish colors at night and red-ish at dawn and dusk.

* Vignetting - This is quite simple and cool effect which we would like to use for certain events such as taking damage and such. You know, when you are hit the edges of the screen glow red.

* Chromatic aberrations - Usually I don't like this effect in games because it's used in completely uncalled ways, but when the situation makes sense, I think it looks quite cool. We will most likely use it for psi fields (to distort the visuals).

* Neon glow - This one is also quite simple and there are a lot of interesting situations where effect such as that would be cool.

* Bloom - Now, this is one of the most useless effect in AAA titles that I've ever seen. And it just makes the game look like junk. But why? Well, the reason is very simple - there's just TOO MUCH of it in a typical game. Still, if added just a tiny bit it makes otherwise bland image look more vivid! So, everything is good in moderation!

* Grain + monochrome - This is the "standard" way to display radiation effect and we won't be reinventing the wheel here :)

Well, that's more or less it.

But what do you think?

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