CDF Ghostship Ghostship is a first person shooter (old style) with 5 different game modes and a huge open world space craft to explore.
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|Apr 30 2013, 1:13pm Anchor|
Glad you are enjoying it, Evrything is a model in ghostship, 0 bsp are used.
yes thats a bug with the boxes, the player takes a little damage where they should not take any. This will be sorted in the beta.
The MK3 plasma rifle pickup is black at the moment, it is not meant to be this way again this will be sorted for beta.
In the beta all the computers will be different, some screens will be animated and the screens you can use will have different screens so you can tell more easily which ones are accessable.
STill Plenty more sounds to add yet, i must have missed the fans on deck 1
Dont want to give too much away but you will find a few survivors around the ship, there will be plenty of logs and such but the funding is needed to get all these done. A lot of the storyline will be found on logs and through survivors.
The player sounds are the only sounds left to do, I am still waiting to get a good VA for character voices and character sound effects.
Yes when you reload your weapon you lose what ever rounds where still left in your magazine, this is more realistic this way and more tactical. Most games allow you to reload whenevr you want without a penalty, in real life loading a magazine takes time, can take a lot of time so realistically you would reload when you really need to.
This is just the alpha, the beta will be huge compared to this. Most demo`s last 10 or 20 mins and you would probably play through only the once. How much time have you had in Ghostship? story mode? and Onslaught Modes?
Thnaks for feedback guys, the kickstarter page should be up this week as soon as its accepted, there is lots more info about the beta on there! I will let you know when its up
|Apr 30 2013, 2:14pm Anchor|
Okay, cool!... Where is the fuel lines btw?
|Apr 30 2013, 3:43pm Anchor|
Yeah the fuel line sorry forgot about that one, There are a few itmes you need for that method of escape, the fuel line is main fuel feed for the hangars, this is located in Engineering. I had to draw the line somewhere this is only a demo, I am still building the rest of the ship so in the beta when you find one of the 7 ways to escape you will be able to meet all requirements to escape the ship. In the full release, the game carries on after you escape the ship and you then carry on at the Icarus Orbital or the Icarus colony base.
I orgianlly was not going to include a way to escape, but i thought i would put in the process of it to give you a feel for whats to come
The Big Ones by the way are not the Big Biters. The biters as some other aliens have different variants, green ones and bigger nastier versions eg. The Big Biters.
|Apr 30 2013, 3:52pm Anchor|
OHHH thatd explain why I couldn't do anything. No point trying to fight off the waves of the big biters then... ima go explore the rest of the ship instead! I thought you could escape the ship in the Alpha... good to know!
For the full game, will we have full access to the ship after we lift the lockdown? For example:
One of 7? I thought there were 8?
As far as this being a demo... its a damn good one. Better than most Triple AAA Titles you get these days. And unlike AAA demos, Im sure you game will be far better than the demo. Lots of potential.
Consider doing a NewGame+ Option in the fullbuild? So that we could start the game again, with a quick start of ammo and such, but then work towards a different ending?
Making consoles easier to spot could be done by giving them a slight increase in luminence (brightness). At a distance you wouldn't be able to spot anything different but up close, you'd notice that the console was "different" from the others.
|Apr 30 2013, 8:29pm Anchor|
Yes the the beta will have full access to the ship, the dorrs you cant open at the minute you will have full access to:) If you press m to get up the map screen and click on deck plan at bottom right you will see the layout for the ship.
The main acces corrdor on deck 3 is 1 of 2 as seen on the map (hence the stairs and lifts you will find in the Main access corridor. The other corridor is the sub access corridor as it is called and is attached to deck 5 of all sections These Also run stright through the cargo hold.
I am sure you will agree that just the size of this ship is huge for a free roamer and fun doesnt stop there, like I said, depending upon your method of escape you will then carry on at the Icarus 3 Orbital or the Icarus 3 Colony Base (both are civillian so look quite different) These will be in the full game as these are where there is a huge twist in the story and things really get good:)
Thanks for all your feedback, it is very helpfull. I am glad you enjoyed the alpha and I am sure you will be more than happy with the beta and then the full game
If you enjoy this alpha demo then please tell your friends, There is no marketing budget or team so I am will be relying on people who enjoy the game to spread the word. The Kickstart fund Starts any time as soon as it is accepted, A small amount of funds are needed for the game to be commercially released as well as polish such as motion capture we have planned and voice acting etc. The Plans for the beta are getting more and more promising thanks to Rama the lead programmer who is also putting a lot of work in Ghostship
|May 1 2013, 2:44am Anchor|
Talking about doors one doesn't have access to...
When the beta is released, will there be some exploration needed for a player to explore some of the new areas? By this I mean, is it NECESSARY to find the MK4 Plasma Rifle or Lazer Assault Rifle in order to survive (not including the other 6? weapons you can find in the beta)?
As far as the Orbital goes... from the sounds of the captain's logs... it sounds like that place will be EVEN worse than the CDF Dreadnought we are on currently... so dunno if I want to end up there
And I'm glad to provide feedback! Really great game and will tell my friends, for sure. When I get another chance, I'll continue playing and exploring and see if I can hunt down any more wierd bugs, so that it saves you time hunting them down yourself.
|May 1 2013, 9:24am Anchor|
The ventilation shaft on deck 3 was opened after lock-down was removed on the bridge. I might have closed this again while testing so if it doesn't open after then then you will have to wait to the beta to grab the shield and ammo ]
In the beta there will be many more weapons, you have felt the satisfaction of fnding a rifle and such so when you find the other weapons such as miniguns, flamethrowers, smg`s, rocket launchers, proximity mines and grenades you will really feel the benefit. Exploration is rewarding, its a big ship, lots of exploring hence lots of rewards. You will need to explore to find survivors, weapons, ammo, shields, health, medikits, items, ways to escape and just our of curiosity.
Thanks for your feedback. I will be updating the alpha to fix the (no kill counter - Onslaught) and the total kills after death. I will keep you posted.
|May 1 2013, 4:28pm Anchor|
Suggestions that come to mind:
|May 1 2013, 5:38pm Anchor|
The medikits will not be able to be stored, these must be used tactically, large medikits will be very rare so visits to medical are suggested before venturing further. I will be allowing the player to pick up stims which can be used at any time to regain a little health.
I have considered weapon modification, there are a huge number of weapons in the game and all have their advantages and disadvantages, again tactical use of these is part of the game. This would also take much more time and my huge workload will only allow me to do so much.
There will be interaction with survivors in the game, you may have to do task for them, some may help you, some may kill you, wait for the beta!
Replay value is ones of this games biggest aspects. Once you complete the game for first time you will unlock various things. You will have a slot save system so you can play multiple stories at any time.
Onslaught is planned as multiplayer (depending upon funding) both online and LAN support will hopefully be added. Arcade mode and challenge mode may also be multiplayer, this will be decided further down the line when i can see how much funds i have to work with.
Optimizations, its not so much the environment or weapons characters etc that causes fps issues. Graphically the light would be the main cause of the fps drop, also not just graphics but the code has a lot to play as many scripts and calls are in timers so the more and more whats in the game will gradually decrease fps.
|May 1 2013, 11:21pm Anchor|
Question: On the Preorder Page, it says there is 21 decks... how is that possible when the staircase only has access to decks 1 to 7? Do the elevators get you to lower decks?
Edited by: Palanduss
|May 2 2013, 2:35am Anchor|
Have you gone to the goliath deck plan on the map ? This shows the layout for the whole ship! I have mentioned this a few times.
Making the scope have anyn more range will add a lot more fps, thats about the max it can be right now. The camera on the scope is basically rendering the whole scene twice, optimisation of this is cruicial for everyone.
It seems an immposibility to have the creatures change colour in the sights, me and my lead programmer has already discussed this.
|May 2 2013, 11:09am Anchor|
Well for sight color change... what if the textures shown on the scope were different, maybe lower-res (to save resources), and then you could make them a different color.
|May 2 2013, 12:53pm Anchor|
They are very low resolution as it is, the current res is 128x128 and that is low, at 64 x64 it is too pixilated and virtually useless. Making the aliens a different colour through a 2d render to texture camera is impossible in the unreal 3 engine. I wanted to adopt this for thermal vision but found that i could only do this full screen, not on the weapon sight.
|May 3 2013, 12:19am Anchor|
Palanduss, Shaun is correct. Along with your normal field of view, the is also scope rendering the screen which has quite an impact on performance. I've played with similar things in the past in UT3 and abandoned the idea due to performance issues. Mirrors(screen capture actors) are cool to have but very framerate expensive.
Shaun, I like the fact that you are keeping it real in some aspects, like with reloading your weapon and loosing any unspent ammo. While not storing medkits is a pain it really keeps up the intensity which games like this require. Nuthing gets the heart pumping more than being low on health and knowing that you just gotta get back to the other level and into that side room knowing that there will be nasties blocking your path. Good stuff M8!
I'm also really looking forward to co-op onslaught. Game modes like that are perfect for playing with friends!
|May 3 2013, 10:43am Anchor|
Multiplay for hangar and maybe challenege mode is planned! should be awesome. I also want to include LAN support, something which in most games of today is non-existent. I went to uni, and most people who house share have a LAN and very little games are available for it.
|May 9 2013, 11:15am Anchor|
I'm a bit stuck atm. It asks to run diagnostics. Where do I do this?
|May 9 2013, 5:45pm Anchor|
Hi, this was answered a few posts earlier
Lot of new and exciting changes, the beta is stepping up a notch in every way. I will hopefully be compiling the latest new version with the fix for onslaught (no kill counter display and incorrect round kill count after death) But while I am at it i might include a whole lot of what has been done recently which is looking much better! I will keep you posted
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