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In regards to terrain generation, you guys should take a look at this: Decarpentier.nl
I think this is a great idea. Community DLC, User-created DLC, or any other name to stress it's paid content and separate it from mods. The word "mod" has grown to mean something free made in spare time as a hobby, and making some of them paid and some not is bound to create outrage and confusion.
Wonderful! It's good to know we'll be able to play the game this soon. The only thing I worry about now is that I'll notice the opening of alpha too late and won't get an item of my own :D I really like that idea, by the way, great motivation for backing but no ingame advantage or unique items.
By the way, will the game be released outside of Steam once development is finished, or will it be Steam-only? I would much prefer to avoid Steam if possible.
Holy hell, now that's some great background art. Art money was definitely spent very well!
This is not about RCS engines, but doing RCS with main thrusters. You can the right thruster (and only that thruster) on to turn left and so on.
I also liked F and P the most, so I'm glad to hear you've chosen these two! I really like the way F did the robots, making the robot icons so large helps in recognition at a glance too, even for newbies since the guns, drills and legs are very easy to recognize. Of course, a mass of robots may blend together, but it's hard to say how much from the screenshots given.
I think the biggest advantage of P is not the robots but the walls. In all other tilesets they are either too distracting or don't look like an actual obstacle (like the "glass pane" walls in A). P does them really well, though, solid but not grabbing attention, as they should be. Its doors also looks quite well. I think I would love to see F as robot design and P as the environment...
I wonder how will items fit into all this, though. So far we've only been shown a key...
Does this mean fully automated attack drones can now be built?
ASCII is great for clarity, but I find letters too familiar to properly convey any ingame meaning. Capital D just fails to tell me there's a dragon I should be afraid of, because I'm too used to seeing it every day. Identifiable shapes are indeed very important, but so is keeping it simple I think and almost all styles presented feel unnecesarily detailed to me. I would love to see something with the clarity of ASCII yet unique and easy to associate with the symbol's meaning, but I may be wanting too much here, haha.
Ah, it would be nice, but it seems there's already enough on your plate. I wonder what the chainsword style would look like if used for the tiles, though... if that's possible at all.
All the tiles feel either too retro (as in late 80's) or too cluttered for my tastes. I really, really like Linus Chan's work on the guns, though. It's a nice improvement on the original ASCII but still remains very clear and easy to read.
That altar creature is strangely adorable. No wonder it is worshipped enough to have altars built! :)
It's amazing to see how much detail you put into these civilizations, and especially how graphical URR is for an ASCII game. It's becoming a true Dwarf Fortress game in its own right, purely by being so lovingly and intricately crafted. I can't wait to see where it will be in a year.
It's amazing to see the various parts of random generation intertwine and form a lively whole like this. The way everything blends together feels much better than even in DF :)
Why do crossbows share their skill with bows instead of guns, though? Both crossbows and gunpowder weapons are pretty much point and click in usage and fast to learn, while bows are unique and take years to use effectively. Is there any special reason for this?
That actually isn't that bad! Especially Sean's voice, considering you had to voice a young female dragon yourself. It's not release worthy, of course, but it's far better placeholder material than you could find elsewhere.
SinKing has a good point that big blocks of text in the tutorial are pretty boring. They are fine in the rest of the game where you can find interesting information on the game world and the plot, but in the tutorial, players want to start playing already instead of having to read several paragraphs. If you can, show and don't tell. If you can't, make the text short. Very short. A couple sentences at most. Also, several short hints are better than one larger block of text.
The new phone is a really interesting addition, but I could see it become annoying after having to deal with it for some time. Including some key shortcuts may be a good idea here.
Whoa, didn't expect to get it right! I only thought of player rotation because of that giant "4SALE4 sign turned 90 degrees.
Those are some strange angles in the picture. Let me guess: 6 DOF player rotation and ship rotation?
Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?
Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?
I just watched the whole video again. You can't stop me! =p
Eh, I'm still not convinced the video compression isn't hiding the details. The realistic normal maps are very subtle, and even in 720p the compression artifacts are noticeable.
Perhaps it's the combination of the subtlety of the effects in combination with the video compression that makes it so hard to see? I watched it in 720p fullscreen and it definitely helped, though it still seemed somewhat flat and unnatural. Perhaps can only really be seen when playing with the engine...
By the way, what about displacement mapping? (like in Http.developer.nvidia.com except less pronounced) It seems it would help with materials that have lots of height variation, especially at grazing angles, like Rptd.ch or Rptd.ch
Really great editor, the ability to customize pretty much anything and see how will it look in the game looks really handy. The only thing I'm missing is not seeing a preview of the object you are trying to place.
Does the engine support normal, displacement and specular maps? The city is looking great, but livening it up a bit with these techniques would go a far way to making it look comparable to modern games.
Also, seeing the Shield Liger in the city really changes one's perception of scale. I knew it was big, but not that big!
Every single time I think I can't possibly become more amazed by an engine, I get proved wrong. Really, this would be hard to believe if I didn't see the proof right before my eyes.
This is beyond amazing. Just yesterday I was wrestling with ribbon trails in NeoAxis and wished there was an easy way to do it, but all the possibilities Dragengine gives are unbelievable. I really can't wait to put my hands on it!
By the way, does the damage readout screen in the Liger actually correspond to how much you shot it up, or is it just a texture?
Maybe I am. Hard to tell. xD
That moment when you accidentally push the minus button instead of the other one..
Things are looking great, both the zoids and the new scattering techniques. You are right to call this superior to AAA engines in some ways. It's a miracle you haven't been assimilated into one of the companies making engines, but a very happy miracle for the indie community. :D
Somewhat misleading. 4000 times almost nothing is still very little and withstanding two pounds of dynamite is still not much significance for an object with so little momentum. Also, it may be the best solid insulator known, but the best insulator is still vacuum, because it entirely stops conduction and convection.
I highly doubt many people know that Tyrannosaurus was closer in time to the 21st century that to Stegosaurus.
My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.
What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?
Sounds: I finally noticed the shield sound, it was much easier now that I was actually looking for it. Previously I just considered it to be some weird noise.. It would certainly be helpful in the bullets didn't play a sound every time they are destroyed but just when they hit a shieldless ship. As of now, one can hear random detonations when there are two AI ships battling nearby and some of the bullets they shoot disappears next to the player ship, and it feels somewhat strange.
Sun damage: Well, at least seeing it does damage is certainly an improvement. Are you using the collision system to check for damage currently, by the way? It seems the damage is done as soon as the ship touches the faint corona around the sun. Maybe checking the distance to the nearest sun would work better in this case?
From a gameplay standpoint, luring the enemy ships to come closer to the sun to get themselves destroyed is very fun, although quite hard. Making the damage more gradual and at longer ranged would make it more risky but also more rewarding, especially if some kinds of dropped cargo could withstand the radiation/temperature near the sun.
Bullet speed: Perhaps making the missile quickly slow down to its maximum speed would help? Ideally, the missiles would have inertia just like ships do, but that would make it much harder to write the targetting code. Although there's an example of it done here: Codeproject.com
I definitely am enjoying the game, yeah. I keep coming back for the newtonian combat and because of how unforgiving the game can be if you are not careful - often when two AI ships are battling, I get my face full of stray plasma bolts and am out of shields and at half hull integrity in moments. Same when the AI ships spawn right next to my ship. Giving the game more depth would be wonderful!
There's a few more remarks I have, too:
- The explosion and bullet hit sounds are quite loud compared to the other noises, as is the chaingun sound. It would also be great to have separate sounds for when shields and the hull are hit, it was an indispensable audio cue in Tyrian and I think it would work just as well in PewPew.
- The sun damage is done fairly weirdly, doing nothing until you almost fly into the sun in which moment you are vapourized in less than a second. The damage should be done more gradually in a much larger area, with more damage done closer to the sun. Ideally, the sun would only raise temperature of the ship and that would do the actual damage.
- The speed of the ship is not added to the speed of the bullets shot, which makes aiming rather unnatural in fast ships as the bullets travel barely faster than the player does. Would be nice to see that fixed.
I have had a great time playing the game so far, so giving back some feeback is the least I can do! ;)
Edit: Huh. I'm sorry, I had to split my comment in two parts as the it was longer than 2000 characters and forgot to post the second part..
It would make sense to abandon the graphics as there's only a limited amount you can use until you run out. Still, it would be amazing if you could get your own graphics in a similar style.
- The crashes give just the generic Windows error that the game encountered a problem and needs to close. I'm still running WinXP if that helps.
- Ah, that sounds like a good way to balance high mass. Perhaps in addition to diminishing turning rate and acceleration, high mass could reduce max speed to a degree? The acceleration penalty is nearly enough as it is to provide a proper disadvantage, as it's only really noticeable when you unload everything but the thrusters and shields from your ship.
- That would be great. I noticed the ship can go backwards, but trying to go backwards to slow down does not increase the rate of slowing down at all. Is the rear motion used to slow down the ship already? If so, that's pretty awesome.
- The missile mechanics are much deeper than I have expected, and playing around with heat mechanics affecting the is a lot of fun already. Perhaps a flare dispenser could also be included that would deploy an object with the temperature of several thousand degrees to lure any heatseaking missiles away? Of course, it's "ammunition" would be limited and you could make it so that a missile impact would destroy the flare so that one flare wouldn't save you against a missile swarm. That said, it strikes me as slightly strange that a plasma cannon heats less than a chaingun.
- UI programming can be a real pain, so I understand why you don't want to do now. There's a host of more important features to be implemented sooner anyway.