OreSome is a 2D strategy game about ore -- exploring space for it, fighting aliens for it, blowing up planets with it. Build a network of frames and bots to defeat your enemies -- or just throw a sun at them. In a dying, decrepit universe full of foes, build up your forces and mine your way to the top of the food chain to explore further and further out into the void. By the time you're ready, you'll be powering light speed jump drives with stars, building Death Star style super weapons with black holes and in charge of the largest scale mining operation ever known to man -- all working for one of humanity's least scrupulous corporations -- and there's a lot of competition.
The week, we have a couple of new ship designs in the game. Graciously donated by community member sssuperguy, the can be found used by enemy corporations and as plans in the shipyard.
In addition, a number of long standing bugs and annoyances have been fixed up. The full list can be found below the images of the new ships. More bug fixes and efficiency improvements to come soon. With the tech tree complete, smoothness of gameplay is top priority.
Sentinel
Modular Destroyer
v0.59
Added Sentinel, Modular Destroyer ships from sssuperguy
Added Improved auto mining AI
Added Slow frame auto healing
Balance Builder build range +50%
BaIance Increased builder hopper size
Balance Booster bot active ability cost -50%
Improved General efficiency
Improved Beam effects less likely to do odd 'flashes'
Improved Buffer bot heal effect more subtle
Improved AI's use of carrier frames
Improved Powered hardpoint effect more efficient and less distracting
Fixed Bombard frame crash on firing
Fixed Hopper frame into star crash
Fixed Gui crash bug issues
Fixed Bad planetoid loading - some sprites didn't appear, some physics objects were loaded incorrectly
Fixed Mission beacons sometimes led nowhere
Fixed Dropping ship plans now centre on cursor
Enjoy the new ships, curious androids. Most likely there's more where that came from.
In which responses are responded and Planning Mode is detailed
In which questions are asked of the community and a competition is announced.
Shipyard Mode is the sandbox designer for creating enemies and encounters in OreSome. It lets the player drop in pretty much any of the items in the game...
Shipyard Mode is the sandbox designer for creating enemies and encounters in OreSome. It lets the player drop in pretty much any of the items in the game...
Shipyard Mode is the sandbox designer for creating enemies and encounters in OreSome. It lets the player drop in pretty much any of the items in the game...
Shipyard Mode is the sandbox designer for creating enemies and encounters in OreSome. It lets the player drop in pretty much any of the items in the game...
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Any news? :D
Got the game at last, so far i`m puzzled even how to build/join things but looks fun!
An hour of gameplay without edits. Lagbursts and such btw because of a faulty HDD. My notebook with an i7 (sandy bridge), 6GB of RAM and a functional 7200RPM HDD runs the same savegame without any lags.
A hint for the dev: maybe make the savegame frequency configurable in the options menu? I'd like that for instance to be less frequent. But at some moments you wanna adjust it. And everyone else wants them at a different moment.
That's a really nice idea - happy to put it in.
Nice one adding it in!
nice :) It'd reduce annoyance of lags during autosaves while in combat.
Also, is it possible in any way to make the generation of new sectors be more graduately? Currently when you enter a new sector it lags between 1s (early game) and 10s (late game). Also, I noticed some severe lags on the CPU when a lot of NPC frames and bots are nearby. Could be areas to look into ;)
Also, one thing I must say: I heard many friends say it took too long to reach the 1000-research tier. I myself must say it is not so valid. I noticed that if you travel straight from the start to the unexplored areas, find yourself an area with a few pulsars and then kill a few monsters, you get enough stuff to build some brainer bots. After 4h of gameplay I was already almost at getting a refinery.
You kill the monsters without any techs by outmaneuvering them and letting them fly into stars or pulsars. Then you get science points and can grab any remaining materials. Am close to unlocking grav bombs now.
Those areas you mention are on the board for improvement. As to the research points, it's something I've thought about - it does take quite a while, but as you say, in the outer regions that drops right down. It may get reduced a bit at some point, though not until the solution is a bit more clear.
I think best is to decide that once the game is further in development. With that especially I refer to multiplayer and general balancing stuff.
Honestly I notice that in this game if you dare to take big risks (quick save often!) you get great rewards. Was great fun to use stars as defensive weapons against space monsters!
looks really neat, though the music sounds like it would be much better suited in a medieval game instead of a top-down space shooter. and the synths that were used were kinda poopy too :/
I would be happy to make you music if you'd like. message me if so.
I kinda thought the same for myself but I find them ok for now, although a change would be welcome in my mind.
well I'd be happy to do it for free d: