[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
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kartoFlane
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Re: [MOD][WIP] FTL: Overdrive

Postby kartoFlane » Tue Mar 19, 2013 2:38 am

Added shipname.txt and shipname.xml entries - only filled the former, though.
Marked incomplete entries in the animations.xml with a reddish color.
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John Luke Pack Hard
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Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Thu Mar 21, 2013 9:23 am

Hello gents, I am back from vacation, and I see some of you have decided to volunteer to fill in some of the spaces.

Good on ya! While I can no longer take all the credit for documenting FTL, we can get to the planning phase in a little less time thanks to your efforts.
John Luke Pack Hard
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Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Fri Mar 22, 2013 3:55 pm

After a brief discussion about animations with DryEagle, I have concluded that the current animation scripting format is unintuitive and hard to learn or use, with many quirks to be aware of.

DryEagle's thoughts on this are recorded for your convenience in the notes document:
https://docs.google.com/document/d/1JLL ... 0c5Qo/edit

I'm not sure where all of you stand, so I will post this as my personal opinion on this matter:
  • Current animation scripting is too quirky for new modders to quickly learn and use
  • We should reduce the animation documentation to rough documentation and plot a new animation scripting format come Roundtable time

In addition, this was discussed:
Backwards compatibility and a "legacy" format to support old mods may take too much work, when FTL+GMM already exist.
UltraMantis
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Re: [MOD][WIP] FTL: Overdrive

Postby UltraMantis » Sat Mar 23, 2013 6:45 am

animations are utterly evil
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John Luke Pack Hard
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Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Tue Mar 26, 2013 1:24 pm

The question which will decide whether or not we will do further animations documentation is:

Should FTL:Overdrive include support for legacy scripts and mods?

If yes, I and whoever volunteers will continue nitpicking how the vanilla game processes animations

If no, then documentation is finished and (with a confirmation from KuroSaru), we will proceed to the roundtable planning discussion.

The vote has been posted in the #ftlgame IRC chatroom, login and cast your opinion.

http://webchat.quakenet.org/?channels=ftlgame
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kartoFlane
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Re: [MOD][WIP] FTL: Overdrive

Postby kartoFlane » Tue Mar 26, 2013 2:52 pm

Well, as you said, legacy mods would still be useable by FTL+GMM, so it's kind of redundant to make Overdrive backwards compatible. Besides, you can always start working on Overdrive, and include the compatibility later, when most of the base coding is done... though frankly, I've no idea how hard that would be.

Also, I've one question that's been bothering me for some time; how do you plan to structurize Overdrive? Completely rewrite entire FTL but with a crapload of modifiable fields, or create a hard-coded engine and then recreate everything else in external scritps, using eg. lua or xml?
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DryEagle
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Re: [MOD][WIP] FTL: Overdrive

Postby DryEagle » Tue Mar 26, 2013 4:05 pm

+1, legacy support is not required as they will work with the stock game. If someone wants to use overdrive functionality they can adapt their mod since they'll be putting in a lot more work with all the extra features anyway.
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John Luke Pack Hard
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Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Wed Apr 03, 2013 11:30 am

Unless someone checked the vote and saw +5 people voted the "yes" option on the last day, the question is settled.

I'll try to get in contact with KuroSaru and begin planning the roundtable discussion.
brothershogo
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Re: [MOD][WIP] FTL: Overdrive

Postby brothershogo » Thu Apr 04, 2013 7:06 pm

Can I make a suggestion? Animated ship sprites. So you can have moving parts on a ship like thruster effects, flickering lights/glow, or mechanical animations(rotating turbines or rotating radar dish etc.... 8-)
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John Luke Pack Hard
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Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Fri Apr 05, 2013 8:04 pm

brothershogo wrote:Can I make a suggestion? Animated ship sprites. So you can have moving parts on a ship like thruster effects, flickering lights/glow, or mechanical animations(rotating turbines or rotating radar dish etc.... 8-)


https://docs.google.com/document/d/1JLL ... edit?pli=1

List of suggestions. You're free to add to it.

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