[MOD][WIP] FTL: Overdrive

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

Postby Vhati » Sun Oct 13, 2013 6:37 am

.
This is applicable to all engines.


Proposal to Decouple Rooms and Systems

From John Luke Pack Hard's compilation of requested features:
  • One system in a room, with multiple stations for multi-manned bonuses.
  • Multiple systems in a room, each with different stations.
  • One system spanning multiple rooms, in either of the above scenarios.
  • Tetris-like non-rectangular rooms (affects system icon location).

How to accomodate that...
  • Make stations independently placeable on squares in the ship (without blocking the square).
  • A dummy-station would be invisible and auto-manned, but placed anyhow.
  • Each station would be associated with a system; and each system with one or more stations.
  • Each station's system icon would be rendered on the station's square. Not great from a usability standpoint, since crew would often obscure it... but traditional icon placement could still be used for rectangular rooms with one station.

    If necessary, another requested feature "Ship foreground image" could help (I think referring to a togglable overlay to bring up as a reference diagram for things like teleport door pairs). Cover the area with a picture of an empty room with just the icon.

Damage dealing will have to account for deciding what systems to affect when a room is hit (likely all systems with stations present in that room; with the normal fixed amount of damage, regardless of how many stations or direct hits).

Same for repair (all systems, albeit one at a time, like with breaches and fires).

A system spanning multiple rooms could be repaired or damaged in two places at once for greater effect.

When multiple personnel sabotage/repair, the standard behavior of just standing somewhere in the room should be okay. No need to huddle around the station.
Vhati
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Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Vhati » Fri Oct 18, 2013 6:49 am

Vhati wrote:Make stations independently placeable on squares in the ship (without blocking the square).

*Was imagining "img/ship/interior/computer1.png"*
computer1.png


*Codes a hull*
*Codes floor tiles*
*Codes floor lines*
*Codes pentomino-friendly wall borders*
*Codes room decorations*
...
Grr. Most station graphics are embedded in the decoration (and their glows are room-sized).
room_engines.png

Should've seen that coming.

Okay, well, stations can still be distinct objects for game mechanics, but this means the UI will need to represent both:
  • Single-square placeable, rotatable terminal + glows.
  • No visible terminal (decor-implies one). Just room-sized glows triggered by manning.
UltraMantis
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Re: [MOD][WIP] FTL: Overdrive

Postby UltraMantis » Fri Oct 18, 2013 10:04 am

Just a quick heads up. Cloaking room also uses a glow image. It's hardly noticable but it's used when the ship cloaks.
It's actually pretty cool. :)
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maharito
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Re: [MOD][WIP] FTL: Overdrive

Postby maharito » Fri Oct 18, 2013 9:16 pm

I stopped playing FTL for a while, but I pick it up again from time to time. Projects like this one give me hope that FTL will remain relevant and its community vibrant for many years to come. Cheers to your hard work so far, and thank you!
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Kieve
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Re: [MOD][WIP] FTL: Overdrive

Postby Kieve » Sat Oct 19, 2013 12:07 am

UltraMantis wrote:Just a quick heads up. Cloaking room also uses a glow image. It's hardly noticable but it's used when the ship cloaks.
It's actually pretty cool. :)


...This gives me a potentially brilliant idea...
marksteele
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Re: [MOD][WIP] FTL: Overdrive

Postby marksteele » Sat Oct 19, 2013 7:55 am

g'day all, super old user here.

Just wanted to say its great to see this project still going on in some form. Also if I may suggest, it might be better to form overdrive gdx into it's own thread for the sake of clarity.
UltraMantis
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Re: [MOD][WIP] FTL: Overdrive

Postby UltraMantis » Sat Oct 19, 2013 8:11 am

marksteele \o/

Very nice to see you again!
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codyfun123
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Re: [MOD][WIP] FTL: Overdrive

Postby codyfun123 » Mon Oct 28, 2013 11:12 am

marksteele wrote:Also if I may suggest, it might be better to form overdrive gdx into it's own thread for the sake of clarity.

I would agree with this. It would be nice for Vhati's Overdrive to have its own thread, given that the original owner of this thread is MIA.
Plus, it would provide a much better place for Vhati to present his progress. Having a topic thread and posting updates there would be perferable to posting them in someone else's thread.
Vhati
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Re: [MOD][WIP] FTL: Overdrive

Postby Vhati » Tue Oct 29, 2013 6:36 am

codyfun123 wrote:It would be nice for Vhati's Overdrive to have its own thread, given that the original owner of this thread is MIA.

*clickety-click*

Thread: OverdriveGDX
gasomatic
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Re: [MOD][WIP] FTL: Overdrive

Postby gasomatic » Wed Nov 06, 2013 4:53 am

i very much like this idea. I've wanted to make new augments and weapon effects(like fire) for ages! finally the wait is nearing an end. Hopefully this will make ship editing WAAYYY easier. :D

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