[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Thu Aug 22, 2013 4:45 pm

IS doesn't use the start beacon, it uses the end beacon. If it used the start beacon, you would be stuck in a loop continually loading into the secret sector. Since it uses the end beacon the player would have to be prompted at the end of every sector to jump to secret sector, or continue through normal gameplay. I personally think it would break the immersion and concept. If you want to fight an end boss, then just play the regular game. If you don't feel you have enough time to build up, use a mod that removes/slows the rebel fleet progression. That's my thoughts anyways.

Since Sleeper Service has given his permission to convert CE into an IS version, I've been thinking about the best way to go about this. I really only have time to work on this during the weekends, and expect I will only be able to release something on a weekly basis. I would like to keep things as simple as possible first, and see how it goes. Ideally I would like CE and IS to actually remain separate mods. This will allow CE to continue to develop and hopefully IS will only need to do minor updates to incorporate the new CE content. So essentially IS will lay on top of CE. IS won't be a stand alone mod though, and it will require CE to work. Otherwise I won't be able to use the content of CE.

My thoughts on IS content so far is...
1. Infinite Sectors (ofc)
2. Sector Mini-Bosses (no end boss, so we still need challenges)
3. Reward events gained through mini-bosses
4. Removal of the rebel fleet concept
5. Optional storyline written by Whoopty (finish the plans we had started)

Finally, I'm thinking of starting a new thread at some point, and essentially marking this one as dead.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Thu Aug 22, 2013 5:20 pm

DrkTemplar wrote:IS doesn't use the start beacon, it uses the end beacon. If it used the start beacon, you would be stuck in a loop continually loading into the secret sector. Since it uses the end beacon the player would have to be prompted at the end of every sector to jump to secret sector, or continue through normal gameplay. I personally think it would break the immersion and concept. If you want to fight an end boss, then just play the regular game. If you don't feel you have enough time to build up, use a mod that removes/slows the rebel fleet progression. That's my thoughts anyways.

Since Sleeper Service has given his permission to convert CE into an IS version, I've been thinking about the best way to go about this. I really only have time to work on this during the weekends, and expect I will only be able to release something on a weekly basis. I would like to keep things as simple as possible first, and see how it goes. Ideally I would like CE and IS to actually remain separate mods. This will allow CE to continue to develop and hopefully IS will only need to do minor updates to incorporate the new CE content. So essentially IS will lay on top of CE. IS won't be a stand alone mod though, and it will require CE to work. Otherwise I won't be able to use the content of CE.

I see I'm going to have to try to make sentences that can't be misunderstood...

The first event the player sees when he starts the game. Change that event to give a choice between IS+ and CE. As simple as that. :P


My thoughts on IS content so far is...
1. Infinite Sectors (ofc)
2. Sector Mini-Bosses (no end boss, so we still need challenges)
3. Reward events gained through mini-bosses
4. Removal of the rebel fleet concept
5. Optional storyline written by Whoopty (finish the plans we had started)

Finally, I'm thinking of starting a new thread at some point, and essentially marking this one as dead.


Edit: Oops. *highlights his reply in red*
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Thu Aug 22, 2013 5:51 pm

Still wouldn't work, because the end beacon is changed to jump you to secret sector. This end beacon is shared with all sectors. If FTL was designed with a different end beacon per sector it could be done, but it wasn't.

One of the concepts I explored early on was to have the player go through the normal game, and simply loop the secret sector instead of going to the Last Stand. This could not be accomplished for the same reason. Shared end beacon events.
ElectronicBacon
Posts: 6
Joined: Thu Aug 08, 2013 12:20 pm

Re: [MOD][WIP] FTL Infinite Space

Postby ElectronicBacon » Thu Aug 22, 2013 7:47 pm

Is there any chance that you could include the game's vanilla sectors as well? Endless deep space gets boring after a while...
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Thu Aug 22, 2013 8:08 pm

ElectronicBacon wrote:Is there any chance that you could include the game's vanilla sectors as well? Endless deep space gets boring after a while...


Unfortunately not.
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: [MOD][WIP] FTL Infinite Space

Postby 5thHorseman » Thu Aug 22, 2013 9:38 pm

DrkTemplar wrote:One of the concepts I explored early on was to have the player go through the normal game, and simply loop the secret sector instead of going to the Last Stand. This could not be accomplished for the same reason. Shared end beacon events.


That's too bad, that would make for some interesting options.

Still, can't you at least make a unique starting sector (for all I know you do)? You could start in sector 1, then at the end of it jump to the start of the secret sector. Not sure if that'd have any benefit, but hey... options. :)
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: [MOD][WIP] FTL Infinite Space

Postby Estel » Thu Aug 22, 2013 9:48 pm

That could work, but it would also mean, that every 1st sector for IS would be CE crystal sector (=vanilla crystal sector). First, it may be a little over-kill for starting, non-upgraded ship - or, OTOH, in lucky situations, giving too much rewards. Second, it sounds a little strange, that every race starts they journey in crystals.

Also, I'm not sure, if it's possible to make crystal sector appear *normally* at first visit, then, change into random one as per IS. AFAIK, whole IS is build upon modifying hidden sector and making it re-generate itself again and again - crystal content got removed and merged into random pool, if you get what I mean.

Now, if game would be more mod-friendly, it wouldn't be a problem. But, considering how hardcoded it is, it required really clever tricks to make IS possible, at all. I don't see how preserving crystals sector for first visit and getting it custom on next ones could be achieved. But, I'm not FTL modding guru by any means, so feel free to correct me, if I'm wrong.

/Estel
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Thu Aug 22, 2013 10:22 pm

Estel wrote:That could work, but it would also mean, that every 1st sector for IS would be CE crystal sector (=vanilla crystal sector). First, it may be a little over-kill for starting, non-upgraded ship - or, OTOH, in lucky situations, giving too much rewards. Second, it sounds a little strange, that every race starts they journey in crystals.

Also, I'm not sure, if it's possible to make crystal sector appear *normally* at first visit, then, change into random one as per IS. AFAIK, whole IS is build upon modifying hidden sector and making it re-generate itself again and again - crystal content got removed and merged into random pool, if you get what I mean.

Now, if game would be more mod-friendly, it wouldn't be a problem. But, considering how hardcoded it is, it required really clever tricks to make IS possible, at all. I don't see how preserving crystals sector for first visit and getting it custom on next ones could be achieved. But, I'm not FTL modding guru by any means, so feel free to correct me, if I'm wrong.

/Estel


No, ti's not possible. Can't elaborate at this moment, ask me tomorrow.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: [MOD][WIP] FTL Infinite Space

Postby Estel » Thu Aug 22, 2013 10:45 pm

OK, that's what I thought. Also, this is reason why I think we shouldn't over-complicated. Making IS mod loaded as "layer" above CE (i.e. IS being loaded as last mod, after CE), to get IS gamestyle with CE content, or unloading IS to have vanilla CE experience, sounds like most viable option, with least time spend on vodoo-tricks with interfce.

After all, it still require a) making IS compatible with CE b) Ensuring IS use custom things presented by CE for IS-specific content (bosses, events not related to rebellion, etc). It is some work to do, and OP already stated limited time - we shouldn't request things of minor importance. For me, loading via mod manager is almost as good as choosing additional option from game's main menu. If the latter would require "wasting" time, that could be spend on actually making mod playable, the former is even better.

/Estel

// Edit

DrkTemplar wrote:I would like to keep things as simple as possible first, and see how it goes. Ideally I would like CE and IS to actually remain separate mods. This will allow CE to continue to develop and hopefully IS will only need to do minor updates to incorporate the new CE content. So essentially IS will lay on top of CE. IS won't be a stand alone mod though, and it will require CE to work.
(...)
My thoughts on IS content so far is...
1. Infinite Sectors (ofc)
2. Sector Mini-Bosses (no end boss, so we still need challenges)
3. Reward events gained through mini-bosses
4. Removal of the rebel fleet concept
5. Optional storyline written by Whoopty (finish the plans we had started)


Sound like perfect plan. Personally, I think you may want to call it "feature set frozen", especially given time restraints you've mentioned. Of course, there is possibility that someone will present brillant idea, that Doesn't Seem To Require Much Work (TM, famous last words), but it can be put into next version basket, if at all. Releasing something that actually can be played - according to your "roadmap" - would be very motivational.
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: [MOD][WIP] FTL Infinite Space

Postby 5thHorseman » Fri Aug 23, 2013 1:28 am

Estel wrote:That could work, but it would also mean, that every 1st sector for IS would be CE crystal sector (=vanilla crystal sector). First, it may be a little over-kill for starting, non-upgraded ship - or, OTOH, in lucky situations, giving too much rewards. Second, it sounds a little strange, that every race starts they journey in crystals.


Sorry, I should have said: Even though the discussion for the past few pages has been about merging CE and IS, this was just a thought about IS by itself.

I personally see no benefit to merging the two. I don't know about other people, but when I want to play a mod I just load the mod and play it. I run the mod manager almost as often as I run FTL itself.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."