Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Omen267901
Posts: 31
Joined: Thu May 30, 2013 10:22 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Omen267901 » Sat Dec 12, 2015 9:50 pm

This is FAR more progress than ANYONE making an FTL-style thing like this has made as far as I know. Good job.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Dec 13, 2015 6:20 pm

Omen267901 wrote:This is FAR more progress than ANYONE making an FTL-style thing like this has made as far as I know. Good job.

Thanks! :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Dec 13, 2015 6:28 pm

fdagpigj wrote:will you be able to hire AI crew if you don't have enough players to man your ship?
...
if there aren't enough players on the server to keep up the excitement at all times?

This is actually one of the hardest things to figure out.
How to make it interesting to play singleplayer. :?:
You can't really hire an AI to manage your ship systems.
You can probably hire some drones, to do some routine jobs - like fighting off invaders, repair systems, extinguish fires.
But actually manning the weapons, or managing the shields... don't think so.

But I think I'll think of something when it will come to that stage.

fdagpigj wrote:Maybe there should be upgrades for your character (on top of the basic manning skills like in FTL), oxygen could be one of these (whether it be in equipment form like a secondary O2 tank on your spacesuit or as a physiological upgrade like how you get exhausted more slowly when you're fit) to allow a more space-based gameplay strategy. Maybe one upgrade could also be sabotage (either buying a crowbar or simply getting more skillful at it) so you could break locked doors (and systems, I suppose) faster.


I was thinking of making multiple different space suits for players and mobs,
but I'm not sure yet if I will actually do this(for lots of different reasons)
In any case even if I will add this feature, it will be one of the latest ones.
Also this oxygen thing can also be Race speciffic.
Like Lanius - they don't need air at all :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Dec 16, 2015 8:19 pm

Latest update:

1. Finished the Sensors system interface.
Image

BTW the higher is the level of your sensors system - the more you can see.
With level 2 you can see the interior of other ships:
Image

Also when using any weapons system it will look for the best sensors system installed on the ship and use it to determine what you can see.
For example if your best sensors system level is 3 - you can see and the interior of the ship, and it's crew:
Image


2. Fixed some nasty annoying bugs(hopefully this time for good!)


I would like to have your opinions on this update.
And also on any other screens I have posted.
Perhaps you have some ideas on what to add/change...
HarkintheMantis
Posts: 77
Joined: Sun Jun 21, 2015 12:48 am

Re: Hurray! Another multiplayer clone project. :)

Postby HarkintheMantis » Fri Dec 18, 2015 12:09 am

doing good Specktor
Hope this works out
HARKINTHEMANTIS ROCKS!!!!
:mrgreen: :mrgreen: :mrgreen: :mrgreen:
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Dec 23, 2015 6:43 am

Latest update:

1. Finished the Door control system interface.
Here you can:
Remotely open and close doors.
Close all doors.
Enable/disable auto closing of doors.
Image


2. fixed some small bugs.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Dec 26, 2015 9:16 am

And another update:

1. Finished the Missile weapons system interface.
This interface is almost the same as the previous weapons system interface, the only difference is that,
here you can see the Missile ammo of the ship.
Image

Same thing you can see in the weapons control system interface now.
Also on the radar screen you can see that missiles fly a lot slower then other projectiles.
Image

The Icon for now is used from the artilery.
Image

And for the weapon image, I took some image from the net and modified it a bit.
Image


2. Again some small bug fixes.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Dec 28, 2015 5:09 pm

Looks like I'm on a roll. :)
Here's another one.

1. Finished the Shields system interface.
Here you can see all the shield systems installed on the ship and change their charge speed.
Also you can see how many shields each system provides.
If a systems is damaged - the ammout of shields it provides lowers.
Image


2. Bugs again(There's no end to them)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jan 04, 2016 8:40 am

Update:

1. Finished Reactor systems interface.
Here you can see all your reactors and how much power they provide, all other systems on the ship and how much power they consume.
Image

2. Some bugs fixed
4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: Hurray! Another multiplayer clone project. :)

Postby 4DaDiamonds » Mon Jan 04, 2016 5:16 pm

Wait. A multiplayer clone that is STILL ACTIVE?!
Holy crap, is this in any way available to download for testing purposes? Or is it not stable yet?

Who is online

Users browsing this forum: No registered users and 14 guests