I haven't even been on since the war ended cxEven though the war ended the conflict didn't.
Hurray! Another multiplayer clone project. :)
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- Joined: Sun Mar 13, 2016 3:09 am
Re: Hurray! Another multiplayer clone project. :)
- Srul
- Posts: 209
- Joined: Wed Feb 17, 2016 7:32 pm
Re: Hurray! Another multiplayer clone project. :)
WARNING : If you don't like bad puns and long posts, don't read this.
Got some concepts for GUI's and systems. Still need to work on their names, tho.
Drones must have 2 separate systems : drone control thingy, and drone deployment mechanism thingy.
Drone deployment mechanism stores drones. More of them means more possible deployed drones and bigger maximum range. Upgrading does the same. Drone control thingy is used to control them, obviously. Upgrading it will increase maximum amount of controlled drones.
Here's a concept for it's GUI :

Storage must have 4 separate systems : small storage (4 item slots), big storage (8 item slots), scrap storage, and storage managing thingy to acces ALL of them at once. Scrap storage is used to increase scrap limit, upgrading it does same. Dismantling an item gives you scrap, but, for example, selling basic laser gives you 10 scrap and dismantling takes some time and gives you 2 scrap. See any difference? Dumping an item gives no scrap, and it's instant. It's useful when scrap storages are full.
GUI concept for it :

Small and big storages have same GUI, but without page switch.
Teleporters must have 5 separate systems : small (1 ppl , needs 1x1 room to fit in, and recharges very fast), default (2 ppl, needs 1x2 room to fit in, default recharge), big (4 ppl, needs 2x2 room to fit in, and recharges slower),and industrial (9 ppl, needs a 3x3 room to fit in, and recharges very slowly) teleporters ; and, finally a teleporters control console, without which, you can't use teleporters.
GUI concept for it :

Got some concepts for GUI's and systems. Still need to work on their names, tho.
Drones must have 2 separate systems : drone control thingy, and drone deployment mechanism thingy.
Drone deployment mechanism stores drones. More of them means more possible deployed drones and bigger maximum range. Upgrading does the same. Drone control thingy is used to control them, obviously. Upgrading it will increase maximum amount of controlled drones.
Here's a concept for it's GUI :

Storage must have 4 separate systems : small storage (4 item slots), big storage (8 item slots), scrap storage, and storage managing thingy to acces ALL of them at once. Scrap storage is used to increase scrap limit, upgrading it does same. Dismantling an item gives you scrap, but, for example, selling basic laser gives you 10 scrap and dismantling takes some time and gives you 2 scrap. See any difference? Dumping an item gives no scrap, and it's instant. It's useful when scrap storages are full.
GUI concept for it :

Small and big storages have same GUI, but without page switch.
Teleporters must have 5 separate systems : small (1 ppl , needs 1x1 room to fit in, and recharges very fast), default (2 ppl, needs 1x2 room to fit in, default recharge), big (4 ppl, needs 2x2 room to fit in, and recharges slower),and industrial (9 ppl, needs a 3x3 room to fit in, and recharges very slowly) teleporters ; and, finally a teleporters control console, without which, you can't use teleporters.
GUI concept for it :

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- Joined: Mon Jan 18, 2016 6:23 pm
Re: Hurray! Another multiplayer clone project. :)
Cool ideas
I think that the number of systems is getting a little crowed, so having two systems for teleporting makes it unappealing for many smaller ships. Unless teleporting has more advantages besides killing crew, like stealing loot and ships. Then teleporting should require a ship to take up more space. I think drone control could be combined with the weapon control (maybe a different tab).
Another thought, if you can respawn on your own ship, invading is just dumb and not effective. I know he will balance it thou
I think that the number of systems is getting a little crowed, so having two systems for teleporting makes it unappealing for many smaller ships. Unless teleporting has more advantages besides killing crew, like stealing loot and ships. Then teleporting should require a ship to take up more space. I think drone control could be combined with the weapon control (maybe a different tab).
Another thought, if you can respawn on your own ship, invading is just dumb and not effective. I know he will balance it thou

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- Joined: Mon Jan 04, 2016 5:57 pm
Re: Hurray! Another multiplayer clone project. :)
did anyone work on Kestrel 2.0 and have you made any progress on Osprey 2.0 Srul?
(sorry for the big images)I made some concept art for the shop system and how you can communicate with AI ships. So you dont need a system to trade with someone, so my idea is that you can hail a ship in the captains bridge.

When you hail someone you get into something like how events are in FTL, unless its a player ship than you go straight to the next image.

If this is a station or neutral ship you get to this, if not you start a battle or something else not on the next image.

You can only buy ships at stations and at spawn repair should be free. When you click on trade/shop you get to the image srul made at some point.
Is it going to be 2 currencies?
Another reputation system(more like a better version): It's like the other one but in this each race has its own reputation for you, humans and robots have the same since they are friends and they like if you attack spiders and it start at 0. Spiders start at -25/50 and its hard to become friends with them and if you do your humans and robots reputation will go down. The elemental races start at 0 but it's hard to become friends with them and if you do the other type will become your enemy and they like if you attack the other elemental race.
(sorry for the big images)I made some concept art for the shop system and how you can communicate with AI ships. So you dont need a system to trade with someone, so my idea is that you can hail a ship in the captains bridge.

When you hail someone you get into something like how events are in FTL, unless its a player ship than you go straight to the next image.

If this is a station or neutral ship you get to this, if not you start a battle or something else not on the next image.

You can only buy ships at stations and at spawn repair should be free. When you click on trade/shop you get to the image srul made at some point.
Is it going to be 2 currencies?
Another reputation system(more like a better version): It's like the other one but in this each race has its own reputation for you, humans and robots have the same since they are friends and they like if you attack spiders and it start at 0. Spiders start at -25/50 and its hard to become friends with them and if you do your humans and robots reputation will go down. The elemental races start at 0 but it's hard to become friends with them and if you do the other type will become your enemy and they like if you attack the other elemental race.
- Srul
- Posts: 209
- Joined: Wed Feb 17, 2016 7:32 pm
Re: Hurray! Another multiplayer clone project. :)
Kestrel 2.0 still needs some shading.The_Bear wrote:did anyone work on Kestrel 2.0 and have you made any progress on Osprey 2.0 Srul?

And Osprey 2.0 now has metric crapton of engines (4 engines! that's a lot!) and a thingy that holds them at the bottom. It's still not perfect nor decent.

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- Posts: 20
- Joined: Wed Nov 11, 2015 1:24 am
Re: Hurray! Another multiplayer clone project. :)
just another clone? JUST ANOTHER CLONE? JUST ANOTHER CLONE?!?!?
somebody finally made working multiplayer!
except one problem : the server takes a while to laod.
somebody finally made working multiplayer!
except one problem : the server takes a while to laod.
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- Posts: 51
- Joined: Sun Mar 13, 2016 3:09 am
Re: Hurray! Another multiplayer clone project. :)
Why does this remind me of Spore's space stage? XDThe_Bear wrote:did anyone work on Kestrel 2.0 and have you made any progress on Osprey 2.0 Srul?
(sorry for the big images)I made some concept art for the shop system and how you can communicate with AI ships. So you dont need a system to trade with someone, so my idea is that you can hail a ship in the captains bridge.
When you hail someone you get into something like how events are in FTL, unless its a player ship than you go straight to the next image.
If this is a station or neutral ship you get to this, if not you start a battle or something else not on the next image.
You can only buy ships at stations and at spawn repair should be free. When you click on trade/shop you get to the image srul made at some point.
Is it going to be 2 currencies?
Another reputation system(more like a better version): It's like the other one but in this each race has its own reputation for you, humans and robots have the same since they are friends and they like if you attack spiders and it start at 0. Spiders start at -25/50 and its hard to become friends with them and if you do your humans and robots reputation will go down. The elemental races start at 0 but it's hard to become friends with them and if you do the other type will become your enemy and they like if you attack the other elemental race.
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- Posts: 20
- Joined: Wed Nov 11, 2015 1:24 am
Re: Hurray! Another (super slow) multiplayer clone project. :(
my computer has been downloading the server data for 30 minutes now...
and then when it finishes I glitch out!!
and then when it finishes I glitch out!!
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- Posts: 20
- Joined: Wed Nov 11, 2015 1:24 am
Re: Hurray! Another multiplayer clone project. :)
I like this black version betterThe_Bear wrote:
Tell me what you think.
plz add it to the game
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- Posts: 225
- Joined: Mon Jan 04, 2016 5:57 pm
Re: Hurray! Another multiplayer clone project. :)
Its in the game, you just can't use it. Spektor said it was going to be in the scenario for Singleplayer/Coop, but I don't know when that's going to be added.assistancerobot wrote:I like this black version betterThe_Bear wrote: Tell me what you think.
plz add it to the game