Bay 12 Games Forum

Other Projects => Other Games => Topic started by: Samio on November 24, 2011, 10:06:24 pm

Title: 3079
Post by: Samio on November 24, 2011, 10:06:24 pm
I found this: https://sites.google.com/site/3079game/ (https://sites.google.com/site/3079game/)
Looks interesting. Also, apparently it's the sequel to two other games, 3059: http://people.umass.edu/jvight/3059/ (http://people.umass.edu/jvight/3059/)
And 3069: https://sites.google.com/site/free3069/ (https://sites.google.com/site/free3069/)
Both are pretty fun, as I recall.
You have to pay for some features of 3079, apparently.  :-\
But it looks OK.
Title: Re: 3079
Post by: woose1 on November 24, 2011, 10:09:38 pm
So, what is it? Minecraft with guns?
Title: Re: 3079
Post by: Samio on November 24, 2011, 10:13:54 pm
So, what is it? Minecraft with guns?
That's what I've seen so far from the 3079 one anyway. The demo is real limited. But 3069 and 3059 are both excellent.
Title: Re: 3079
Post by: Repulsion on November 24, 2011, 10:32:29 pm
If I remember correctly, 3059 and 3069 were insanely obscure rogue-likes with no tutorial or mention on any forum I could find... so I will now examine them to see what they actually are.
Title: Re: 3079
Post by: Frumple on November 24, 2011, 11:05:33 pm
3059 was pretty interesting, actually, if somewhat grindy and in some difficult-to-quantify way bland. Had a fairly complete manual in-game, iirc. Biggest complaint with it, personally, was that it tried to keep you from unfocusing on the game. Couldn't do anything with th'game in the background, if I'm remembering how it went right. Controls were also a bit awkward. Fairly solid all around, though.

3069 was... I don't think it was actually completed, or something. I remember it being in dev and mostly unworking, then a lil'while ago I saw mention of "79.
Title: Re: 3079
Post by: klingon13524 on November 25, 2011, 01:54:12 am
I played some 3059. I never got past the first level, as anything I attacked killed me.
Title: Re: 3079
Post by: phr00t on December 01, 2011, 07:23:46 pm
Hey guys, 3079 dev here  :D

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But 3069 and 3059 are both excellent.
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Both are pretty fun, as I recall.

Thank you thank you :)

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The demo is real limited.

A single game is pretty limited, yes, but you can see lots of stuff by restarting a new game (which resets the timer / position limitations).

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So, what is it? Minecraft with guns?

This is what it looks like, yup. My next video I make (when I get the full v2.0 release) will show more of the non-minecraft gameplay. Basically, 3079 plays more like Fallout (RPG elements, item attributes, AI, side quests and main storyline etc.). There isn't much mining and crafting. It also is a new engine, built from scratch & very smooth (multithreaded etc.). I just got multiplayer functional (even though it still needs some work) in v2pre6.

I've got a homepage up (and a link to the official forum) at http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks, and I hope you enjoy it :)

- Phr00t
Title: Re: 3079
Post by: DrPoo on December 02, 2011, 04:19:51 pm
Aww i loved his older games..
Almost got to build a house in the 2d graphical wich i cant find anymore..

It just looks like he ditched his creativity for some minecraft with guns..
Hope atleast the cities will be just as dynamic :/

Edit: Watched the trailer.. seems ok enough.. i am still disapointed, a bit, but not much. Seems better than most of the crappy MC ripoffs, but i would love if it keeped its roguelike and stealth elements..
Title: Re: 3079
Post by: phr00t on December 02, 2011, 05:06:04 pm
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It just looks like he ditched his creativity for some minecraft with guns..

I swear 3079 isn't "just minecraft with guns"... it actually plays nothing like minecraft. 3079 did keep its roguelike elements (randomly generated items, terrain, enemies, quests & buildings) and stealth elements (invisibility skill, hiding in shadows, detection meter & silenced weapons). I admit my current video doesn't advertise all this very well -- I will have a new video in a bit. I'm putting alot of development into expanding gameplay and graphics, so I haven't made another video yet. Give a few plays of the demo a try in the meantime -- I'm working on it, I promise  ;D

- Phr00t (3079/3069/3059's developer)
Title: Re: 3079
Post by: DrPoo on December 02, 2011, 06:03:37 pm
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It just looks like he ditched his creativity for some minecraft with guns..

I swear 3079 isn't "just minecraft with guns"... it actually plays nothing like minecraft. 3079 did keep its roguelike elements (randomly generated items, terrain, enemies, quests & buildings) and stealth elements (invisibility skill, hiding in shadows, detection meter & silenced weapons). I admit my current video doesn't advertise all this very well -- I will have a new video in a bit. I'm putting alot of development into expanding gameplay and graphics, so I haven't made another video yet. Give a few plays of the demo a try in the meantime -- I'm working on it, I promise  ;D

- Phr00t (3079/3069/3059's developer)

Cool, but my money aint going nowhere before i got my card or when i got bitcoins enough for this(exchanging to real money), and before this thing actually looks like something that could become something.

Me and AoD(Wich sadly disappared forever) was making a game called Ameripain, basically an online Cataclysm Roguelike with Hellmoo and 3059 elements in it, the other programmer, Red, got busy and stopped making stuff, i got lazy and AoD broke his god damn computer and is too lazy to fix it. I hope this will somewhat substitute my dreams of cutting out the virtual splines of my buddies while hiding from impossible to kill monsters..
Title: Re: 3079
Post by: phr00t on December 02, 2011, 06:20:32 pm
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this thing actually looks like something that could become something

Welp, I'm going to keep working on it -- I won't be able to please everyone, but I think it is already something  ;D

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I hope this will somewhat substitute my dreams of cutting out the virtual splines of my buddies while hiding from impossible to kill monsters..

Multiplayer functionality is just about done (although it is currently playable, and I will still be adding multiplayer features after it is "done", of course) -- so you should be able to kill some buddies (and hide from the big baddies). Let me know if you have any suggestions. After multiplayer, I want to add "radioactive" biomes -- you'll need radioactive protection to walk in it.
Title: Re: 3079
Post by: DrPoo on December 02, 2011, 06:38:49 pm
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this thing actually looks like something that could become something

Welp, I'm going to keep working on it -- I won't be able to please everyone, but I think it is already something  ;D

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I hope this will somewhat substitute my dreams of cutting out the virtual splines of my buddies while hiding from impossible to kill monsters..

Multiplayer functionality is just about done (although it is currently playable, and I will still be adding multiplayer features after it is "done", of course) -- so you should be able to kill some buddies (and hide from the big baddies). Let me know if you have any suggestions. After multiplayer, I want to add "radioactive" biomes -- you'll need radioactive protection to walk in it.


Fantastic! if i had anything to suggest, then it would be slopes, and vehicles, hopefully part based customisation, because who wouldnt like to watch a giant phallus mothership blow their fortress to pieces? Anything, even fuel type would be customiseable, make a diesel fuelled rocket or a helicopter that runs on plutonium, or something wicked in between.
Also randomly generated creatures.

Fakeedit: Oh oh, also some kind of Ace of Spades style block physics, that block destruction in the trailer looked horrible.
Title: Re: 3079
Post by: phr00t on December 02, 2011, 07:11:44 pm
Slopes: You don't see it in the video, but I do have dynamic slopes (you will see them in the demo). They are not "flush" slopes, but it does make it look a bit better.
Vehicles: I want vehicles too -- I have to figure out how to do it (terrain collision with such a huge object), but I totally agree -- a huge ship with lasers coming down  8)
Randomly Generated Creatures: Creatures are already randomly generated (their size, items, statistics, leg/head proportions etc.) -- however, more creature types are on the to-do list.

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Fakeedit: Oh oh, also some kind of Ace of Spades style block physics, that block destruction in the trailer looked horrible.

What looked horrible about it? That there were floating blocks left over? Physics is a CPU hog... the tricky thing is determining (quickly) if a set of blocks are connected to solid ground (because that block with an empty space below it might be connected to a block on the side [and should that block be falling too? etc etc])
Title: Re: 3079
Post by: DrPoo on December 03, 2011, 07:48:31 am
Slopes: You don't see it in the video, but I do have dynamic slopes (you will see them in the demo). They are not "flush" slopes, but it does make it look a bit better.
Vehicles: I want vehicles too -- I have to figure out how to do it (terrain collision with such a huge object), but I totally agree -- a huge ship with lasers coming down  8)
Randomly Generated Creatures: Creatures are already randomly generated (their size, items, statistics, leg/head proportions etc.) -- however, more creature types are on the to-do list.

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Fakeedit: Oh oh, also some kind of Ace of Spades style block physics, that block destruction in the trailer looked horrible.

What looked horrible about it? That there were floating blocks left over? Physics is a CPU hog... the tricky thing is determining (quickly) if a set of blocks are connected to solid ground (because that block with an empty space below it might be connected to a block on the side [and should that block be falling too? etc etc])

Ace of Spades does that and literally even my granny's rig runs the game like butter
But yeah, the way they just floated in the air :P
Title: Re: 3079
Post by: phr00t on December 03, 2011, 11:10:25 am
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Ace of Spades does that and literally even my granny's rig runs the game like butter

I watched some videos -- pretty impressive. It definitely isn't trivial to do that -- I also notice the "broken" sections become a whole separate chunks of geometry, which is also impressive. I'll see what I can do, but my priority is other stuff at the moment (multiplayer, the "big ships" etc.).
Title: Re: 3079
Post by: phr00t on December 05, 2011, 01:08:35 pm
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The demo is real limited.

I just released a new version, v2pre7, with an extended demo to address this point. You can explore much farther now before the demo ends. I also improved the graphics a bit -- so you guys should get a bit more out of the free version. :)

http://3079.phr00t.com/ (http://3079.phr00t.com/)

(http://i.imgur.com/fhGXP.png)

- Phr00t
Title: Re: 3079
Post by: DrPoo on December 05, 2011, 04:05:17 pm
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The demo is real limited.

I just released a new version, v2pre7, with an extended demo to address this point. You can explore much farther now before the demo ends. I also improved the graphics a bit -- so you guys should get a bit more out of the free version. :)

http://3079.phr00t.com/ (http://3079.phr00t.com/)

(http://i.imgur.com/fhGXP.png)

- Phr00t
Thanks!
Hmm is the time limit extended too?
Title: Re: 3079
Post by: DrPoo on December 05, 2011, 04:25:11 pm
Edit: I finally got an actual experience from the game, not something big, its tiny and not like your catched on like with the Amnesia demo, its just "aww crap"

Dropped down on a planet, no weapons, no nothing, fantastic, good thing there isnt hunger in the game yet then. I run around to find something, i walk into a base, then i find a melee upgrade and walk further in, anticipating a weapon to shoot with, but then i am getting machine gun raped by some random green thing that jumps around all the time. Im placed in the wilderness again, robbed from what ibelieve was worthless loot. Then i see this giant with a rifle, i run over to him, the energy rifle was really a bane. Luckily, there is an AI bug where they dont shoot at stuff just right at their foot, or below them, so i meleed him to death, i used the rifle as a binocular to observe a battle going on at the end of the fog, it looked like a conflict between a multicoloured sword wielding bear(or other menacing giant quatroped living in the wilderness) and the first creature i saw even closely resembling a human being, the unusual space bear/imgonnawreckyourshitenstein approached me, it was hard to handle, i had two life support brownouts(does that mean crapping your pants?) and alot of misses, but i got him at last, after he chopped my health bar in half. He dropped his sword, some powerup and a building block, nice. I grabbed it then "DEMO IS OVER LOL" and then i was like <: ( <(If i just had a credit card)

Gonna see if i can do some fan art, because dude, im definately a fan of your games :)
Title: Re: 3079
Post by: phr00t on December 05, 2011, 04:48:49 pm
Ha, I love your story!  :P

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Luckily, there is an AI bug where they dont shoot at stuff just right at their foot, or below them, so i meleed him to death

Well now you have me in a pickle. AI bug report, that probably should be fixed, but it helped your game  ;) Maybe you just outsmarted the giant?  ;D

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the unusual space bear/imgonnawreckyourshitenstein approached me

I think that should be an official monster name: imgonnawreckyourshitenstein

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i had two life support brownouts(does that mean crapping your pants?)

You probably do crap your pants, but it also means you are using an energy weapon while low on energy. If you keep having brownouts, your energy skill will increase, but you also take a little hit on health. You can improve energy by also getting generators, batteries, or other items that improve energy. :)

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Gonna see if i can do some fan art, because dude, im definately a fan of your games

And I am a fan of fans! Looking forward to seeing some sweet art -- OK, back to coding :) Let me know if you have any more suggestions (or stories!)

- Phr00t
Title: Re: 3079
Post by: DrPoo on December 05, 2011, 05:33:45 pm
If you just had steam or something so i could stay more in touch with you (and your game)
Its like when my mom pours candy into a bowl, she gives me some, but i want alot more, i ask for more, get more, i want to ask for more or just grab the bowl and empty it, but i am afraid of making her annoyed :S

Also Ruins full of treasure, and of course an earth fragment guarded by mad precursor robots.
Title: Re: 3079
Post by: hemmingjay on December 05, 2011, 05:37:49 pm
I do a few giveaways here to support Indie games and this community. Is there a way to buy a few codes for your game in bulk so I can give them away to random draw winners?
Title: Re: 3079
Post by: phr00t on December 05, 2011, 06:11:29 pm
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If you just had steam or something so i could stay more in touch with you (and your game)

You can follow me on Twitter / send me tweets here: http://twitter.com/#!/phr00t_ (http://twitter.com/#!/phr00t_)

I also have my more "official" forum here: http://jmonkeyengine.org/groups/3079/forum/ (http://jmonkeyengine.org/groups/3079/forum/)

... and remember to eat candy in moderation  ;D

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Is there a way to buy a few codes for your game in bulk so I can give them away to random draw winners?

This is an awesome idea that I fully support :) If you can, I'd like the e-mails of the people you give away the codes to, that way I know that have a "legit" copy and I can support them (and let them know when I update the game etc.)

BMT Micro handles the codes and purchases -- it looks like there is a "quantity" option, which I assume will send you an e-mail with each code purchased. Buy away, and if you have any trouble, let me know -- I can contact BMT Micro and clear stuff up.
Title: Re: 3079
Post by: hemmingjay on December 05, 2011, 06:32:52 pm
thanks. I found the gift option on BMT so I can do it through them entirely. Thanks and good luck!
Title: Re: 3079
Post by: Rawl on December 06, 2011, 03:14:00 am
Just ran the demo a couple of times and I gotta say it feels pretty darn fun! it wasn't until my second try that I figured out how to deactivate my grav pack without going to the menu.

As a suggestion though: You might want to add a confirmation to exiting the game when hitting the esc key. I accidentally exited the game a couple times doing this trying to exit the inventory/trade screens.

I'm gonna try and keep close tabs on this game. Might even get myself an early Christmas present when my next check comes. Keep up the good work!
Title: Re: 3079
Post by: DrPoo on December 06, 2011, 10:22:13 am
I wish this game for christmas.

Also, weapons consuming ammo. Random starting scenarios like handling a critically damaged spacecraft, imagine what trouble it would cause crashing into an enemy base.
Title: Re: 3079
Post by: Meta on December 06, 2011, 11:04:57 am
I got an azerty keyboard. I tried to play the demo, but I couldn't as the game is set up to only work with a qwerty keyboard and I don't know how to change the controls.

Actually I know how to emulate a qwerty keyboard on my pc, but not everyone will be eager to do so.
Title: Re: 3079
Post by: phr00t on December 06, 2011, 12:24:18 pm
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thanks. I found the gift option on BMT so I can do it through them entirely. Thanks and good luck!

Thanks again  :)

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it wasn't until my second try that I figured out how to deactivate my grav pack without going to the menu.

Glad you found it fun :) Make sure you guys hit 'F1' to go over the key controls.

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I wish this game for christmas.

Also, weapons consuming ammo. Random starting scenarios like handling a critically damaged spacecraft, imagine what trouble it would cause crashing into an enemy base.

I hope Santa is good to you  ;D

I went with all energy-based weapons because I always thought it was a hassle maintaining ammo in most games. The starting scenarios thing is a neat idea, but there already is a story about being brought to the planet to restore peace -- so if there were different starting scenarios, it should line up with the overall story.

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I got an azerty keyboard.

Hrm... OK. I'll put some fix for this on the to-do list. My "help" image is currently a fixed image, so messing up the keys may require a re-do of the help system. Or, I just may add a checkbox for different keyboard layouts (that would put the keys in the right position, at least).

I'll post again in here when I get the next update out -- which will mostly be multiplayer fixes. Once that is underway, onto the ships and radioactive biomes  8)

Thanks all,
- Phr00t
Title: Re: 3079
Post by: DrPoo on December 06, 2011, 05:04:57 pm
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thanks. I found the gift option on BMT so I can do it through them entirely. Thanks and good luck!

Thanks again  :)

Quote
it wasn't until my second try that I figured out how to deactivate my grav pack without going to the menu.

Glad you found it fun :) Make sure you guys hit 'F1' to go over the key controls.

Quote
I wish this game for christmas.

Also, weapons consuming ammo. Random starting scenarios like handling a critically damaged spacecraft, imagine what trouble it would cause crashing into an enemy base.

I hope Santa is good to you  ;D

I went with all energy-based weapons because I always thought it was a hassle maintaining ammo in most games. The starting scenarios thing is a neat idea, but there already is a story about being brought to the planet to restore peace -- so if there were different starting scenarios, it should line up with the overall story.

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I got an azerty keyboard.

Hrm... OK. I'll put some fix for this on the to-do list. My "help" image is currently a fixed image, so messing up the keys may require a re-do of the help system. Or, I just may add a checkbox for different keyboard layouts (that would put the keys in the right position, at least).

I'll post again in here when I get the next update out -- which will mostly be multiplayer fixes. Once that is underway, onto the ships and radioactive biomes  8)

Thanks all,
- Phr00t

Santa is always nice! :D
Also i hope the easter bunny comes with the Penumbra series next year ;)

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I went with all energy-based weapons because I always thought it was a hassle maintaining ammo in most games. The starting scenarios thing is a neat idea, but there already is a story about being brought to the planet to restore peace -- so if there were different starting scenarios, it should line up with the overall story.

The weird flying devil things could have shot your spacecraft too! :P
Title: Re: 3079
Post by: phr00t on December 09, 2011, 03:49:54 pm
Hey all,

Hoping to move on to new features, I decided to just fix ALL THE THINGS  ;D

v2pre8
* Multiplayer should be “fully functional” — no known bugs
* The final battle with the Demon King now works in multiplayer
* Grappling hook is now functional in multiplayer games
* Fixed a crash when receiving updates before the game fully loaded
* Fixed the objectives info key to properly detect if you have a Demon Smiter
* Flying characters will now lower their arm correctly after attacking
* Improved performance in object processing (should help with large servers)
* Servers will no longer draw characters very far away (near other players)
* Your faction will no longer change when attacking/killing other players
* You can no longer steal from other players
* You can no longer send useless “follow” requests to other players
* Increases in base statistics are now properly synchronized in multiplayer
* Slightly increased # of leaders in buildings
* Fixed a crash when loading a game for a multiplayer that had no single-player component
* Fixed a collision bug that caused players to get locked together in multiplayer
* Tweaked Demon King respawning code to happen quicker & closer to the ground
* Other minor adjustments to improve network bandwidth usage & performance

I’m sure there are more bugs to be found (let me know when you find them ;) ) Otherwise, it is time to get some fancy new content in 3079 like radioactive biomes and capital ships.

Get it @ http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks,
- Phr00t
Title: Re: 3079
Post by: DrPoo on December 11, 2011, 04:31:01 am
Hey all,

Hoping to move on to new features, I decided to just fix ALL THE THINGS  ;D

v2pre8
* Multiplayer should be “fully functional” — no known bugs
* The final battle with the Demon King now works in multiplayer
* Grappling hook is now functional in multiplayer games
* Fixed a crash when receiving updates before the game fully loaded
* Fixed the objectives info key to properly detect if you have a Demon Smiter
* Flying characters will now lower their arm correctly after attacking
* Improved performance in object processing (should help with large servers)
* Servers will no longer draw characters very far away (near other players)
* Your faction will no longer change when attacking/killing other players
* You can no longer steal from other players
* You can no longer send useless “follow” requests to other players
* Increases in base statistics are now properly synchronized in multiplayer
* Slightly increased # of leaders in buildings
* Fixed a crash when loading a game for a multiplayer that had no single-player component
* Fixed a collision bug that caused players to get locked together in multiplayer
* Tweaked Demon King respawning code to happen quicker & closer to the ground
* Other minor adjustments to improve network bandwidth usage & performance

I’m sure there are more bugs to be found (let me know when you find them ;) ) Otherwise, it is time to get some fancy new content in 3079 like radioactive biomes and capital ships.

Get it @ http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks,
- Phr00t

No stealing from other people? :( :smith:
Title: Re: 3079
Post by: phr00t on December 11, 2011, 10:18:29 am
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No stealing from other people?  :smith:

I think it could be too easily abused by high-level characters on low-level characters... for example, a high-level guy could just stand next to / follow a low level player, and just take all of their inventory (just to be a jerk). Yes, a high-level guy can kill a low-level player, but the low-level player will respawn in a different area (giving him a good chance at getting away), and only 1 item is lost. However, I may add it back if there is a good way of balancing it out.

I've got "poison" biomes in (instead of radioactive), working on "special effects" (anti-aliasing, blurring when damaged etc.) and capital ships for the next release.
Title: Re: 3079
Post by: DrPoo on December 12, 2011, 06:58:12 am
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No stealing from other people?  :smith:

I think it could be too easily abused by high-level characters on low-level characters... for example, a high-level guy could just stand next to / follow a low level player, and just take all of their inventory (just to be a jerk). Yes, a high-level guy can kill a low-level player, but the low-level player will respawn in a different area (giving him a good chance at getting away), and only 1 item is lost. However, I may add it back if there is a good way of balancing it out.

I've got "poison" biomes in (instead of radioactive), working on "special effects" (anti-aliasing, blurring when damaged etc.) and capital ships for the next release.

What about making it player skill based when stealing from players? A sneaky low level player could run up to some hilevel and grab some of his stuff, any of it actually, if the victim is wary enough he would quickly notice the thief and be able to strike back. You would have to think, that flight pack he has in his pack might be worth alot of money, but hell, its activated, as soon as you swipe it he would notice!

Also, do you accept private payments by mail? I dont got a credit card, but i could always exchange some DKK to $ or whatever and mail em or something. I really want to play this for real :P
Title: Re: 3079
Post by: phr00t on December 12, 2011, 09:29:33 am
I'll see what I can do about the stealing with your ideas in mind :)

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Also, do you accept private payments by mail? I dont got a credit card, but i could always exchange some DKK to $ or whatever and mail em or something. I really want to play this for real

I'd accept it if I thought it was safe... you really are not suppose to send $$$ via mail  :-\ I can also accept PayPal, if you have any way of getting that to me.. do you have a friend or parent that could enter in their credit card info for this one purchase?  ???

Working on the capital ships now  8)
Title: Re: 3079
Post by: DrPoo on December 12, 2011, 01:48:43 pm
I'll see what I can do about the stealing with your ideas in mind :)

Quote
Also, do you accept private payments by mail? I dont got a credit card, but i could always exchange some DKK to $ or whatever and mail em or something. I really want to play this for real

I'd accept it if I thought it was safe... you really are not suppose to send $$$ via mail  :-\ I can also accept PayPal, if you have any way of getting that to me.. do you have a friend or parent that could enter in their credit card info for this one purchase?  ???

Working on the capital ships now  8)

How could i forget theese laws we got in Denmark about sending money.. Bitcoins? Just kidding :D
Title: Re: 3079
Post by: GlyphGryph on December 12, 2011, 02:42:43 pm
Money Order?
Title: Re: 3079
Post by: DrPoo on December 14, 2011, 03:40:17 am
I might figure out writing a bestiary of the creatures i find, it would be cool giving all the creatures names, useless but possible! :D
Title: Re: 3079
Post by: Gabeux on December 14, 2011, 08:45:14 am
Lol I remember playing the prequels* a looong time ago.
The game was really underground and hard to find.. I remember the dev (or devs) posted that they would make the game 3D, there was even a prototype screenshot..

I had no idea it would happen though, nor thought that it would "go Minecraft" like this.
But if the 3D game becomes fun as the old ones, with a minecraft engine, I think it would work.

--
Just noticed the dev is in here.
So let me make it clear: I had great fun with your 3069 :D (actually, I had more fun with 3059, IIRC)
And your video/ideas makes me want to buy this!
--

Played the demo, remember the good old times, bought it.
Hope this becomes awesome soon! Good luck with the development (:
Title: Re: 3079
Post by: Gabeux on December 14, 2011, 10:00:23 am
Erm. That BMT Micro guys don't like me or something. First time I get an order refused on paypal.
This pisses me off slightly..

-- Tried again and it worked. :D
Title: Re: 3079
Post by: phr00t on December 14, 2011, 02:01:12 pm
Erm. That BMT Micro guys don't like me or something. First time I get an order refused on paypal.
This pisses me off slightly..

-- Tried again and it worked. :D

Thank you for your support! Glad to hear it worked..  If you have any more trouble, let me know -- I can yell at BMT Micro for you  ;)

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(actually, I had more fun with 3059, IIRC)

3059 was the highlight of this series of games, but I believe 3079 took the throne  ;D

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I might figure out writing a bestiary of the creatures i find, it would be cool giving all the creatures names, useless but possible!

Both 3059 and 3069 had random name generation for creatures -- I *could* do it with 3079, but I can't think of a good place to display it. The HUD is already getting rather packed (between messages and quest info) -- names can be long too, so I've just been leaving them out  :-\

I'm working hard on the next release -- I keep finding these random little bugs that I need to fix before I can get it out. Hope to have it out today, but we'll see... I'll post when it is up.

Thanks again all!
Title: Re: 3079
Post by: DrPoo on December 14, 2011, 03:43:35 pm
Erm. That BMT Micro guys don't like me or something. First time I get an order refused on paypal.
This pisses me off slightly..

-- Tried again and it worked. :D

Thank you for your support! Glad to hear it worked..  If you have any more trouble, let me know -- I can yell at BMT Micro for you  ;)

Quote
(actually, I had more fun with 3059, IIRC)

3059 was the highlight of this series of games, but I believe 3079 took the throne  ;D

Quote
I might figure out writing a bestiary of the creatures i find, it would be cool giving all the creatures names, useless but possible!

Both 3059 and 3069 had random name generation for creatures -- I *could* do it with 3079, but I can't think of a good place to display it. The HUD is already getting rather packed (between messages and quest info) -- names can be long too, so I've just been leaving them out  :-\

I'm working hard on the next release -- I keep finding these random little bugs that I need to fix before I can get it out. Hope to have it out today, but we'll see... I'll post when it is up.

Thanks again all!

Oh, by the way i was working on fan art today, but i kind of got distracted.. :| ... :/ ... :( ... <:( my horse died.
Dont worry i will finish up the sketch and pain it tomorrow, maybe even scanning it in.
Title: Re: 3079
Post by: phr00t on December 14, 2011, 04:00:10 pm
Quote
Oh, by the way i was working on fan art today, but i kind of got distracted.. :| ... :/ ... :( ... <:( my horse died.

Sorry about your horse  :'(

Quote
Dont worry i will finish up the sketch and pain it tomorrow, maybe even scanning it in.

Don't hurt it too bad  ;D Looking forward to it!

Title: Re: 3079
Post by: DrPoo on December 14, 2011, 04:45:05 pm
Quote
Oh, by the way i was working on fan art today, but i kind of got distracted.. :| ... :/ ... :( ... <:( my horse died.

Sorry about your horse  :'(

Quote
Dont worry i will finish up the sketch and pain it tomorrow, maybe even scanning it in.

Don't hurt it too bad  ;D Looking forward to it!

Whoops, hahaha :D
Hmm.. chemistry.. running economy.. building factories..

Your game needs some way to get distracted from the main story, i remember in the past games spending more time mining to earn money for medpacks to heal the injuries i had from mining than collecting shards of earth. Its like the evil poor guy circle of mining. I found it interesting that i eventually could afford a house.

Hell, it would be impossible to intergrate story into multiplayer anyway, without it sucking.
Title: Re: 3079
Post by: phr00t on December 14, 2011, 04:57:52 pm
Quote
i remember in the past games spending more time mining to earn money

You can buy "Mining Drills" in 3079 to go mining already  :D Mining rocks sometimes gives you gems, while gem blocks do exist that always spawn a gem. The higher level drill you have, the higher level gems you can get. However, you need sufficient mining skill to get the higher level gems. You can then sell the gems to merchants for $$$.

Quote
it would be impossible to intergrate story into multiplayer anyway

The story is kinda integrated... all of the players in a game have been dropped on the planet to stop the war. Each player takes quests individually, but the overall story is shared among all players. If some player starts the demon uprising, it will start with all other players -- eventually spawning the Demon King  :o

OK, wrapping up the next release!
Title: Re: 3079
Post by: phr00t on December 14, 2011, 07:47:00 pm
Hey all,

I just released the biggest update to 3079 yet: v2pre9. New stuff includes special effects, capital ships that sometimes pop up and destroy everything, poisonous biomes and artificial intelligence improvements. Lots of fixes & improvements to both the single and multiplayer game too.

Check out the demo (and get the game, I hope!) @ http://3079.phr00t.com/ (http://3079.phr00t.com/)

(http://i.imgur.com/auprn.png)(http://i.imgur.com/nHFde.png)

Here is the big list of changes:

* New special effects: anti-aliasing, damage & underwater blurring
* Capital ships: rare, huge ships that destroy everything!
* Poison biomes: don’t walk in these areas without protection!
* Overhauled the way characters find targets and engage: much smarter!
* Effect Transfer Units now should work reliably in multiplayer
* Silenced weapons now work and sound as expected
* Fixed bugs with health and statistics being synchronized in multiplayer
* Fixed a crash with sunlight changes
* Fixed another crash when receiving data before the game was fully loaded
* Improved the cloud texture to look seamless
* Made underwater detection more accurate
* Renamed “poison” items to “decay” to remove confusion with the new biome
* Improved the “cone of sight” for characters
* Item drops on killing is now limited to 1 or 2 items, 4 for capital ship kills
* Dismembering characters will now work in multiplayer
* Made kills more likely to cause dismemberment
* Slightly extended the day/night length, and as a result, the demo
* The /goto command now requires full health & costs 50% health on use
* Assault Rifles now do a bit more damage
* More changes to internal code to improve performance

Thanks again!
- Phr00t
Title: Re: 3079
Post by: Gabeux on December 14, 2011, 07:58:44 pm
Same day that I buy the game, it gets updated, nice!

By the way, that "Improved Cone Of Sight", is the camera field of view?
I have been noticing I have some kind of problem with first-person cameras when they are too "narrow".
A configuration I found very useful in Battlefield 3, is that you can adjust the Camera Field-of-view to your liking.

Games like Borderlands makes me feel weird due to the 'narrow' camera.

Another suggestion, is about the "ESC" key in-game.. will you change it later?
Perhaps make a menu, if no other screen (like inventory) is being displayed?
I always press esc accidentally and it closes the game..  :(

When I see a nice game being formed, I usually think on many suggestions..  ::)
Title: Re: 3079
Post by: DrPoo on December 15, 2011, 01:24:58 am
Gah busy again today, i might finish some fart art tomorrow :P
Title: Re: 3079
Post by: hachnslay on December 15, 2011, 04:00:31 am
bought it just now, will probably try to gift it to some LPers later - if i find their e-mail addresses.
Title: Re: 3079
Post by: Gabeux on December 15, 2011, 01:13:31 pm
I don't know why but I get so much fun with ridiculously fast walking speed + high jump height, without an antigrav device.

I can kill everything lv 15 (while killing myself in the process) and laugh for hours on.

--
Btw Phr00t, I gotta talk to you. :T
--

Also, guys, I'm making a video talking about the game and all, unfortunately I'll speak in portuguese because I'm too shy of speaking in english, haha.
I'll subtitle it, though.

It'll be my first speak+gameplay video, so it may turn out a bit weird too.
Title: Re: 3079
Post by: phr00t on December 17, 2011, 10:22:53 am
I've been sick with a nasty stomach bug :'( Looking forward to getting back to work on 3079 ASAP

Quote
By the way, that "Improved Cone Of Sight", is the camera field of view?

Not the player's camera -- the cone of sight of enemies. This should make it easier for giants to attack smaller guys at their feet etc.

I may get around to having a "field of view" setting for the player.. right now, I want to get to more polishing of current features (confirmation of 'ESC' key, same faction in the same building etc.)

Thanks again :)
Title: Re: 3079
Post by: LoSboccacc on December 17, 2011, 10:49:37 am
(http://i.imgur.com/auprn.png)

what weapon is this?
Spoiler: vulgarity (click to show/hide)
Title: Re: 3079
Post by: hemmingjay on December 17, 2011, 12:13:06 pm
if yours looks like that, stop playing and go see a doctor immediately.
Title: Re: 3079
Post by: hachnslay on December 17, 2011, 01:53:42 pm
that clearly is a skin colored fist in a red glove.
Title: Re: 3079
Post by: phr00t on December 17, 2011, 05:01:00 pm
if yours looks like that, stop playing and go see a doctor immediately.
that clearly is a skin colored fist in a red glove.

You are both correct.  ;D
Title: Re: 3079
Post by: Gabeux on December 17, 2011, 06:47:10 pm
My video has been delayed due to youtube deleting it because it was too big (forgot to confirm my account), and because my gf is spending the weekend at my home, so I must stay away from videogames if I don't want to die horribly.
Title: Re: 3079
Post by: Tnx on December 17, 2011, 07:35:32 pm
I find it hard to know who is friendly and who isn't.  I shoot anyone who charges at me.. I also like how the character starts off with different equipment each time.  For those trying out the game for the first time.. when you're entering orbit, use Z to quicken your descent (it turns off your jetpack thingy) so you can evade these guys that can kill you on the way down. 

So question for those who bought it.  Worth it? Is there lots of stuff to do?  I'm a sucker for collecting random items and the like but what else is there to do?  Is the storyline long?
Title: Re: 3079
Post by: phr00t on December 17, 2011, 11:10:14 pm
Quote
I find it hard to know who is friendly and who isn't. 

"Make attacker and follower indicators" are on my TO-DO list. For the meantime, like said in the "Game Help", you start friendly to the "Humoids" (guys with heads on top), and enemies to the "Neanders" (heads in front).

Quote
when you're entering orbit, use Z to quicken your descent (it turns off your jetpack thingy) so you can evade these guys that can kill you on the way down.

Oh no, the secret is out!  ;D The game is suppose to start with you dieing, but I did put in that little shortcut for the pros to figure out ;)

Quote
what else is there to do?  Is the storyline long?

I am the developer, but I can't help but answer  :P

Welp, there are side quests beyond the main story, mining for profit, multiplayer (still has a few kinks, but playable), killing stuff, improving skills, exploring etc etc. The game is also undergoing lots of development (or, at least when I fully recover from my stomach bug...) & buying gets you all future updates -- so I hope you guys are finding it worth it  :D

The main storyline length depends on how quickly you focus on it. Do you just find a quest that will get you a Demon Smiter, kill your demon, and return it, causing the uprising? The demon uprising will take longer if you are a lower level, because higher level demon kills will reduce the demon influence quicker. Then, of course, you need to kill the Demon King. Hard to say how long it actually is, because it is pretty open-ended...
Title: Re: 3079
Post by: DrPoo on December 21, 2011, 11:47:34 am
Made a FP thread: http://www.facepunch.com/threads/1149415?p=33829252#post33829252
Title: Re: 3079
Post by: phr00t on December 25, 2011, 08:27:33 pm
Hey all,

Lots of improvements and some important item balancing in this release. I’ve also added new quests, improved multiplayer network performance, added faction-specific forts and more.

I noticed it was a bit too easy to have “everything” in 3079. You could keep customizing items until you had everything & you could activate an infinite number of batteries and generators to have even more. Not any more — you can only activate up to 4 generators or batteries. This will require you to build on your base statistics and pick and choose which items to use when. I’ve also made items only allow one customization via a part (so you will have to give more thought to which part you want where).

Also, as highly requested, game exit confirmation!

Here is the big list of goodies:

v2p10
* Multiplayer networking improvements: should be smoother with slow clients
* Added game exit confirmation
* Item information pops up quicker
* Weight information is now displayed
* Generators and batteries have an activation count limit of 4
* Items can only be customized / engineered once
* Tweaked which items can be customized
* Faction-specific forts are now implemented
* Added a /history command to view past messages
* Added a quest to destroy capital ships
* Added a quest to infiltrate an enemy fort and install a trojan
* Fixed doors closing on people
* Added “health” consoles in buildings that recharge health & energy
* Slightly reduced overall health regeneration
* Slightly reduced the amount of flying characters
* Tweaked building floorplans to be more “sneaky” friendly
* Added messages when a player kills another player in multiplayer

Get it @ http://3079.phr00t.com/ (http://3079.phr00t.com/)

- Phr00t
Title: Re: 3079
Post by: DrPoo on December 26, 2011, 07:45:35 am
Hey all,

Lots of improvements and some important item balancing in this release. I’ve also added new quests, improved multiplayer network performance, added faction-specific forts and more.

I noticed it was a bit too easy to have “everything” in 3079. You could keep customizing items until you had everything & you could activate an infinite number of batteries and generators to have even more. Not any more — you can only activate up to 4 generators or batteries. This will require you to build on your base statistics and pick and choose which items to use when. I’ve also made items only allow one customization via a part (so you will have to give more thought to which part you want where).

Also, as highly requested, game exit confirmation!

Here is the big list of goodies:

v2p10
* Multiplayer networking improvements: should be smoother with slow clients
* Added game exit confirmation
* Item information pops up quicker
* Weight information is now displayed
* Generators and batteries have an activation count limit of 4
* Items can only be customized / engineered once
* Tweaked which items can be customized
* Faction-specific forts are now implemented
* Added a /history command to view past messages
* Added a quest to destroy capital ships
* Added a quest to infiltrate an enemy fort and install a trojan
* Fixed doors closing on people
* Added “health” consoles in buildings that recharge health & energy
* Slightly reduced overall health regeneration
* Slightly reduced the amount of flying characters
* Tweaked building floorplans to be more “sneaky” friendly
* Added messages when a player kills another player in multiplayer

Get it @ http://3079.phr00t.com/ (http://3079.phr00t.com/)

- Phr00t

Uhh how do i update then? :P I just dont want to loose the full version you know, i really value that thing.
Title: Re: 3079
Post by: phr00t on December 26, 2011, 03:00:38 pm
Quote
Uhh how do i update then?  I just dont want to loose the full version you know, i really value that thing.

You can revisit the BMT Micro download link and re-download 3079Installer.jar -- re-install the game, and you should have the latest version. You won't lose the full version, I promise!  ;D
Title: Re: 3079
Post by: alexpoysky on December 26, 2011, 03:11:57 pm
Guys, I really REALLY recommend this game!
Title: Re: 3079
Post by: DrPoo on December 26, 2011, 03:31:29 pm
Quote
Uhh how do i update then?  I just dont want to loose the full version you know, i really value that thing.

You can revisit the BMT Micro download link and re-download 3079Installer.jar -- re-install the game, and you should have the latest version. You won't lose the full version, I promise!  ;D

Thanks Phr00t.
Been playing this game lately, i love it. Guys you need to play this.
Anyways i got stuck in a weird ravine thing and i cant get out, i dont feel like suiciding my way out, what do?
Title: Re: 3079
Post by: phr00t on December 26, 2011, 06:16:26 pm
New video up: http://youtu.be/_Y1lLcLBu1Y?hd=1 (http://youtu.be/_Y1lLcLBu1Y?hd=1)

Quote
Anyways i got stuck in a weird ravine thing and i cant get out, i dont feel like suiciding my way out, what do?

Welp, you might be screwed (and have to suicide yourself out). You should always have some building blocks on hand (at the very least) to get out of ravines.. grappling hooks and anti-grav devices can also do the trick. If you have a rocket launcher, you could also try digging yourself out (if the ravine is mostly dirt).
Title: Re: 3079
Post by: phr00t on December 26, 2011, 08:30:45 pm
Put up a small patch update -- v2.0b:

* Fixed the spawn rates of capital ships
* Quests are properly cleared when quitting and starting a new game

http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: zestorum on December 28, 2011, 11:03:30 am
This. Game. Looks. Amazing. I. Want. It. Now.

...

Demo. Is. Amazing.

Did I just say amazing twice? Well it deserves it. :)
Title: Re: 3079
Post by: phr00t on December 28, 2011, 11:24:07 am
Thanks man  :D

3079 was #1 on reddit gamedev for a bit: http://www.reddit.com/r/gamedev (http://www.reddit.com/r/gamedev)
(direct reddit link: http://www.reddit.com/r/gamedev/comments/nsaqf/3079_my_action_rpg_game_kinda_like_fallout/ (http://www.reddit.com/r/gamedev/comments/nsaqf/3079_my_action_rpg_game_kinda_like_fallout/))

They gave me some suggestions to improve the look -- I don't want to change it too much since I think it is working pretty good, but always room for improvement, right?  ;D

Hopefully have another update in 2-3 days -- thanks again all! :)
Title: Re: 3079
Post by: zestorum on December 28, 2011, 10:15:59 pm
Unfortunately I can't buy it right now. Steam sales, you see? :/
Title: Re: 3079
Post by: Jorlen on January 01, 2012, 08:24:55 pm
Just wanted to say I highly recommend the game.  I've already put in over a dozen hours in it and it's very well priced, so buy it :) While it has the look of Minecraft, it plays nothing like it, which is good IMO.  It takes a little getting used to, but once you get in the groove, the game is super fun.  Finding a good weapon for the first time and realizing it kicks ass is a good feeling :)

I have some questions for either experienced players or Phr00t:

1 - Upon death is it normal to lose a random item or two?  I'm guessing it's a penalty but wanted to confirm

2 - Why do my jetpack and hook suddenly stop working?  When I go to activate it, it says something like, "Your jetpack is overwhelmed".  I thought it might have something to do with weight, but even when I threw everything to the ground, I still couldn't activate it.  I'd love an explanation!

3 - Those huge crazy bases that fly around and destroy everything - who built them?  Neaders or humanoid?

Here's some quick tips, some of which have already been mentioned:

- Press Z at the beginning if you want to keep your stuff (turns off the jetpack allowing you to avoid the kamikaze guys)

- You start off friendly with the humanoids (heads on top of the shoulders) - enemies have heads coming out of their torsos (neanders)

- The grappling hook is quite fun to use and can save you in several situations!

- Invading neander bases is a great way to level up and get loot!  Just look for the neander icon on the buildings to identify

Once again I highly recommend this title!  It's probably the most original game I've played in a very long time, and definitely a crazy spin on the roguelike genre.  Make no mistake about it, this IS a roguelike, and a very entertaining one at that!

________

Edit:

I think I know why the hooks and jetpacks stop working.  Basically, anytime you loot an item that's higher level than you, you become that level.  Jetpacks and grappling hooks need to be close to your level to work.  If you outlevel them you'll need to find more, which isn't easy.  So be careful when looting or buying items higher than you!
Title: Re: 3079
Post by: phr00t on January 02, 2012, 08:49:13 pm
Wow, thanks Jorlen  :D

1) Yup, 1 item gets lost (and about 10% of your cash) as a penalty.

2) Your edit is correct -- the grappling hook & antigrav pack can only work if it is near your current level. This is to keep the need for getting higher level antigrav packs & hooks (so players don't just get a level 1 item and ignore future ones).

3) The big crazy things are sent from other planets to try and stop the constant war (that is why they shoot both Neanders & Humanoids)

Oh, and v2.1b is out with a fancy new logo & more:

(http://i.imgur.com/1btFa.jpg)

v2.1b
* Changed 3079's theme & logos thanks to burningpet
* Added more texture detail to interior walls and floors
* Made character coloring more consistent
* Added attacking and follower indicators
* Fixed following behavior in multiplayer
* Fixed faction inconsistencies in multiplayer
* Fixed a rare server crash on client connection
* Added graceful exception handling with error messages for reporting

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: DrPoo on January 03, 2012, 05:03:39 am
That logo makes my shitty fan art look like childrens drawings :D
Whoever did that is boss.
Title: Re: 3079
Post by: phr00t on January 03, 2012, 09:02:28 am
That logo makes my shitty fan art look like childrens drawings :D
Whoever did that is boss.

He certainly is boss  :D

... and don't make light of the awesome fan art I dedicated a page for on my site  ;D
Title: Re: 3079
Post by: exoleet on January 03, 2012, 11:35:20 am
This game looks pretty awesome. Can you build your own fort? Are there or will there be survival mechanics, such as food, water, stamina, etcetera? How about crafting? Can you create your own settlements and populate them? I'm going to try the demo when I get home and choose whether or not to purchase it (I highly support indie developers). I know these features I'm asking about may be a long way off, but they're what I'm looking for (And I'm sure quite a few others are, too).
Title: Re: 3079
Post by: phr00t on January 03, 2012, 11:50:15 am
This game looks pretty awesome. Can you build your own fort? Are there or will there be survival mechanics, such as food, water, stamina, etcetera? How about crafting? Can you create your own settlements and populate them? I'm going to try the demo when I get home and choose whether or not to purchase it (I highly support indie developers). I know these features I'm asking about may be a long way off, but they're what I'm looking for (And I'm sure quite a few others are, too).

I'm torn on the "building your own fort and craft things" thing. Minecraft already did this, and did it well. My game just generally isn't about building forts and surviving (like Minecraft is), but more about exploration, questing and growing your character. However, I can see how building a fort would be neat -- you were able to build a fort in 3059 and 3069 with "building materials" you purchased. 3079 does already have "building blocks", but they are more for creating steps or cover. The bottom line is, I want the player to have a unique experience with 3079, and not be just another "Minecraft clone".

I'm working on improving the look and graphics at the moment, but more building blocks may be on the way (like doors and lights, perhaps) -- but I doubt I will expand on crafting (its too Minecrafty). I hope you find many new and fun things about 3079 to enjoy, making it worthy of your purchase -- many others have. :)
Title: Re: 3079
Post by: Blaze on January 03, 2012, 12:05:25 pm
Crafting is hardly a Minecraft invention I assure you.

Building fortresses in Minecraft is mostly for show. There's really no functional reason to build a superfortress in vanilla Minecraft as the only threat to it are players and the occasional creeper (And ghast, if you built it in Nether). You can solve the monster issue by placing torches everywhere.

In 3079 the whole bloody planet is at war, I can certainly see a use for fortresses and defensive emplacements to fend off the starships and raiders/bandits among other things.

I know I'd like to stick a jury-rigged hover pack, accelerator, control system, and stationary beam cannon on some blocks and fly around on it Gummi-ship style.
Title: Re: 3079
Post by: phr00t on January 03, 2012, 01:08:10 pm
You know, Blaze, you make a very good argument  ;D

I think the next big feature will be fortress building!
Title: Re: 3079
Post by: hemmingjay on January 03, 2012, 01:15:23 pm
So I just finally bought the game and after installing it I was greeted with a great message about buying or deleting the game after 'demoing' it unless you are a legit purchaser. I wanted to say Phroot's understanding of the current climate is rare and endearing. All the more reason for others to support him with a purchase.
Title: Re: 3079
Post by: PsyberianHusky on January 03, 2012, 01:32:08 pm
Has anyone done a LP of this, I would like to see how the game plays out, also how does purchasing work, do you buy an account like MC?
Title: Re: 3079
Post by: hemmingjay on January 03, 2012, 01:43:43 pm
I can't do an LP since I am completely clueless as to the gameplay and have no idea where to find a guide or any real info. True roguelike it seems.
Title: Re: 3079
Post by: phr00t on January 03, 2012, 02:27:49 pm
So I just finally bought the game and after installing it I was greeted with a great message about buying or deleting the game after 'demoing' it unless you are a legit purchaser. I wanted to say Phroot's understanding of the current climate is rare and endearing. All the more reason for others to support him with a purchase.

Something I want to add to this -- I want paying customers to have the best version possible. Pirates will inevitably take a crippled game (DRM, server verification or whatever) and crack it. This makes the pirated game better than the "legit" version because it requires no authentication and has no limits to network play. I don't want a pirate to have a better copy; you pay, you get it all, no bullsh*t.  8)

Has anyone done a LP of this, I would like to see how the game plays out, also how does purchasing work, do you buy an account like MC?

You don't buy an account, you buy the game (and a place to download future updates).

I can't do an LP since I am completely clueless as to the gameplay and have no idea where to find a guide or any real info. True roguelike it seems.

I want to do a "Let's Play" myself, just to get one out there showing it off. However, all these feature requests and improvements need to get done too!  :P

This guy did some playing video:

http://www.livestream.com/iamabanana (http://www.livestream.com/iamabanana)
Title: Re: 3079
Post by: PsyberianHusky on January 03, 2012, 02:43:05 pm
Right, so is that gonna be a issue if my roommate buys my copy on his card?
I guess if/when I get it I will upload a screen cap LP in the forums.
 I wanna see the project take off.
Title: Re: 3079
Post by: hemmingjay on January 03, 2012, 02:51:10 pm
Phroot, since you already know (and are supported by) AlexPoysky does some nice LP videos. I'm not sure if he has the free time to get it done right now, but it's worth asking.
Title: Re: 3079
Post by: phr00t on January 03, 2012, 02:54:22 pm
Quote
so is that gonna be a issue if my roommate buys my copy on his card?

It shouldn't be -- the download link will go to whatever e-mail address is provided (you can also have your roommate buy it using the "gift" option). Then you can download it via the link. So, I should have said, you buy a location to download the game.  :D

Phroot, since you already know (and are supported by) AlexPoysky does some nice LP videos. I'm not sure if he has the free time to get it done right now, but it's worth asking.

He has done so much for me, I'd feel bad asking for more, ha! He is more than welcome to do it, maybe I will mention it  ;D
Title: Re: 3079
Post by: hemmingjay on January 03, 2012, 03:51:53 pm
Phroot, is there a guide or anything up anywhere for gameplay?

Hope you don't mind, I started a contest to raise some more awareness.
Title: Re: 3079
Post by: Jorlen on January 03, 2012, 04:19:07 pm
I've put about 15 hours in the game so far, and have made several discoveries on the mechanics of the game.

I'd be happy to write a guide with some screenshots, but the only place I'd be putting it would be in this thread.  Not sure if that would be helpful.
Title: Re: 3079
Post by: DrPoo on January 03, 2012, 04:19:39 pm
Hmm i might begin to do a small LP every weekend. But things just are quite shit right now(not the game, my everyday), they might become better later.
Title: Re: 3079
Post by: hemmingjay on January 03, 2012, 04:36:36 pm
I'm sure we would all appreciate that Jorlen!
Title: Re: 3079
Post by: phr00t on January 03, 2012, 04:36:52 pm
I've put about 15 hours in the game so far, and have made several discoveries on the mechanics of the game.

I'd be happy to write a guide with some screenshots, but the only place I'd be putting it would be in this thread.  Not sure if that would be helpful.

You make a game guide, I'll put it up on my home site -- how's that?  :D
Title: Re: 3079
Post by: Jorlen on January 03, 2012, 04:55:47 pm
You make a game guide, I'll put it up on my home site -- how's that?  :D

Sounds good to me!  I'll get to work on it as soon as I'm done work (you know, that thing that gets in the way of gaming 24/7 lol)
Title: Re: 3079
Post by: Jorlen on January 03, 2012, 08:17:40 pm
Here's the draft version of the guide, hope you guys like it!  Please feel free to contribute any corrections or additional info and I will edit it regularly!

Introduction:

While 3079 shares Minecraft's look and charm, the gameplay in both very different. I have never played anything quite like 3079, and was instantly addicted!  At first, the game can feel somewhat daunting due to difficulty and not knowing the mechanics, but like anything, it gets better with practice.

The game's core elements are a mix of exploration, combat and character progression via skills, stats and loot.  It is played entirely in the 1st person perspective, and much like Minecraft, the game world is procedurally generated and made mostly of square blocks.  Where 3079 differs is the variation of the environments, including huge forts and spheres suspended in the skies.  There are also several different types of landscape styles, such as desert, mountains, forest and so on.
 
To make this guide easier to read, I've decided to break it up in sections and keep it mainly point-form.


The basics:

- Before starting the game, be sure to read through GAME HELP on the launcher as it contains the basics of the world and gameplay

- If you wish to survive the planetary descent, deactivate your jetpack (Z key) and plummet down until you get near the ground.  This will ensure you keep your  starter items, giving you fairly big edge on early survival.
 
- The majority of denizens come in two flavours and you are automatically allied with the first:  The Humoids, which have their heads atop the shoulders, like a human.  The enemies are the Neanders, which have their heads coming out of their torsos.

- Humoids and Neanders can be normal, vendors or leaders.  Vendors can be identified with a dollar sign ($) and leaders with a star symbol.

- Apart from those two, you have demons and Capital ships.  Demons are red and slightly translucent, and are very dangerous at the start.  They will also suck you towards them if you get too close.  The telltale sign is the odd droning sound they emit.  Capital ships are huge flying strutures that will attack any denizens and pack huge firepower, so keep an eye out for them.

- The game's main quest starts with acquiring a demon smiter and killing demons, as described in the game help.  Stay away from demons until you have the means to kill them!

- Death means randomly losing an item and taking a small penalty on your credits.  Dying in a heavily populated area will also clear it of both Humoids and Neanders, making item recovery fairly safe.



Skills, stats and equipment:

- You get better by using your skills and doing things to raise your stats.  Most are obvious enough.  Run out of energy, and your energy will go up.  Run around overweight and your strength will increase, raising your weight limit.  Shoot things to get better at guns.  Socket items anytime you can to raise your engineering skill, giving you the ability to socket each piece of armor (4 slots) and any weapons, giving them a huge boost.

- Your jetpack and grappling hook are your best friends.  Once you become two levels higher than these items, they will stop working.  Very important - you level up by picking up or buying items that are higher than you, so keep all this in mind when shopping and pay attention to item levels, as well as your jetpack and grappling levels!

- I highly recommend always having a sword, gun and grappling hook in your four quickslots, whichi you can access with the 1-4 number keys.  I personally use #1 for the grapple, as it's incredibly handy for a quick escape, specially from demons that pull you towards them!

- You have four armor slots and I highly recommend using them as soon as you can!  Don't forget to mod them with engineering parts!

- You can have up to four activated energy items in your inventory; this includes batteries and generators.  You can mix and match them as you see fit.  Want 3 batteries and one generator for more capacity yet slightly less regen?  Go for it!


Structures and Tactics:

- Forts and structures are placed randomly in the generated game world.  Some forts are Humoid or Neander; you can tell by the icon that will be repeated along the walls.  If none are visible, it could be an empty structure, or it could be a mix of both!

- Clearing out enemy forts is an excellent way to get kills and equipment, as they are separated by rooms with doors.  This means you can play tactically and take on one or two enemies at a time, and never be surprised.

- If you are not in a building, try and find cover anytime you engage enemies.  Note that loose earth can be destroyed by certain firepower (heavy guns), so this can be both good and bad, depending on who has the gun!  If you have it, you can easily shoot yourself a small cave or hole to temporarily avoid danger.

- You will often receive quests to destroy capital ships.  Be sure to gather followers (go close to allies and hit F) and also make sure you engage it with plenty of cover.  My favorites are high forts with openings and walls.

- Shoot or slash enemies in the head for extra damage (NEEDS CONFIRMATION)


Weapon types:

- Swords are the game's melee weapons.  They are up close and personal, and very powerful.  They do not drain energy when used.  Keep an eye on delay and damage, these are the two primary stats.  I recommend saving those +Melee damage parts for these bad boys!

- The next are guns, which come in several varieties.  Apart from the type, I recommend keeping an eye on delay, energy drain and damage to make your decisions:

* Precision rifles are the slowest, but most accurate of guns, perfect for long distance sniping (and capital ships!)

* Shotguns have several projectiles and are better for close range; if each projectile hits the enemy, they cause great damage!

* Heavy guns are slower, with medium accuracy and cause splash damage that also destroys certain blocks - my personal favorites!

* Launchers typically have bouncing projectiles and cause a great deal of damage if you can land hits with them

* Blasters are the fastest guns, with low delays and low damage, but are great for close up - be sure to mod them with +projectile engineering parts!

* The grappling hooks can also pull enemies towards you and cause damage!  Try them out on capital ships, too!

__________________________________________________________

- Jorlen
Title: Re: 3079
Post by: phr00t on January 03, 2012, 08:46:05 pm
Awesome, thanks Jorlen! I have posted your guide here:

https://sites.google.com/site/3079game/game-guide (https://sites.google.com/site/3079game/game-guide)

I only tweaked the Jetpack names to antigrav packs, as they are described in the game.

This makes a great addition to my site -- I'm sure many will find it very useful!
Title: Re: 3079
Post by: Jorlen on January 03, 2012, 08:51:53 pm
Awesome, thanks Jorlen! I have posted your guide here:

https://sites.google.com/site/3079game/game-guide (https://sites.google.com/site/3079game/game-guide)

I only tweaked the Jetpack names to antigrav packs, as they are described in the game.

This makes a great addition to my site -- I'm sure many will find it very useful!

Right on, glad to be of assistance!  The offer is still on the table should you ever want music, by the way ;)
Title: Re: 3079
Post by: phr00t on January 03, 2012, 09:07:38 pm
Quote
Right on, glad to be of assistance!  The offer is still on the table should you ever want music, by the way ;)

Geez, I've got so much going on with 3079, I still haven't given much thought to music yet. I'm working on the graphics now that I have an artist or two helping me out, and now we want to get some fortress building features added ;D Music is still on the table, but I'm not sure when I'll get to it -- but I'll keep you in mind when I do! I'm very glad you were of great assistance too :)
Title: Re: 3079
Post by: Shadowlord on January 04, 2012, 03:21:44 am
Trying the demo, but the keys aren't remappable? Is that the case in the full version too? I keep pressing the wrong keys because you defaulted stuff to standard fps keys and what I normally use is a bit different. :P

Edit: Nevermind. Apparently I followed this guy too far while trying to figure out which guys were hostile and which weren't (I can't tell the difference, they all look like flying lego people with guns), and the demo ended on me after about 5 minutes.
Title: Re: 3079
Post by: hemmingjay on January 04, 2012, 08:42:46 am
the demo ended after 5 minutes?!? Mine kept going for quite some time.

Also, the enemies have their heads coming out of their torso while friends look more traditional with heads atop their shoulders. Leaders (who give you quests) have a star on their chest, merchants have a $ emblem on their chest.
Title: Re: 3079
Post by: Jorlen on January 04, 2012, 09:30:03 am
Trying the demo, but the keys aren't remappable? Is that the case in the full version too? I keep pressing the wrong keys because you defaulted stuff to standard fps keys and what I normally use is a bit different. :P

Edit: Nevermind. Apparently I followed this guy too far while trying to figure out which guys were hostile and which weren't (I can't tell the difference, they all look like flying lego people with guns), and the demo ended on me after about 5 minutes.

Yeah, I have the same problem (keys aren't exactly what I'm used to). Hopefully in the future a way to remap the controls will exist, but as of now (even in full) there is no way to do it.  No .ini file or anything either, unfortunately.

As for the demo, you can always restart it and I do believe it only ends after you level up past a certain point, or run too far away from your point of origin.  I think for what it is (to determine if the full game is worth it for you) it's perfect.
Title: Re: 3079
Post by: phr00t on January 04, 2012, 09:30:44 am
the demo ended after 5 minutes?!? Mine kept going for quite some time.

If you head straight off in one direction, the demo will end sooner (since you will reach an "exploration" limit).

Quote
Trying the demo, but the keys aren't remappable?

They currently are not... but that will change. I'll plan on getting remappable keys in the next release, since this is a highly requested feature :)
Title: Re: 3079
Post by: PsyberianHusky on January 05, 2012, 09:49:12 pm
So I caved in and made the purchase, however BMT Micro says it could take a couple of days,  but I want to know if that is normal for the rest of you who bought.
Title: Re: 3079
Post by: phr00t on January 05, 2012, 10:25:41 pm
So I caved in and made the purchase, however BMT Micro says it could take a couple of days,  but I want to know if that is normal for the rest of you who bought.

I see all the sales come in and go... I don't see your pending (yet), but when they do get listed as pending, sometimes they process in ~15 minutes. However, I've seen a few that took 6-8 hours. I've never seen any take a couple of days, or even a whole day.
Title: Re: 3079
Post by: PsyberianHusky on January 05, 2012, 10:31:32 pm
Weird, cause my roommate dropped money on it yesterday, and he got the confirmation email from BMT, I will have to double check the email when he gets back, maybe the thing got sent to him instead.
-edit-
okay we got this figured out now.
Title: Re: 3079
Post by: jnecros on January 05, 2012, 10:48:57 pm
The demo was intersting. Nice work phr00t.
Title: Re: 3079
Post by: DrPoo on January 06, 2012, 01:07:09 am
So today is weekend, that means livestream, when i come home :)

I will have a special guest star. I will run a hamachi server. If you wish i can PM details for you :)
Title: Re: 3079
Post by: phr00t on January 06, 2012, 08:37:03 am
The demo was intersting. Nice work phr00t.

Thanks man :)

Weird, cause my roommate dropped money on it yesterday, and he got the confirmation email from BMT, I will have to double check the email when he gets back, maybe the thing got sent to him instead.
-edit-
okay we got this figured out now.

Glad you got it figured out, and hope it didn't take too long!

So today is weekend, that means livestream, when i come home :)

I will have a special guest star. I will run a hamachi server. If you wish i can PM details for you :)

Looking forward to it :) You should Tweet (and/or post the server info here) so anybody can try and connect -- should test out the multiplayer code a bit more ;)

Next version hopefully today, but could still be sometime this weekend. Key configurations and a few graphical improvements for the next release.

Keep an eye out @ http://gamingirresponsibly.com/category/sub-sections/interviews (http://gamingirresponsibly.com/category/sub-sections/interviews) -- I did an interview with Gaming Irresponsibly that should be up this Saturday morning!  :D
Title: Re: 3079
Post by: hemmingjay on January 06, 2012, 09:07:17 am
In case anyone here has missed it......today is the last day to enter the free contest for a copy of 3079. http://www.bay12forums.com/smf/index.php?topic=98443.0

Posting in these threads helps index 3079 with search engines so that people can find their way to the game instead of it being at the bottom of the page when googled.
Title: Re: 3079
Post by: forsaken1111 on January 06, 2012, 09:25:26 am
I was looking at that guide. So once you level up some of your items stop working? What is the logic behind that exactly?
Title: Re: 3079
Post by: DrPoo on January 06, 2012, 09:32:05 am
I kind of wanted to keep the player count on our server low. Else my dad will get mad at me "takin all the bandwidth and letting hackers into our network to steal our visual basic gui interface for the bank and trade drugs with our hifi"
Title: Re: 3079
Post by: hemmingjay on January 06, 2012, 09:37:22 am
I kind of wanted to keep the player count on our server low. Else my dad will get mad at me "takin all the bandwidth and letting hackers into our network to steal our visual basic gui interface for the bank and trade drugs with our hifi"

did I miss something?
Title: Re: 3079
Post by: phr00t on January 06, 2012, 09:50:12 am
I was looking at that guide. So once you level up some of your items stop working? What is the logic behind that exactly?

The grappling hook and antigrav device. If they continued to work, even as your character grows... you could just keep a level 1 grappling hook and antigrav device throughout the entire game, with no need to buy another. The in-game reason is the heavier items cannot be supported by the lower-level grappling hook/antigrav device.
Title: Re: 3079
Post by: forsaken1111 on January 06, 2012, 11:41:32 am
I was looking at that guide. So once you level up some of your items stop working? What is the logic behind that exactly?

The grappling hook and antigrav device. If they continued to work, even as your character grows... you could just keep a level 1 grappling hook and antigrav device throughout the entire game, with no need to buy another. The in-game reason is the heavier items cannot be supported by the lower-level grappling hook/antigrav device.
It just seems like an odd decision to me. I'll try the game out before commenting further.
Title: Re: 3079
Post by: phr00t on January 06, 2012, 12:06:27 pm
Quote
It just seems like an odd decision to me. I'll try the game out before commenting further.

If you can think of a better way of handling it, I'm all ears. In the end, I want grappling hooks and antigrav devices, but I also want higher level hooks and antigrav devices to be essential if you want to continue using them.
Title: Re: 3079
Post by: forsaken1111 on January 06, 2012, 12:24:24 pm
Quote
It just seems like an odd decision to me. I'll try the game out before commenting further.

If you can think of a better way of handling it, I'm all ears. In the end, I want grappling hooks and antigrav devices, but I also want higher level hooks and antigrav devices to be essential if you want to continue using them.
I will grab the demo tonight and see if I can come up with some ideas.
Title: Re: 3079
Post by: phr00t on January 06, 2012, 03:47:14 pm
v2.2b out!  :D

https://sites.google.com/site/3079game/ (https://sites.google.com/site/3079game/) or http://3079.phr00t.com/ (http://3079.phr00t.com/)

* Keys are now configurable
* Help is now dynamic based on customized keys
* Added a bit more info to the in-game help screen
* Improved the grass and desert textures
* Renamed “Special Effects” to “Advanced Graphics”
* Added mipmapping to “Advanced Graphics”, making textures look better
* Made attacker/follower indicators a little more transparent
* Fixed a bug that caused followers to get locked together
* Fixed a bug that caused the game to remain frozen after quitting from help

Thanks guys for your suggestions and support :) This will likely be the version put up on Desura sometime in the next few days. I'd like to make another video too, to make sure I have the latest look for Desura. Anyone who bought Desura on my website can get a Desura key via e-mail (when I get it up there, anyway) :)

- Phr00t
Title: Re: 3079
Post by: PsyberianHusky on January 06, 2012, 04:44:22 pm
So I got this running, and I am having a blast.
Also is it just me or is the Anti-gravity pack the Material Defender's ship?
Anyway this whole game reminds me of some of the first games I played in the early 90s, I love the whole color pallet.

My only complaint so far(And I kinda had the feeling it would be this way watching the demo) is seeing giant humanoids floating over the terrain is a little displeasing and it would be nice if all the other elements in the game felt a little more "solid" in general.

I do love this game though, and will likely introduce it to my gamedev club friends.
Title: Re: 3079
Post by: Jorlen on January 06, 2012, 04:47:01 pm
Quote
It just seems like an odd decision to me. I'll try the game out before commenting further.

If you can think of a better way of handling it, I'm all ears. In the end, I want grappling hooks and antigrav devices, but I also want higher level hooks and antigrav devices to be essential if you want to continue using them.

Maybe just nerf them.  I have to admit, losing your grappling hook and antigrav is a big blow.  Finding some more can be quite time consuming, although not impossible.

By nerf, I mean, cut the distance of the hook by 50% perhaps, and maybe just slow the antigrav travel down if it's beyond level.  Have a message comes up that displays something everytime to remind you of the fact that you've outleveled them too.  Maybe even throw in a calculation that nerfs them based on how higher level you are in proportion to the item?  That way, we can at least continue using them, and would be encouraged to upgrade ASAP, without getting completely gimped.

Just an idea.

BWT Phr00t - you work really fast!  I've never seen a dev crank out updates so quickly.  This is a huge plus and something I consider when purchasing pre-final games.

-Jorlen
Title: Re: 3079
Post by: phr00t on January 06, 2012, 05:43:49 pm
Quote
Also is it just me or is the Anti-gravity pack the Material Defender's ship?

I started with the ship from Descent, shrunk it, and cut off some parts. :)

Quote
By nerf, I mean, cut the distance of the hook by 50% perhaps, and maybe just slow the antigrav travel down if it's beyond level.  Have a message comes up that displays something everytime to remind you of the fact that you've outleveled them too.  Maybe even throw in a calculation that nerfs them based on how higher level you are in proportion to the item?  That way, we can at least continue using them, and would be encouraged to upgrade ASAP, without getting completely gimped.

I like the 50% grapple hook length thing. I think it would need to be shrunk another 10% for every level like you said. The antigrav device is a bit more complex.. even if I just make the antigrav device slower, you would still be able to use it to access any height (I could limit its max height too, I suppose?) -- but it also could be abused to allow drops from any height (turning it on right before landing, even if its speed was 0)...

Quote
My only complaint so far(And I kinda had the feeling it would be this way watching the demo) is seeing giant humanoids floating over the terrain is a little displeasing and it would be nice if all the other elements in the game felt a little more "solid" in general.

The giant Humoids can use antigrav devices too, right? :P

What part of the game feels the least "solid" to you?

Quote
I do love this game though, and will likely introduce it to my gamedev club friends.
Quote
BWT Phr00t - you work really fast!  I've never seen a dev crank out updates so quickly.  This is a huge plus and something I consider when purchasing pre-final games.

Thanks guys! :)
Title: Re: 3079
Post by: forsaken1111 on January 06, 2012, 05:53:29 pm
I tend to dislike arbitrary loss of ability, especially when it happens because I have leveled up. If you have to cut abilities out of the player to force them to upgrade their tools, you are punishing them for leveling and introducing a mandatory tax on their accomplishments.

This would be like getting level 5 in world of warcraft as a mage and the game saying "Well you have outleveled your firebolt spell so it's now only 50% as effective as it was before and you will have to spend money to upgrade it to normal again." This leaves a bad taste in a player's mouth, and makes no logical sense. I have become a better mage, why do I now cast firebolt so shitty? Why does paying money restore it to normal?

Instead, World of Warcraft says "You are now level 5. You can upgrade to Firebolt rank 2 which will give you more damage and will be more effective against monsters of your level. If you use the old firebolt against new monsters it will be resisted more often and do less damage." So you keep your firebolt spell but it won't work well on new content.

In your case, it is like the game saying "Congrats, you are level 5! You have decided to throw away your super useful grappling hook because it was dirty and level 5 people don't use dirty tools. Also your antigrav pack broke because we don't like you. Go buy new ones, you silly level 5 guy." if you're requiring a player to spend X amount of money/resources to maintain their current capabilities you may as well just make money/resources less common so they never get that X amount and then let them keep the capability. You've introduced a tax on accomplishment which adds no fun and exists only to remove money/resources from the player.

(Again I have not yet played the game, these are just my thoughts in general. I will be trying it out when I get home, I'm still at work at the moment.)
Title: Re: 3079
Post by: Levi on January 06, 2012, 06:17:47 pm
Out of curiosity, are the skies always purple like in the screenshots?  For some reason the purpleness in the screenshots is slightly off-putting.
Title: Re: 3079
Post by: phr00t on January 06, 2012, 06:36:03 pm
I tend to dislike arbitrary loss of ability, especially when it happens because I have leveled up. If you have to cut abilities out of the player to force them to upgrade their tools, you are punishing them for leveling and introducing a mandatory tax on their accomplishments.

This would be like getting level 5 in world of warcraft as a mage and the game saying "Well you have outleveled your firebolt spell so it's now only 50% as effective as it was before and you will have to spend money to upgrade it to normal again." This leaves a bad taste in a player's mouth, and makes no logical sense. I have become a better mage, why do I now cast firebolt so shitty? Why does paying money restore it to normal?

Instead, World of Warcraft says "You are now level 5. You can upgrade to Firebolt rank 2 which will give you more damage and will be more effective against monsters of your level. If you use the old firebolt against new monsters it will be resisted more often and do less damage." So you keep your firebolt spell but it won't work well on new content.

In your case, it is like the game saying "Congrats, you are level 5! You have decided to throw away your super useful grappling hook because it was dirty and level 5 people don't use dirty tools. Also your antigrav pack broke because we don't like you. Go buy new ones, you silly level 5 guy." if you're requiring a player to spend X amount of money/resources to maintain their current capabilities you may as well just make money/resources less common so they never get that X amount and then let them keep the capability. You've introduced a tax on accomplishment which adds no fun and exists only to remove money/resources from the player.

(Again I have not yet played the game, these are just my thoughts in general. I will be trying it out when I get home, I'm still at work at the moment.)

I see your argument, but I look at it differently. Think of the grappling hook like a t-shirt. As you grow older and bigger, the t-shirt doesn't fit anymore, so you need to go buy a new one.

Your comparison to a firebolt spell isn't applicable -- it is easy to endlessly scale up the damage of a firebolt spell to make higher level firebolts desirable, while making lower level firebolts less useful. This is how I handle weapons (and everything else that can be scaled). The grappling hook just doesn't work that way -- it either pulls you a distance or it doesn't. This is why I need to find another way to differentiate between hook levels. I do like Jorlen's idea of reducing distances as level increases -- but this still might not be the solution you want, since you never want to lose ability.

Quote
Out of curiosity, are the skies always purple like in the screenshots?  For some reason the purpleness in the screenshots is slightly off-putting.

I believe the reason it looks off-putting is it clashes with the color of the ground. In v2.2b, I changed the color of the ground to a more natural green and I think it helps. I made the sky slightly purple to give a more "alien" look, since you are on an alien planet. Oh, and no, the sky isn't always purple -- as night approaches, it gets darker, and then black with stars at night.
Title: Re: 3079
Post by: hemmingjay on January 06, 2012, 07:01:53 pm
how do those of us who have previously ordered get the new verion? I'm tired so I may be missing the obvious.
Title: Re: 3079
Post by: Meta on January 06, 2012, 07:14:23 pm
I must say I strongly agree with forsaken: removing an ability from a player or weakening it because he leveled up is illogical, and may be very frown upon by players. Why not give the player a jetpack and/or antigrav device, without levels, later in the game, instead of at the beginning?
Title: Re: 3079
Post by: phr00t on January 06, 2012, 07:36:24 pm
how do those of us who have previously ordered get the new verion? I'm tired so I may be missing the obvious.

Visit the original BMT Micro link you got when purchasing 3079. Re-download and re-install 3079Installer.jar -- you should be all set :)

I must say I strongly agree with forsaken: removing an ability from a player or weakening it because he leveled up is illogical, and may be very frown upon by players. Why not give the player a jetpack and/or antigrav device, without levels, later in the game, instead of at the beginning?

The antigrav device and grappling hook are both very useful and fun items I want enjoyed throughout the game -- which can be played as long as you want. I don't want to set an arbitrary point where you get these items, and then you'd never have to "get them" again.

I understand the sentiment that items should never weaken as you grow, but I believe the nature of these items requires them to be handled differently. If these items were made to always work, level 1 antigrav devices and grappling hooks would be very imbalanced, since they'd use little energy, be cheap, and always work.
Title: Re: 3079
Post by: Levi on January 06, 2012, 07:44:03 pm
Maybe make them use a percentage of energy, instead of a fixed number?
Title: Re: 3079
Post by: phr00t on January 07, 2012, 10:15:55 am
Maybe make them use a percentage of energy, instead of a fixed number?

This is a potential alternative solution, since you are scaling up the cost of use as you grow. However, I still don't like the idea that once you get a grappling hook or antigrav device, you have no real need to get another -- even after going up 20 levels or playing for days. I would like these items to remain part of the economy, e.g. worth buying and selling as you grow, so I'd like some differences in levels of grappling hooks and antigrav devices (beyond their attribute buffs, which are not nearly as important as the functionality of the device itself).

Keep in mind the item doesn't become completely worthless when you level out of its capacity -- you can sell it for a bunch of credits for a new device, or drop your high level items to use the device in a pinch.
Title: Re: 3079
Post by: forsaken1111 on January 07, 2012, 10:33:16 am
Maybe just give them a weight limit instead of tying it to level? Sure you could use the level 1 antigrav through the whole game provided you never carry over x amount of stuff. That is a way to make people want to upgrade.
Title: Re: 3079
Post by: phr00t on January 07, 2012, 10:38:46 am
Maybe just give them a weight limit instead of tying it to level? Sure you could use the level 1 antigrav through the whole game provided you never carry over x amount of stuff. That is a way to make people want to upgrade.

This is kinda sorta the way it currently works -- since the devices stop working when you get higher level items in your inventory, and dropping those items make the devices work again. However, if you currently have one level 3 item, your level 1 grappling hook won't work -- but it would work with 50 level 1 and level 2 items. Having the devices stop working when a certain weight is reached makes more sense, and since items weigh more as the levels increase, it will require people to get new devices as they grow to support the weight. I can make this change for a future release.
Title: Re: 3079
Post by: Deon on January 07, 2012, 12:21:16 pm
So I'm making a texture pack:

Spoiler (click to show/hide)

Some of the textures are CnP from other games so I cannot release it yet, but once I make it fully original, I will.
Title: Re: 3079
Post by: PsyberianHusky on January 07, 2012, 02:35:19 pm
I think finding cooler versions of the graphing hook would be more rewarding to the player, or make something the bad-guys though at you require more gear; like requiring a higher level anti-grave pack to go in areas with SAM sites.
Title: Re: 3079
Post by: Infuriated on January 07, 2012, 02:45:14 pm
Bought it last night, I've gotta work soon but I've got tomorrow off. Looking forward to trying this out, was a bit skeptical at first but I think I'll enjoy it. :D
Title: Re: 3079
Post by: Deon on January 07, 2012, 03:07:39 pm
All right, I've stopped on the theme I want for my graphics pack (which will be 64x64). Free DOOM textures from mods are what I will adapt. I've resized, over-painted and made some new, and it works fine, but I have a problem:

Those blocks with X on them WERE in the terrain.png, but I've replaced them. Yet, some of them look like original textures, why?

<image removed>


P.S. NEVERMIND, I've found the problem.

Here's the current WIP:

(http://tnypic.net/559b7.png)
Title: Re: 3079
Post by: Deon on January 07, 2012, 03:17:26 pm
I've found a problem: tree trunks have rock blocks "inserted" in them (usually 1 tile from the ground and 1 from the top).
Title: Re: 3079
Post by: phr00t on January 07, 2012, 03:56:56 pm
I've found a problem: tree trunks have rock blocks "inserted" in them (usually 1 tile from the ground and 1 from the top).

Interesting texture pack work :-P

Tree trunks get knot textures inserted into them. You must have replaced the knot texture with a rock?
Title: Re: 3079
Post by: Deon on January 07, 2012, 04:21:15 pm
Ah, that's knot! Thank you :D
Title: Re: 3079
Post by: hemmingjay on January 07, 2012, 04:24:11 pm
We have 6 new players in the community(winners of the giveaway) to welcome.

I would also like to point out three new LP's that were created for the contest with more promised to follow.

http://www.youtube.com/watch?v=2IcQ1y6oZdw&feature=channel_video_title

http://www.youtube.com/watch?v=chvZdDDfnUg

http://www.youtube.com/watch?v=qVWozvqbirU&feature=youtu.be  (good video but there are some audio issues)
Title: Re: 3079
Post by: Deon on January 07, 2012, 04:35:11 pm
Allright, so I've solved the tree issue and now I am working on items:
(http://tnypic.net/44179.png)

Phr00t, what are those yellow boxes with X on the ground in 3x3 shapes?

And why do the aliens hold those swords backwards?
Title: Re: 3079
Post by: Blaze on January 07, 2012, 05:05:33 pm
What's wrong with holding a sword in reverse grip? (http://guilty-gear.wikia.com/wiki/Sol_Badguy)

On a similar note, how effective are melee weapons anyway? I found a really awesome sniper rifle and never bothered to try them.
Title: Re: 3079
Post by: Deon on January 07, 2012, 05:17:02 pm
I always use them in close quarters (I am just level 5) becase I cannot use my sniper rifle nor grenade launcher there.
Title: Re: 3079
Post by: PsyberianHusky on January 07, 2012, 06:45:26 pm
So does the size of the baddies indicate anything?
Title: Re: 3079
Post by: azurelao on January 07, 2012, 07:01:15 pm
again..

instead of making things just "not work" when you level up, why not just make more efficient versions of each item that require you to be a certain level to use them?

that way, you CAN use the lower-level items even when youre a higher level, but youd have an easier time using the higher-level ones
Title: Re: 3079
Post by: phr00t on January 07, 2012, 07:43:13 pm
again..

instead of making things just "not work" when you level up, why not just make more efficient versions of each item that require you to be a certain level to use them?

that way, you CAN use the lower-level items even when youre a higher level, but youd have an easier time using the higher-level ones

Just "making them more efficient" wouldn't really work... Your energy increases as you level up, so if items used less energy as they leveled up -- by level 2 or 3, you'd never have to worry about energy again with the item. Things should get more resource intensive as you progress, so the player will feel like their higher stats (which they worked hard to get) are actually being used for something more powerful. Also, one way your actual level is determined is by which items you have acquired, so if you managed to get a level 5 grappling hook -- you'd be level 5 and be able to use it (so limiting an item until you reach a certain level wouldn't work).

I don't want to go on about this -- I feel the best solution is to make the grappling hook and antigravity pack dependent on weight, which makes sense -- a low level hook and antigrav device just cannot support heavier weights.

Quote
Phr00t, what are those yellow boxes with X on the ground in 3x3 shapes?

They are building blocks -- you can destroy these with your weapons and pick 'em up and place them elsewhere.

I'm loving your texture work, Deon! I may put it up on my website for people to download :)

So does the size of the baddies indicate anything?

The bigger baddies have more health than smaller guys. Also, smaller guys move faster, and bigger guys move slower.
Title: Re: 3079
Post by: Deon on January 07, 2012, 09:08:59 pm
Here we are, "Deon's Doom 3079", the first release of my texture pack. The readme in the archive tells you how to install it.

http://www.mediafire.com/download.php?cbwgfqm39icku44

(http://tnypic.net/c838a.png)

(http://tnypic.net/a1474.png)

(http://tnypic.net/b649b.png)
Title: Re: 3079
Post by: Blaze on January 07, 2012, 09:18:21 pm
Err, what should I be doing? I've got a mining drill but haven't figured out how to use it.

My primary armament is a level 4 precision rifle with 134 damage, and I'm level 4 due to it. Though I have insane strength and energy stats.
Title: Re: 3079
Post by: Deon on January 07, 2012, 09:21:34 pm
There are gray (greenish/blueish) rock formations (usually 3x3) which you can mine, and under them rarely you can find minerals.
Title: Re: 3079
Post by: phr00t on January 07, 2012, 09:21:55 pm
Deon: OMG THIS IS AWESOME  :o

You know, I could add support for custom texture packs right into 3079 to make it easier to use your awesomeness :)

Also, I can hook you up with the original GIMP project file for the textures -- this will make it easy to make sure lighting is accurate.

Quote
Err, what should I be doing? I've got a mining drill but haven't figured out how to use it.

Hit 'o' to give you an idea on what you should be doing to progress the main storyline... or just screw around  :P

Use the mining drill on solid rock (grey blocks), or gem-filled rocks to get goodies. A higher level mining drill (combined with higher level mining skill) will result in higher level gems.
Title: Re: 3079
Post by: Blaze on January 07, 2012, 09:44:23 pm
I'm being repeatedly killed by some kind of green hazy loving mist.

I lost 4 of my items to this loving thing what the hell.

Edit: Exiting before recovering my items means I'm now naked and still repeatedly dying. RAGE STARTOVER.
Title: Re: 3079
Post by: PsyberianHusky on January 07, 2012, 09:48:15 pm
phr00t, can we get permadeath as an option too?
Title: Re: 3079
Post by: phr00t on January 07, 2012, 09:56:42 pm
I'm being repeatedly killed by some kind of green hazy loving mist.

I lost 4 of my items to this loving thing what the hell.

Edit: Exiting before recovering my items means I'm now naked and still repeatedly dying. RAGE STARTOVER.

You are/were in a poisonous biome -- you need "Poison Protection" gear to safely walk in this yellow area. If you get in this area without protection, you can walk on rocks or in water to avoid being poisoned. If you get poisoned, stand in one of these safe areas until your health regenerates. Your best bet is just to avoid these biomes if you have no protection :)

phr00t, can we get permadeath as an option too?

Oh geez, permadeath! :o Yeah, I can put this on the "to-do" list. However, demons, and especially the Demon King can kill you very easily -- so I wouldn't necessarily recommend playing this way  ;D
Title: Re: 3079
Post by: PsyberianHusky on January 07, 2012, 10:16:07 pm
So far I have been writing over each save, I have had to restart a lot, but I have been having fun goshdarnit.
Title: Re: 3079
Post by: Blaze on January 08, 2012, 12:11:38 am
Okay, I have a small issue.

I was raiding one of the enemy bases in the sky, and the last enemy dropped a level 6 precision rifle, rendering both my level 4 grappling hook and level 4 jetpack completely useless.

What do I do now?

Also, I noticed there's a multiplayer option on the main menu. Anyone know of any servers?
Title: Re: 3079
Post by: Deon on January 08, 2012, 12:21:22 am
You can host your own AFAIK.
Title: Re: 3079
Post by: forsaken1111 on January 08, 2012, 12:31:25 am
I was raiding one of the enemy bases in the sky, and the last enemy dropped a level 6 precision rifle, rendering both my level 4 grappling hook and level 4 jetpack completely useless.
Perfect example of what I was talking about. This just punishes the player for finding good stuff. I think the weight based restriction we came up with would be a better solution and make more sense to the player.
Title: Re: 3079
Post by: hemmingjay on January 08, 2012, 08:25:44 am
3079 is now indexed as the 7th return on google for 3079. phr00t must be doing something right :)
Title: Re: 3079
Post by: Deon on January 08, 2012, 08:27:24 am
A few small suggestions which would greatly improve the FPS aspect of the game.

If possible.

1) Make bullets to use models rather than round sprites. Even a few polygons would do.

2) Based on #1. Make different ammo models for different guns. A bullet for a sniper rifle/assault rifle, a globe for a blaster (with some effects like a trail?), a small rocket/missile for a heavy weapon, a grenade for the g.launcher.

3) Make assault rifle to fire in bursts which follow (almost) the same trajectory. Keep an average shotgun bullet damage higher to let the shotguns keep their niche. Right now AR don't feel like AR, but like another blaster.

4) Allow transparency to be read properly from the terrain.png. Right now it produces weird glitches. It will be VERY nice for a foliage/elevator block.

I can sprite the textures :).

P.S. It would be great to have a setting to increase the speed of all bullet-type projectiles. I don't want to play tennis, I want to play FPS :). It would make the game a bit harder (because enemy projectiles would be faster) but more fun for people like me.

P.P.S. It would be AWESOME to be able to make proper sprites for items in inventory; the scaling makes them to look weird, so it would be nice to have separate sprites for an item in the game and an item in inventory.
Title: Re: 3079
Post by: hemmingjay on January 08, 2012, 09:17:11 am
I never cease to be amazed by Deon's abilities! Ideas 1-3 sound amazing and I'm sure 4 would be nice.
Title: Re: 3079
Post by: hemmingjay on January 08, 2012, 11:16:41 am
phr00t,
I purchased 6 copies of through BMT and each time selected "this is a gift for someone" and put their email addresses in the box, but nobody has received their copy. They were purchased yesterday and today. I will PM you with the order numbers and maybe you can see what the issue is?
Title: Re: 3079
Post by: Deon on January 08, 2012, 11:22:29 am
There's the second release of my DOOM texture pack:

http://www.mediafire.com/?xjlv115ojj3ifzo

- New armor/helmet/boots sprites, other items were changed as well (generators, batteries), all freehand.
- Proper toxic terrain textures, a new wall texture.

Flowers glow in the night.
Title: Re: 3079
Post by: Blaze on January 08, 2012, 11:46:59 am
Yeesh, (ab)using negative ETU's can get your skill/stats up brokenly quickly.
I'm level 2 and have stealing at 13 and camouflage at 24. I'm practically untouchable right now.

While we're at it:

Can we have some form of portable light source? It gets pretty dark at night and the only light sources available are the occasional pylons that dot the surface.

Are you averse to adding ammunition-based weapons? Basically, they're weapons that use ammo that you hold in your inventory. You sacrifice carrying capacity (And possibly speed), to be able to fire weapons without using energy.

Have an item/ability that turns either ores or unnecessary equipment into upgrades? It could use the engineering skill.

Some form of map/radar/waypoint generator (like in the Dead Space) series of games. The world has few landmarks and is incredibly difficult to navigate without a compass of any sort.

It may not be a bug, but Jetpacks are customizable, while batteries and generators aren't.

Skill trainers would be nice, but not entirely necessary. I've ended up with several hundred thousand credits with not much to use it on.

Some method of identifying the level of items BEFORE picking them up (or some way to scan the surrounding area in general) would be greatly appreciated. I ended up having to jump to my death after picking up an item which nullified my jetpack/grappling hook (Which ironically, took the aforementioned item and left me with two now-useless items).
Title: Re: 3079
Post by: Deon on January 08, 2012, 01:00:52 pm
What are ETUs for?
Title: Re: 3079
Post by: Blaze on January 08, 2012, 01:06:04 pm
Effect Transfer Units (Aka ETUs) give a temporary bonus/malus to stats/skills. A medkit is basically an ETU with a fixed bonus type (Hpregen).

R-Click an ETU in your inventory to use it on yourself or equip it (like a weapon) and point it at an NPC to use it on them.

ETU's can have positive, negative, or mixed bonuses.
Title: Re: 3079
Post by: Xinvoker on January 08, 2012, 01:40:13 pm
The "extended" Demo is well, anything but extended.  :-\
Title: Re: 3079
Post by: Blaze on January 08, 2012, 04:45:16 pm
I found a bug. You can "steal" an NPC's effect if they use an ETU on themselves. The effect itself, not the ETU.

It's placed in your inventory and can't be used in any way, though it can be sold (Ironically, for more than the ETU itself is worth).

You can also equip as many Antigravity packs as you want. And since they can be modded...
Title: Re: 3079
Post by: phr00t on January 08, 2012, 05:55:48 pm
I was raiding one of the enemy bases in the sky, and the last enemy dropped a level 6 precision rifle, rendering both my level 4 grappling hook and level 4 jetpack completely useless.
Perfect example of what I was talking about. This just punishes the player for finding good stuff. I think the weight based restriction we came up with would be a better solution and make more sense to the player.

Yeah, next version will base grappling hook and antigrav device usage on weight and not maximum item level in your inventory. However, this will still cause situations where you pick up new (heavy) gear, and your old hook/antigrav device will stop working. In this case, you'll have to drop some gear, or find better devices and hooks.

Quote
Also, I noticed there's a multiplayer option on the main menu. Anyone know of any servers?

Start one! Make sure to post it to your Twitter -- this will make it appear on my homepage's link. I will try and join anyone's server to help test the multiplayer functionality (which should be pretty solid now).

A few small suggestions which would greatly improve the FPS aspect of the game.

If possible.

1) Make bullets to use models rather than round sprites. Even a few polygons would do.

2) Based on #1. Make different ammo models for different guns. A bullet for a sniper rifle/assault rifle, a globe for a blaster (with some effects like a trail?), a small rocket/missile for a heavy weapon, a grenade for the g.launcher.

3) Make assault rifle to fire in bursts which follow (almost) the same trajectory. Keep an average shotgun bullet damage higher to let the shotguns keep their niche. Right now AR don't feel like AR, but like another blaster.

4) Allow transparency to be read properly from the terrain.png. Right now it produces weird glitches. It will be VERY nice for a foliage/elevator block.

I can sprite the textures :).

P.S. It would be great to have a setting to increase the speed of all bullet-type projectiles. I don't want to play tennis, I want to play FPS :). It would make the game a bit harder (because enemy projectiles would be faster) but more fun for people like me.

P.P.S. It would be AWESOME to be able to make proper sprites for items in inventory; the scaling makes them to look weird, so it would be nice to have separate sprites for an item in the game and an item in inventory.

#1+#2: I can put this on the "to-do" list. I'm a terrible modeler, so hopefully I can find some free models somewhere? Doing some projectile trails shouldn't be too difficult, and I agree it would look cool. 

#3: Woah, I really like that idea of burst firing! I think I can make this happen  ;D

#4: I tried to make this work awhile back, and I had problems -- had difficulty with the fact that terrain is huge chunks, so the same mesh would have to handle transparency against itself. I'll have to take another look at this...

Quote
P.S. It would be great to have a setting to increase the speed of all bullet-type projectiles. I don't want to play tennis, I want to play FPS . It would make the game a bit harder (because enemy projectiles would be faster) but more fun for people like me.

One of the big advantages to the assault rifle and sniper rifle are their fast projectiles... if all weapons had fast projectiles, it would take this element away  :-\ The game isn't just a FPS, but an RPG+FPS -- and the weapons have pros and cons. I also think the game is pretty hard as-is, and dodging bullets is pretty fun  :P

Quote
P.P.S. It would be AWESOME to be able to make proper sprites for items in inventory; the scaling makes them to look weird, so it would be nice to have separate sprites for an item in the game and an item in inventory.

I can put this on the to-do list. If you make some sweet item graphics (and separate inventory graphics) I can just insert, it would make this feature get added much quicker  ;D

Quote
phr00t,
I purchased 6 copies of through BMT and each time selected "this is a gift for someone" and put their email addresses in the box, but nobody has received their copy. They were purchased yesterday and today. I will PM you with the order numbers and maybe you can see what the issue is?

I've contacted BMT Micro to figure out what is going on. Hopefully we'll have some answers soon...

There's the second release of my DOOM texture pack:

http://www.mediafire.com/?xjlv115ojj3ifzo

- New armor/helmet/boots sprites, other items were changed as well (generators, batteries), all freehand.
- Proper toxic terrain textures, a new wall texture.

Flowers glow in the night.

What do you guys think? Make this guys awesome textures the new default textures?  :D I think I have to include these in the main distribution to at least be an option!

Also, Deon, here is the original GIMP texture image: http://www.mediafire.com/?8c1pwjjrrc5e1my (http://www.mediafire.com/?8c1pwjjrrc5e1my)

You can (or anyone can) use it to make lighting new textures easier.

Effect Transfer Units (Aka ETUs) give a temporary bonus/malus to stats/skills. A medkit is basically an ETU with a fixed bonus type (Hpregen).

R-Click an ETU in your inventory to use it on yourself or equip it (like a weapon) and point it at an NPC to use it on them.

ETU's can have positive, negative, or mixed bonuses.

You are 100% correct, fine sir! Thanks  :)

The "extended" Demo is well, anything but extended.  :-\

The original demo was too short, so I extended it -- so it is the extended demo.  ;) I think it is just the right length now.

I found a bug. You can "steal" an NPC's effect if they use an ETU on themselves. The effect itself, not the ETU.

It's placed in your inventory and can't be used in any way, though it can be sold (Ironically, for more than the ETU itself is worth).

You can also equip as many Antigravity packs as you want. And since they can be modded...

Yay bug reports! Thank you, very good to know. I'll make sure these are fixed in the next release.
Title: Re: 3079
Post by: hemmingjay on January 08, 2012, 06:55:53 pm
I would vote to make Deon's the main graphic assets.
Title: Re: 3079
Post by: phr00t on January 08, 2012, 08:54:29 pm
After looking at Deon's graphics (which are very cool) -- I do have some suggestions:

1) The lighting needs some work -- I think the GIMP file I posted earlier should help. I can also perfect the lighting myself.
2) There are a couple of grass textures that are the same, when they are meant to have slight deviations (e.g. flowers or dirt spots) -- the textures to the right of the "X" building blocks are the ones I'm talking about.
3) I'm slightly worried about using obvious Doom textures in a commercial game.. copyright infringement and all. Especially the skull and red switch. :-\
4) Another thing about the red switch -- this is suppose to be a health/recharge station... the red switch doesn't really communicate that very well.
5) The Humoids and Neander symbols are awesome -- but I recommend putting a red "N" in the corners, like the blue "H"s in the Humoids symbol.
Title: Re: 3079
Post by: Infuriated on January 08, 2012, 11:24:47 pm
Admittedly I haven't played that much, so this is just some annoying observations after skimming over the top.

1.) Night time is kind of annoying, day and night come and go so fast and it's hard to see well at all
2.) Picking up loot while I'm still fighting usually ends up slowing me down and sending me to my death since the inventory doesn't pause the game, there's no way I could drop stuff fast enough...

The games definitely fun though and these things will not stop me from pushing on, great job!
Title: Re: 3079
Post by: Blaze on January 08, 2012, 11:39:19 pm
During nights I usually hide in a building or blow a dugout with my heavygun and hide there until day. It's a good idea to grind up strength/energy while you wait, since it makes future battles much easier.

Just keep trying to fire a weapon until you get the message "Life support brownout.". Keep doing it and you'll gain energy over time (Just don't kill yourself); it'll go faster if you have your gravpack active since it slows energy regen. If you're overburdened, just walk around until you gain strength.
Title: Re: 3079
Post by: Deon on January 09, 2012, 01:49:46 am
After looking at Deon's graphics (which are very cool) -- I do have some suggestions:

1) The lighting needs some work -- I think the GIMP file I posted earlier should help. I can also perfect the lighting myself.
2) There are a couple of grass textures that are the same, when they are meant to have slight deviations (e.g. flowers or dirt spots) -- the textures to the right of the "X" building blocks are the ones I'm talking about.
3) I'm slightly worried about using obvious Doom textures in a commercial game.. copyright infringement and all. Especially the skull and red switch. :-\
4) Another thing about the red switch -- this is suppose to be a health/recharge station... the red switch doesn't really communicate that very well.
5) The Humoids and Neander symbols are awesome -- but I recommend putting a red "N" in the corners, like the blue "H"s in the Humoids symbol.
1) Agreed, it was the PAIN in the ARSE to do it manually, I did not have photoshop at the time so I had to reduce the brightness manually.
2) I just didn't have time to work on these properly, in the future updates I will change that.
3) I agree, let this be a mod and I will make my own wall and button textures and they will be okay to use. Item sprites are already 100% freehand so you can use those, and the grass/ground took quite a bit of paintover so it's not obvious too I guess :).
4) Obviously the skull and the DOOM button do not fit in the main game, I will make a proper sprite for you to use :). It's just there for the DOOM theme and some lulz.
5) Sure, the sprite is not finished IMHO because I shaded it and then remembered the need of N, and I did not want to re-shade it. Now with the proper file it's easy, thank you :).

P.S. Regarding models, are you accepting .obj format? Or which one do you need? It should be easy to make.
Title: Re: 3079
Post by: Deon on January 09, 2012, 03:04:27 am
New humie and neander signs, to fit the textures I am working on:
(http://tnypic.net/06684.png)
Title: Re: 3079
Post by: Deon on January 09, 2012, 03:15:23 am
Quote
One of the big advantages to the assault rifle and sniper rifle are their fast projectiles... if all weapons had fast projectiles, it would take this element away  :-\ The game isn't just a FPS, but an RPG+FPS -- and the weapons have pros and cons. I also think the game is pretty hard as-is, and dodging bullets is pretty fun
Not fast enough :P. And that's why I called it a Game Option.

I would rather have faster dodging enemies and faster shots. Grenades and rockets (heavy guns) can stay as they are, but shotguns/rifles/sniper rifle IMHO should be closer to "normal" FPS variant for some dynamics. I feel retarded trying to hit a slowly-doding guy with a slow projectile over a short ravine for 5 minutes...

P.S. Regarding items, it would be awesome to have "energy shield" item which you would activate in front (only in front) of you with a key and which would stop bullets/swords (but not explosions) but would drain power quickly.
Title: Re: 3079
Post by: Deon on January 09, 2012, 05:56:30 am
I've finally made a version a bit based on DOOM but now of my own textures (a bit of copy-n-paste, many tweaks and a lot of freehand), so now it's okay to publish :).

Download: http://www.mediafire.com/?wc0ju2cpei2gcto
Preview: http://www.youtube.com/watch?v=87w_rkGL7UI

It's not finished yet, but  I will release new versions soon.
Title: Re: 3079
Post by: PsyberianHusky on January 09, 2012, 06:20:52 am
But would changing the bullet speed be bad for you when you have a bunch of floating things firing fast bullets at you?
Title: Re: 3079
Post by: Deon on January 09, 2012, 06:42:32 am
It's not about being "bad" or "good", it would make the game different.

And if we get shields... yeah! Please give us shields :).
Title: Re: 3079
Post by: DrPoo on January 09, 2012, 09:29:15 am
Sorry guys things went to shit, i got busy! I will see if i got time next friday, actaully i do since everyone but me are out of the house for the whole day!
Title: Re: 3079
Post by: phr00t on January 09, 2012, 09:34:58 am
After looking at Deon's graphics (which are very cool) -- I do have some suggestions:

1) The lighting needs some work -- I think the GIMP file I posted earlier should help. I can also perfect the lighting myself.
2) There are a couple of grass textures that are the same, when they are meant to have slight deviations (e.g. flowers or dirt spots) -- the textures to the right of the "X" building blocks are the ones I'm talking about.
3) I'm slightly worried about using obvious Doom textures in a commercial game.. copyright infringement and all. Especially the skull and red switch. :-\
4) Another thing about the red switch -- this is suppose to be a health/recharge station... the red switch doesn't really communicate that very well.
5) The Humoids and Neander symbols are awesome -- but I recommend putting a red "N" in the corners, like the blue "H"s in the Humoids symbol.
1) Agreed, it was the PAIN in the ARSE to do it manually, I did not have photoshop at the time so I had to reduce the brightness manually.
2) I just didn't have time to work on these properly, in the future updates I will change that.
3) I agree, let this be a mod and I will make my own wall and button textures and they will be okay to use. Item sprites are already 100% freehand so you can use those, and the grass/ground took quite a bit of paintover so it's not obvious too I guess :).
4) Obviously the skull and the DOOM button do not fit in the main game, I will make a proper sprite for you to use :). It's just there for the DOOM theme and some lulz.
5) Sure, the sprite is not finished IMHO because I shaded it and then remembered the need of N, and I did not want to re-shade it. Now with the proper file it's easy, thank you :).

P.S. Regarding models, are you accepting .obj format? Or which one do you need? It should be easy to make.

Good to hear we are on the same page here :)

And yes, .obj files will work just fine. Try to keep the polygon count as low as possible -- and thanks!

I really like the energy shield idea! I'll put it on my ever-growing to-do list  :P

Title: Re: 3079
Post by: azurelao on January 09, 2012, 10:10:20 am
if youre interested in us helping you with models...

what entities are you wanting help with?

also, do they have to be done in a java program, or do we need to add a bone system to them?
Title: Re: 3079
Post by: phr00t on January 09, 2012, 10:26:28 am
if youre interested in us helping you with models...

what entities are you wanting help with?

also, do they have to be done in a java program, or do we need to add a bone system to them?

The models are actually generated via code (which is why they can be all different sizes and proportions) and they don't have any bone systems. They don't need to be done in a Java program. OBJ files would work best for models made with any 3D modeling program. I guess the only thing I will be needed models of are projectiles (e.g. grenades, rockets, bullets) -- hopefully very low polygon counts of each. If you want to find or make models, I'll take a look at 'em and possibly put them in :)
Title: Re: 3079
Post by: PsyberianHusky on January 09, 2012, 11:13:51 am
Speaking of that, I have been collecting screenshots of goofy looking critters, Enemey-knife-weilding-leader-Pygmys are kinda hard to catch on screencap though.

Spoiler (click to show/hide)

This is my new poke'mon snap.
Title: Re: 3079
Post by: phr00t on January 09, 2012, 11:20:58 am
That poke'mon doesn't look very friendly  :P
Title: Re: 3079
Post by: phr00t on January 09, 2012, 12:35:19 pm
I've finally made a version a bit based on DOOM but now of my own textures (a bit of copy-n-paste, many tweaks and a lot of freehand), so now it's okay to publish :).

Download: http://www.mediafire.com/?wc0ju2cpei2gcto
Preview: http://www.youtube.com/watch?v=87w_rkGL7UI

It's not finished yet, but  I will release new versions soon.

I'd love to get these textures incorporated into the main game -- these are just amazing. Please keep up the good work -- you are using the GIMP lighting thingy now, right?

I think these 3 things will make this texture set complete:

1) Can you find/make another torso armor graphic? Both armor0.png and armor1.png are the same (but damn, it is sexy!)
2) There seems to be an odd layer of pixels in terrain.png between the top half of textures and bottom half.. the halves should line right up (I'm worried this may cause texture problems up close, especially when "Advanced Graphics" is turned off).
3) You already know about this -- the flower / unique grass textures to the left of the building blocks.

Let me know if you need any help. Thanks again man!
Title: Re: 3079
Post by: Deon on January 09, 2012, 02:57:51 pm
I've finally made a version a bit based on DOOM but now of my own textures (a bit of copy-n-paste, many tweaks and a lot of freehand), so now it's okay to publish :).

Download: http://www.mediafire.com/?wc0ju2cpei2gcto
Preview: http://www.youtube.com/watch?v=87w_rkGL7UI

It's not finished yet, but  I will release new versions soon.

I'd love to get these textures incorporated into the main game -- these are just amazing. Please keep up the good work -- you are using the GIMP lighting thingy now, right?

I think these 3 things will make this texture set complete:

1) Can you find/make another torso armor graphic? Both armor0.png and armor1.png are the same (but damn, it is sexy!)
2) There seems to be an odd layer of pixels in terrain.png between the top half of textures and bottom half.. the halves should line right up (I'm worried this may cause texture problems up close, especially when "Advanced Graphics" is turned off).
3) You already know about this -- the flower / unique grass textures to the left of the building blocks.

Let me know if you need any help. Thanks again man!
1) I can, as I said it's not complete yet, but I will finish it soon.
2) It came from scaling from 1024x1024 to 2048x2048, I will fix that.
3) Yep.

I have a question, what are those blue tiles (three between the elevator and the lamp tiles) for? And the tile between the "floating island" ground and a "stone with gems"?

Another set of questions:

a) I really dislike how "flat flowers" look. Would it be possible to make (even 2d) sprites protruding from the ground for the vegetation?
b) It would also be awesome to have some alien animals/birds which do not attack player (some may be agressive) for immersion.
c) Also, any plans for proper "settlements"? Random towers no longer deliver... I want to see something which looks like towns or fortresses and makes sense (with warehouses where you can find loot, with guard towers and living blocks).
Title: Re: 3079
Post by: phr00t on January 09, 2012, 03:03:30 pm
I've finally made a version a bit based on DOOM but now of my own textures (a bit of copy-n-paste, many tweaks and a lot of freehand), so now it's okay to publish :).

Download: http://www.mediafire.com/?wc0ju2cpei2gcto
Preview: http://www.youtube.com/watch?v=87w_rkGL7UI

It's not finished yet, but  I will release new versions soon.

I'd love to get these textures incorporated into the main game -- these are just amazing. Please keep up the good work -- you are using the GIMP lighting thingy now, right?

I think these 3 things will make this texture set complete:

1) Can you find/make another torso armor graphic? Both armor0.png and armor1.png are the same (but damn, it is sexy!)
2) There seems to be an odd layer of pixels in terrain.png between the top half of textures and bottom half.. the halves should line right up (I'm worried this may cause texture problems up close, especially when "Advanced Graphics" is turned off).
3) You already know about this -- the flower / unique grass textures to the left of the building blocks.

Let me know if you need any help. Thanks again man!
1) I can, as I said it's not complete yet, but I will finish it soon.
2) It came from scaling from 1024x1024 to 2048x2048, I will fix that.
3) Yep.

I have a question, what are those blue tiles (three between the elevator and the lamp tiles) for? And the tile between the "floating island" ground and a "stone with gems"?

1+2+3) Great  ;D

The blue tiles are the underwater versions of grass, dirt and rocky dirt. They should look like grass/dirt/rocky dirt, just be blueish  :)

That other blue block is another underwater texture -- it is the texture for the mineable solid rock underwater.
Title: Re: 3079
Post by: Deon on January 09, 2012, 04:24:41 pm
I've added a/b/c questions, check them please :).
Title: Re: 3079
Post by: phr00t on January 09, 2012, 04:45:27 pm
I've added a/b/c questions, check them please :).

All these things are possible.. it is just a matter of time. I've got people wanting fortress building, energy shields etc. -- so yes, I can do these things, but it may be a few versions out. I've already thought about (b), having small, non-aggressive animals, which is likely to be the first thing on your list that gets done. We will have to stick with flat flowers for the meantime.
Title: Re: 3079
Post by: Blaze on January 09, 2012, 05:01:21 pm
While crafting will be a good while away, could you add the ability to create/program ETU's and Suit enhancements? Similar to how FPGAs worked in 3069.

The problem in 3069 was that FPGAs just turned out far too random, so I was hoping for a Skyrim-esque enhancement system. Decompile an existing ETU/Enhancement (Which destroys it) and you'll be able to add that effect to any blank ETU/FPGA.

The problem lies in how to balance it.
Title: Re: 3079
Post by: Deon on January 09, 2012, 05:10:39 pm
Good idea, blaze.

I've uploaded R2 with new faces for monsters, new demon skin, new doors and elevators with glowing arrows, unique blasters and 2nd armor and a few other improvements (including sniper scope overlay, better than in the upcoming video, chill).

3079 - Deon's textures Release 2

Download: http://www.mediafire.com/download.php?bfez888lpuznvrr
Video: http://www.youtube.com/watch?v=ODT5agAEhhI
Title: Re: 3079
Post by: phr00t on January 09, 2012, 06:35:53 pm
Good idea, blaze.

I've uploaded R2 with new faces for monsters, new demon skin, new doors and elevators with glowing arrows, unique blasters and 2nd armor and a few other improvements (including sniper scope overlay, better than in the upcoming video, chill).

3079 - Deon's textures Release 2

Download: http://www.mediafire.com/download.php?bfez888lpuznvrr
Video: http://www.youtube.com/watch?v=ODT5agAEhhI

:o :o :o

Another note about the grass textures -- the grass textures in the bottom left half are forest grass, which I had look a little darker. You can do what you want with it, but it is nice to have a little different texture when you enter the forest biome. Also, those currently solid grass textures to the right of the building block go in this order:

1, 2, 3: Normal grass deviations
4: Forest grass deviation

Oh, and another  :o for good measure  :P
Title: Re: 3079
Post by: AussieGuy on January 09, 2012, 06:56:37 pm
I recently won this at the giveaway, and I'm having a pretty good time playing it, just a few things that I would like.

1. Day/night cycle is way too fast. For example, I started a quest at day time, by the time I got there (It wasn't even that far away) it was night.
2. More varied building types. Instead of the same tower thing every time, how about villages, forts or military complexes?
3. Too many demons? In my current game, there is about 4-5 demons outside the tower I'm hiding and it kind of ruins the fun when you spend a lot of time just sitting there, waiting for them to go away, listening to that scary music.

Other then that, fantastic work phr00t! I hope this game goes well.
Title: Re: 3079
Post by: phr00t on January 09, 2012, 07:32:20 pm
I recently won this at a the giveaway, and I'm having a pretty good time playing it, just a few things that I would like.

1. Day/night cycle is way too fast. For example, I started a quest at day time, by the time I got there (It wasn't even that far away) it was night.
2. More varied building types. Instead of the same tower thing every time, how about villages, forts or military complexes?
3. Too many demons? In my current game, there is about 4-5 demons outside the tower I'm hiding and it kind of ruins the fun when you spend a lot of time just sitting there, waiting to go away, listening to that scary music.

Other then that, fantastic work phr00t! I hope this game goes well.

1) Yeah, I will extend it -- this has been requested a few times.
2) I agree this is something that needs to be done, but it may be a few releases out -- it is a pretty complex feature.
3) Yeah, I can reduce them a bit.

Thanks for the suggestions and support guys! I'm keeping busy working on it  :D
Title: Re: 3079
Post by: PsyberianHusky on January 09, 2012, 08:06:56 pm
On the subject of building types, it would be nice to see buildings that could support having giants in them.
Title: Re: 3079
Post by: Deon on January 09, 2012, 09:21:46 pm
On the subject of giants, how about no? Wouldn't it be nicer to have giant vehicles (robots, walkers, kinda like current ships which I like) rather than oversized pokemons? :P

Also god damn it, the game supports only 360x360 textures for the sky/side... WHYYY! I have such a lovely star sky texture, could you make it 1024x1024 at least please?!

P.S. What we need in terms of buildings is some "mars base" variant looking like levels from Doom or Duke. It would make exploring bases and fighting enemies much funnier! Basically bigger buildings with corridors betweens rooms (not just rooms next to rooms) and with some random machinery/props which I can easily sprite.
Title: Re: 3079
Post by: Deon on January 09, 2012, 09:47:04 pm
The Deon's 3079 texture pack just hit release 3:

http://www.mediafire.com/?e090ml5yto6v46i

New water, new sky (night sky).

Also the ground is a bit brighter, so you can actually see something not on 100% at night.

Here's the water:

(http://tnypic.net/331b3.png)

PLEASE GIMME 1024x1024 sky! :P
Title: Re: 3079
Post by: phr00t on January 10, 2012, 10:34:10 am
The Deon's 3079 texture pack just hit release 3:

http://www.mediafire.com/?e090ml5yto6v46i

New water, new sky (night sky).

Also the ground is a bit brighter, so you can actually see something not on 100% at night.

Here's the water:

(http://tnypic.net/331b3.png)

PLEASE GIMME 1024x1024 sky! :P

I haven't had time to look at this new texture pack (fixing bugs) -- but I wanted to mention I remember having trouble getting high resolution textures on the skybox myself (e.g. I don't do anything in my code that I know of to artificially limit the texture size). I may have to get some help from the jMonkeyEngine team.

So, I'd really like to use these texture packs in the main distribution, do I have your permission?  :D (tons of credit given, of course)
Title: Re: 3079
Post by: phr00t on January 10, 2012, 11:01:57 am
Also, Deon, I went through your textures -- amazing as expected  :D

I noticed you tweaked the forest grass texture, which is great. However, I noticed a slight blue hue in some of the light levels of the forest grass. Might it have been a copy & paste error or something?

Looking forward to future texture updates -- keep up the great work!
Title: Re: 3079
Post by: Deon on January 10, 2012, 11:19:54 am
I've just made a slight hue gradient for forest grass to appear a bit blueish in the sunlight. If you don't like it, I can change it. And of course you can use the textures.
Title: Re: 3079
Post by: phr00t on January 10, 2012, 11:30:19 am
I've just made a slight hue gradient for forest grass to appear a bit blueish in the sunlight. If you don't like it, I can change it. And of course you can use the textures.

Ahhh, OK. I only found it odd since the hue was on some of the light levels, but not others -- it might look weird when the forest grass is lit by a light, and not sunlight, since only a circular band around the light would have the blue hue.  :-\

And thanks, I look forward to putting the textures in :-) Let me know when you get a final texture sheet ready, I'm planning on having a new release out for this weekend.  :D
Title: Re: 3079
Post by: hemmingjay on January 10, 2012, 09:14:01 pm
Just want to let anyone interested know that the game is available on Desura in case you missed the announcement.
Title: Re: 3079
Post by: Deon on January 11, 2012, 03:16:05 am
After further playing I seriously feel that you should work on the systematization. The totally random spread of creatures over terrain moving in random patterns is the biggest problem I see.

Having some actual bases and AI patrols/raids would help A LOT. Because right now I feel like I am playing Diablo2 if you know what I mean :).

Of course it's just a suggestion, if you want to take the game the other way, sorry for bothering :). But it always bugs me in many games how there're "creatures scattered around landscape" for no apparent reason (actually FPS rarely do it, but many bad RPG games do it to easily "fill" locations).
Title: Re: 3079
Post by: K1ll3rm4n on January 11, 2012, 05:42:03 am
I Bought the game few days ago, and Have been playing it all the time. Great job!
I know you are probably overwhelmed with bug-fixes and ideas but I had to write something:

1) FOV - increase FOV, or make it possible to change it (like minecraft FOV in options) FOV is not so horrible like in tom clancy RS Vegas 2 or Precursors, but still I wish too see moar.

2) Person above me suggested removing randomness. I really like randomness, bigger replay value + all the sounds of gunshots ,constant fighting, all this make you feel that you are in the middle of warzone and chaos.

3) I think already suggested, but make mining more exciting, like allow mining in ALL terrain. So you can Dig a hole anywhere, and from blocks you mine you can build fortifications around.

4)Leveling system is interesting, just one small tweak: I reached lvl 13, and no damn merchant sells anything from equipment that I could use. Suggestion: merchant should be able to recognize your lvl and therefore show the equipment which you can buy. I really cant find hook in my lvl, all loot and buildings contain only lvl 5 hooks.

5)Add options to change it like easy/normal/hard. I was really raging for first hours of gameplay, dieing all the time. After I figured out how to lvl up energy and strength game become much more fun. Actually I really liked the start, when you can get killed easily and you are forced to hide and run between bases.

6) Finally I destroyed that giant space-ship floating around, revenged after at least 10 deaths. I don´t know if I explored everything and I doubt I did, but it would be awesome to meet some enemy in really GIANT versions.

7) Is there a way to kill damn Red demons?

8) Iron sighs in some guns which would help to increase accuracy.

9) Vehicles! maybe just something like spaceships or hovering vehicles.

Thats all for now, thanks for reading and thanks for 3079.
Title: Re: 3079
Post by: Blaze on January 11, 2012, 12:07:32 pm
I'd actually like to option to lower FOV, the game runs like a paraplegic in a tar pit when I'm outside.

I'd also like to state that killing an enemy that's a higher level also increases your level, even if it doesn't drop any items.

You can only kill red demons using demon smiter weapons.
Title: Re: 3079
Post by: Deon on January 11, 2012, 12:47:49 pm
Who suggested removing randomness? I suggested to make a SYSTEM for the randomness.

As example, you could spawn x mobs in area in random spots, or you could spawn them in groups moving via some logical routes to accomplish some objectives. I like the second option more.

I would like to be able to reduce FOV too as an option.
Title: Re: 3079
Post by: phr00t on January 11, 2012, 01:25:09 pm
I've been really busy today, so little time to code / respond to all the requests (I will get to them!) --

but I am curious -- Deon, are you still working on another texture pack version (with grass flowers etc.)? If not, can you please send me the GIMP xcf so I can finalize it up for the next release?
Title: Re: 3079
Post by: Deon on January 11, 2012, 02:03:49 pm
Oops, the final version is no longer in GiMP format, and I will work on it more tomorrow. I will move it into xcf :).
Title: Re: 3079
Post by: Fikes on January 11, 2012, 03:51:43 pm
Who suggested removing randomness? I suggested to make a SYSTEM for the randomness.

As example, you could spawn x mobs in area in random spots, or you could spawn them in groups moving via some logical routes to accomplish some objectives. I like the second option more.

I would like to be able to reduce FOV too as an option.

I want to back up Deon here a little bit. I hate it in games where killing a monster doesn't actually mean anything, another one just spawns. In those games it is always better to just run away. There is no option to clear the enemies and take care of business.

I'd much rather have some sort of enemy spawner, even if was invisible. It is nice to be able to clear an area and take care of business.

On the grappling hook issue... I don't really understand the need to have it degrade, but if you want to, just make it degrade by use and have to get it repaired. If it is much lower level than you it degrades faster, I guess.
Title: Re: 3079
Post by: phr00t on January 11, 2012, 05:08:22 pm
About the randomness stuff -- we can have the best of both worlds. I can add areas that have Humoid/Neander military complexes placed among the rest of the chaotic world.

Quote
I want to back up Deon here a little bit. I hate it in games where killing a monster doesn't actually mean anything, another one just spawns. In those games it is always better to just run away. There is no option to clear the enemies and take care of business.

Another one spawns, yes, but very far away -- and it might be a friendly guy. So, killing that guy chasing you is often very useful, especially to get the goodies they drop. With that said, the Demons do work a bit differently -- killing them does progress the storyline.

About FOV -- the game is a multiplayer game, so I'm hesitant to allow changing it (since people playing with higher FOV would have an advantage). However, an option for single player could be added (but this is a low priority... got many other things to add first!).
Title: Re: 3079
Post by: Deon on January 11, 2012, 06:23:29 pm
I always thought that FOV is a graphical setting and nothing else, you change it only if you want, so I don't see a lot of advantage here, it's closer to graphical customization than gameplay tweaks.
Title: Re: 3079
Post by: phr00t on January 11, 2012, 06:48:45 pm
I always thought that FOV is a graphical setting and nothing else, you change it only if you want, so I don't see a lot of advantage here, it's closer to graphical customization than gameplay tweaks.

Well, if you "up" the FOV, you will be able to see more. Theoretically, if you maxed it out, you'd be able to see behind yourself  :P

I also need to do some positioning of your held item with changes to the FOV...
Title: Re: 3079
Post by: phr00t on January 11, 2012, 06:59:24 pm
Woo, 3079 is ranked #1 on Desura right now!  :D :D :D

http://www.desura.com/games/3079
Title: Re: 3079
Post by: Shadowscales on January 11, 2012, 07:38:52 pm
Just a li'l tick box for "LOW FOV"
Title: Re: 3079
Post by: hemmingjay on January 11, 2012, 09:12:40 pm
Woo, 3079 is ranked #1 on Desura right now!  :D :D :D

http://www.desura.com/games/3079

I figured that was the case when I saw that 3079 on Desura has a higher return on google than your main site. Great job!
Title: Re: 3079
Post by: Putnam on January 11, 2012, 10:57:11 pm
Yogscast played the game (http://www.youtube.com/watch?v=y49K_4XrO6g&feature=g-u&context=G26d3098FUAAAAAAAAAA), did poorly, accidentally punched a merchant, and everyone attacked them. Thus brings comments like this:

So why is the FoV like 55? Too high tech graphics to handle, must restrict the FoV? xD
But i must say i am apalled this is actually being SOLD in this state.. I love and support indie games alot, but there still has to be SOME level of expected quality, we cant just accept any shit. This should not be sold in this state.


desura is a platform full of awful games like this, there are 1000s of them, and hardly a single game worth checking out, avoid desura like the plague

Thumbs up if you thought it was a minecraft mod

they need to stop these shitty games

Guys these comments are starting to get me real riled up hold me ;_;
Title: Re: 3079
Post by: PsyberianHusky on January 12, 2012, 12:41:05 am
Well, to be fair youtube comments are not well known for being well thought out.


Title: Re: 3079
Post by: phr00t on January 12, 2012, 08:39:04 am
There also were lots of positive comments from Yogscast viewers:

"Despite the Yogscast trying to make fun of your game, I have to say, I like it! just continue working on it friend, it has endless potential; I hope someone joins you in development!"

"I came from the yogscast lol I might try out the demo, and probably try to pull some cash together to buy it :) don't get discouraged by peoples comments, I think it's great but has some room for improvement :)"

"I too come from Yogscast and....I need to play this. Badly."

"Yes phr00t. The yogscast played this game, so expect alot more attention. They didn't really...praise the game too much, but don't take it to heart. Their video made me interested, and when I tried the demo, I discovered all the RPG elements, the different items and weapons, the inventories and the trading. I really reccomend everyone try this game properly, and not just dismiss it."

With publicity comes supporters, haters, and everyone in between. I'm just going to keep doing what I am doing -- listening to my supporters & improving the game. Simple as that.  :D
Title: Re: 3079
Post by: Deon on January 12, 2012, 09:42:54 am
Those dudes are retards and MC fanboys, I despise their videos :P. Their constant "ewwww" and a total lack of common sense put me off.

And a black marketing is still marketing. I am sure many people will try your game for a few reasons, namely: 1) to see what happens if you do NOT derp around and actually try to play a game, 2) to see if this game is really that bad or 3) seeing some interesting elements in their random strolling to check them out.

Meanwhile, why do you want the GiMP file? I'm mostly done with textures, but why not just .png? I've added some "night glowing" effects and those do not work with your GiMP layers. Couldn't you just use the textures I will give you? :)
Title: Re: 3079
Post by: phr00t on January 12, 2012, 10:11:32 am
Those dudes are retards and MC fanboys, I despise their videos :P. Their constant "ewwww" and a total lack of common sense put me off.

And a black marketing is still marketing. I am sure many people will try your game for a few reasons, namely: 1) to see what happens if you do NOT derp around and actually try to play a game, 2) to see if this game is really that bad or 3) seeing some interesting elements in their random strolling to check them out.

Meanwhile, why do you want the GiMP file? I'm mostly done with textures, but why not just .png? I've added some "night glowing" effects and those do not work with your GiMP layers. Couldn't you just use the textures I will give you? :)

Yeah, .PNG is fine. I use GIMP, so having a GIMP file is nice, but not necessary (and not very useful if it doesn't support your neat effects). I'm really looking forward to your textures! I've done a ton of bug fixing on my end -- hope to have the next release out sometime tomorrow.
Title: Re: 3079
Post by: Bitoru on January 12, 2012, 10:32:45 am
And there goes my Yogscast subscription. I wonder why did I subscribe in the first place...
Title: Re: 3079
Post by: Deon on January 12, 2012, 10:38:55 am
I wonder why did you do it too :). Guys screaming like a girl are not my cup of tea.
Title: Re: 3079
Post by: Deadmeat1471 on January 12, 2012, 12:51:54 pm
Gotta say, I watch yogscast. I like it. But my god they are retards.
However...
I think this is some unexpected and good publicity for the game tho! those guys are really popular.

*after watching the video, I am reminded of how they just troll about instead of playing a game properly. So. I think they should stick to minecraft ;)
Title: Re: 3079
Post by: phr00t on January 12, 2012, 01:14:30 pm
Gotta say, I watch yogscast. I like it. But my god they are retards.
However...
I think this is some unexpected and good publicity for the game tho! those guys are really popular.

*after watching the video, I am reminded of how they just troll about instead of playing a game properly. So. I think they should stick to minecraft ;)

I found the video pretty funny, because they were totally just goofing around and not playing it properly (e.g. punching friendly merchants). I totally appreciate the publicity, which actually has been pretty positive  :D

Also, they uncovered some bugs -- like difficulty getting up and down elevators & biome borders, two things that are fixed in the next release. I'm pretty much done with the code side of things; just patiently waiting for Deon's texture magic  ;D
Title: Re: 3079
Post by: Deon on January 12, 2012, 01:24:52 pm
GImme 7 hours to sleep and they will be yours :).
Title: Re: 3079
Post by: phr00t on January 12, 2012, 01:49:19 pm
GImme 7 hours to sleep and they will be yours :).

You got it  ;D
Title: Re: 3079
Post by: DrPoo on January 12, 2012, 07:20:04 pm
Most of minecraft community have some sort of mental affliction/just bad/annoying/dumb people, that includes Yogscast, they are a big bunch of jerks.
This is much more fun that craftmine and you should never be discouraged by the endless flood of shitfarts going "LOL MINECRAFT RIPOFF"

I hope your forums will be strictly moderated to prevent dumb people from invading them and turning 3079 into another game full of shitfarts that do nothing but whine and request anime skins of everything. I can always lend a hand with cleaning away the shitposting.
Title: Re: 3079
Post by: Flying Dice on January 12, 2012, 07:38:05 pm
Yeah, I'll be honest, the yogscast guys always annoyed me-not just because of what they are like, but because of how obnoxious their voices are. Their look at the game was more in line with 'lol lets dick around and completely ignore anything approaching intelligent behavior' than anything else.



Also, probably going to buy this as soon as I can scrape together the cash, as the five minutes it took me to hit the level cap in the demo was more than enough to sell me on it.  :D
Title: Re: 3079
Post by: Deon on January 13, 2012, 04:38:37 am
Here you go: http://www.mediafire.com/?2isa89q4w20bbig.
Title: Re: 3079
Post by: phr00t on January 13, 2012, 07:09:31 am
Here you go: http://www.mediafire.com/?2isa89q4w20bbig.

Awesome! Unfortunately, my 3 month old woke up with a fever this morning :( Still going to try and get this out for tonight, though...
Title: Re: 3079
Post by: Deon on January 13, 2012, 08:16:30 am
Ouch, I know how you feel, we are already 5 y.o. and I went through all of that. Have a strength, young father! :)
Title: Re: 3079
Post by: GlyphGryph on January 13, 2012, 11:42:25 am
I always thought the Yogcraft guys being terrible at the games they play was part of the appeal? I've certainly never expected to see quality playing or accurate criticism from them, though I've enjoyed some of their videos.
Title: Re: 3079
Post by: K1ll3rm4n on January 13, 2012, 12:34:17 pm
I am sorry if this was answered before, but how the update system works? Do I have to download 3079 again or does it check updates at start-up? Thanks
Title: Re: 3079
Post by: Dragonboynic on January 13, 2012, 12:49:22 pm
Phr00t when i try opening 3079, it opens then striaght away closes. plz could u reply saying what to do!  :'(
Title: Re: 3079
Post by: phr00t on January 13, 2012, 04:02:14 pm
Aieet guys, uploading the new version to Desura and BMT Micro now.

It is already up on BMT Micro, and the demo is available. Might be awhile for Desura to publish it, but here are the list of changes:

v2.3b
* New textures by Deon (from Bay12 forums) -- thanks!
* Fixed: poison status carried over into other new games
* Fixed: you could steal character's effects
* Fixed: you could activate multiple antigrav devices
* Fixed: quest targets sometimes didn't spawn correctly
* Fixed: characters sometimes spawned with higher than normal levels
* Fixed: items couldn't be picked up in downward elevators
* Fixed: multiplayer lag (hopefully!)
* Fixed: leaders would always be waiting for details on a quest in multiplayer
* Fixed: players using camo in multiplayer should now always be correctly synced
* Fixed: a rare crash when saving game
* Fixed: conventional anti-aliasing will always be disabled to prevent crashes
* Fixed: biome edges are now smooth
* Made grappling hook/antigrav device use weight to determine if it can be used
* Game is now saved periodically to prevent loss during unexpected exit of game
* Updated crash window to say "Try turning off Advanced Graphics before contacting me"
* Extended the day/night cycle a bit
* Reduced the number of demons at night at the start of the game
* Reduced the number of capital ships being spawned
* Reduced the number of flying characters in general
* Assault rifle now has a "burst fire" behavior
* Stamina increases are now easier to get
* Strength points now support more weight (causing less increases in Strength by being overburdened)
* Characters will now hold items properly, and they will be sized correctly
* Made elevators wider & easier to use
* Cancelling the graphics setting window will bring you back to the Main Menu
* Added a "Poisoned!" warning message when poisoned by terrain
* Other small tweaks to improve performance
Title: Re: 3079
Post by: phr00t on January 13, 2012, 04:17:01 pm
3079 is now up as one of the most promising upcoming indie games @ IndieGamingMag:

http://www.indiegamemag.com/the-10-most-promising-indie-games-in-their-alpha-stage/ (http://www.indiegamemag.com/the-10-most-promising-indie-games-in-their-alpha-stage/)

 :D
Title: Re: 3079
Post by: DrPoo on January 13, 2012, 08:57:33 pm
3079 is now up as one of the most promising upcoming indie games @ IndieGamingMag:

http://www.indiegamemag.com/the-10-most-promising-indie-games-in-their-alpha-stage/ (http://www.indiegamemag.com/the-10-most-promising-indie-games-in-their-alpha-stage/)

 :D

Im happy that your project finally took off in popularity! Still a bunch of as- oh well for gods sake ill leave out the swearing this time. Still a bunch of stubborn fanboys with no sense of originality coming in :(
Title: Re: 3079
Post by: Vherid on January 14, 2012, 02:01:05 am
I still don't understand what's supposed to be so WOW about this game, no offense, could someone explain to me something that will make me shit my pants and want to play it?
Title: Re: 3079
Post by: Infuriated on January 14, 2012, 05:43:28 am
The FPS sandbox with lots of randomization aspect is what drew me in.
Title: Re: 3079
Post by: Deon on January 14, 2012, 06:56:59 am
I still don't understand what's supposed to be so WOW about this game, no offense, could someone explain to me something that will make me shit my pants and want to play it?
Because it's an innovative game of sorts. It has terrain damage (like in Red Faction), randomly generated effects for items (like in Diablo, but in a less elegant way) and unusual visuals (boxes instead of models). If you play it for long you will see that there's not a lot to do yet, but it's a good start and may become a fun RPG. The main problem of the game right now is the AI and pathfinding.
Title: Re: 3079
Post by: PsyberianHusky on January 14, 2012, 10:14:06 am
I personally like the procedurally genned charters, it is a unique concept.
Also it is a blocky game not focused around building, so it is kinda living up to some of the potential of the original Infaminer to me.

Also because this thread has been all weighing down the developer with wish fulfillment suggestions; Humanoid Vs Neanderthal Multiplayer.
Title: Re: 3079
Post by: phr00t on January 14, 2012, 06:10:32 pm
Quote
The main problem of the game right now is the AI and pathfinding.

3D pathfinding is a very tricky problem to solve efficiently.. My guys basically look for a location that 1) the character can see & 2) the point can see you.

I'm trying to get together the list of stuff people want (and I want):
1) Energy shields to block incoming bullets (uses energy instead of health to absorb shots)
2) Difficulty settings
3) FOV adjustments
4) Special weapon upgrade parts, like homing projectiles
5) A "translocator" item like in Unreal Tournament: you shoot a bouncing projectile, then teleport to it
6) Projectile models
7) Fortress building
8) AI improvements (what areas need the most work?)

I still need to order these by priority. What features do you want to see the most?  :D
Title: Re: 3079
Post by: Goacbc on January 14, 2012, 07:14:48 pm
Phr00t, no. 7 sounds so awesome. Can you give more details?
Title: Re: 3079
Post by: dylanwalsh on January 14, 2012, 07:30:49 pm
I made a wiki! i have only made the start page, but can people help out?
http://3079game.wikia.com/wiki/3079game_Wiki (http://3079game.wikia.com/wiki/3079game_Wiki)
Title: Re: 3079
Post by: phr00t on January 14, 2012, 09:23:46 pm
Phr00t, no. 7 sounds so awesome. Can you give more details?

Welp, I forsee building a fortress, with traps and turrets -- and then taking on quests to survive in your fortress while it gets assaulted. Big feature, but I can see it happening ;D

I made a wiki! i have only made the start page, but can people help out?
http://3079game.wikia.com/wiki/3079game_Wiki (http://3079game.wikia.com/wiki/3079game_Wiki)

I tweeted a link about this wiki -- I hope it helps the wiki out! :)
Title: Re: 3079
Post by: phr00t on January 14, 2012, 09:24:44 pm
Phr00t when i try opening 3079, it opens then striaght away closes. plz could u reply saying what to do!  :'(

What version are you trying to use (v2.2 or v2.3.x)? Do you at least see the main menu?
Title: Re: 3079
Post by: Blaze on January 14, 2012, 09:37:18 pm
Latest version always crashes for me (The previous version just crashes most of the time).

Attempting to start a new game or load a previous one just leads to java crashing and closing. Advanced graphics are already off.
Title: Re: 3079
Post by: phr00t on January 14, 2012, 09:40:52 pm
Latest version always crashes for me (The previous version just crashes most of the time).

Attempting to start a new game or load a previous one just leads to java crashing and closing. Advanced graphics are already off.

Hrm.. that isn't good. Do you get an error message of any kind (like the "Whoops" error)? Or is it Java.exe itself that is crashing?
Title: Re: 3079
Post by: Blaze on January 14, 2012, 09:45:26 pm
It's java itself, I just get the standard "Not responding" message.
Title: Re: 3079
Post by: phr00t on January 14, 2012, 09:48:04 pm
It's java itself, I just get the standard "Not responding" message.

Mac/Windows/Linux? Also, what version of Java do you have? Can you try uninstalling/re-installing? So v2.2 had this same crashing behavior, just less often?
Title: Re: 3079
Post by: Blaze on January 14, 2012, 10:06:12 pm
It's Windows, Java 6 Update 30.

v2.2 crashed at the same time: Whenever I attempt to start a new game or load a previous one. However, once in a while it worked, so I'd just keep restarting until it loaded correctly. I've never had a crash while playing the game, just attempting to start it.
Title: Re: 3079
Post by: somedude on January 14, 2012, 10:32:17 pm
In regards to the feature list/prioritization, might it make sense to look into a bug-tracking system like Mantis or Bugzilla?  If you do end up getting a lot of requests, something like that would be a good way to collate all of them, and I think some offer features where people can vote up the priorities that they see as most important.

I've been playing the update today, and the new textures look quite impressive - the expanded day/night cycle also feels a bit better.  So far the new update plays fine on my Mac, but I'll try firing it up on my PC as well later tonight (pretty sure it has the same java version installed) and see how it performs. 

Edit: also cleaned up a few things on the wiki page, and added a section with some basics on the different classes of weapons (at least, the ones I've come across so far).
Title: Re: 3079
Post by: phr00t on January 14, 2012, 11:09:13 pm
It's Windows, Java 6 Update 30.

v2.2 crashed at the same time: Whenever I attempt to start a new game or load a previous one. However, once in a while it worked, so I'd just keep restarting until it loaded correctly. I've never had a crash while playing the game, just attempting to start it.

The Java.exe crashes are very difficult to troubleshoot... the last one that existed was a problem with LWJGL on Windows 64-bit machines (the foundation for Java graphics rendering), a library that both 3079 and Minecraft uses. LWJGL knew about it, and they fixed it. What makes it so difficult is because the crash isn't happening in my code, but Java.. so there isn't an exception or any error to read. I suspect something is happening between the underlying libraries I am using and your specific setup  :-\
Title: Re: 3079
Post by: Goacbc on January 14, 2012, 11:11:25 pm
Phr00t, is there anyway we could get a sort of map that could display "conquered" territory of the two factions?
Title: Re: 3079
Post by: dylanwalsh on January 15, 2012, 04:31:48 am
thanks to everyone who edited the wiki.
the reason it was carp at first was I only had 10 minutes to make it.
Title: Re: 3079
Post by: dylanwalsh on January 15, 2012, 07:27:32 am
even though there is already a guide, i made one to help new players step by step (its not finished).
Title: Re: 3079
Post by: phr00t on January 15, 2012, 09:25:51 am
even though there is already a guide, i made one to help new players step by step (its not finished).

Thanks -- I added a wiki link on 3079's homepage :)

Phr00t, is there anyway we could get a sort of map that could display "conquered" territory of the two factions?

A map is on the ever growing "to-do" list. However, there isn't any current "conquered" state of territory, so that'd have to be added first  ;D
Title: Re: 3079
Post by: somedude on January 15, 2012, 06:54:03 pm
The wiki is definitely coming together.  I did a bit more editing and cleaned up some formatting to make things easier to read, and also added a few tips to the weapons and guide based on my playing so far.
Title: Re: 3079
Post by: phr00t on January 15, 2012, 07:36:51 pm
The wiki is definitely coming together.  I did a bit more editing and cleaned up some formatting to make things easier to read, and also added a few tips to the weapons and guide based on my playing so far.

Awesome, thanks!
Title: Re: 3079
Post by: somedude on January 15, 2012, 11:59:16 pm
After playing some more today, I have a couple of suggestions:

-Is the selection of item to lose on death completely random?  Out of the various items, some vary greatly at the moment in terms of importance and ease of acquisition (demon smiters immediately come to mind, as they seem to only be acquired occasionally through quests), and I wonder if having such items weighted to disappear less often might help.

-Given that whether a defeated enemy drops anything is currently a binary proposition (NPC kills it = no drops, player kills it = drops), you can get into some “kill-stealing” situations where an NPC can swoop in and pick off a tough enemy you’ve finally whittled down, denying drops (and I suppose you could do the same to NPCs, getting the drops with little effort).  I wonder if it would make sense to have the drops appear if you deal a certain percentage of damage to the enemy, regardless of whether you deal the final blow.

Also, I noticed a couple of small graphical glitches.  When I killed an enemy in a corner of a building, the items it dropped seemed to get stuck on the corner, spinning around and unable to be collected.  I also noticed that when you destroy terrain near the water level, it will create a pit full of water even if it’s not connected to a body of water, with the flowing water texture on it - not a big deal, just looks a little weird to have a little puddle of water flowing like a river.
Title: Re: 3079
Post by: Blaze on January 16, 2012, 12:08:20 am
M'kay, I managed to get an error message before Java crashes. Apparently clicking outside of the screen delays the default Windows crash message just long enough for the game to spit out an error.
Spoiler (click to show/hide)
Title: Re: 3079
Post by: phr00t on January 16, 2012, 09:29:30 am
After playing some more today, I have a couple of suggestions:

-Is the selection of item to lose on death completely random?  Out of the various items, some vary greatly at the moment in terms of importance and ease of acquisition (demon smiters immediately come to mind, as they seem to only be acquired occasionally through quests), and I wonder if having such items weighted to disappear less often might help.

-Given that whether a defeated enemy drops anything is currently a binary proposition (NPC kills it = no drops, player kills it = drops), you can get into some “kill-stealing” situations where an NPC can swoop in and pick off a tough enemy you’ve finally whittled down, denying drops (and I suppose you could do the same to NPCs, getting the drops with little effort).  I wonder if it would make sense to have the drops appear if you deal a certain percentage of damage to the enemy, regardless of whether you deal the final blow.

Also, I noticed a couple of small graphical glitches.  When I killed an enemy in a corner of a building, the items it dropped seemed to get stuck on the corner, spinning around and unable to be collected.  I also noticed that when you destroy terrain near the water level, it will create a pit full of water even if it’s not connected to a body of water, with the flowing water texture on it - not a big deal, just looks a little weird to have a little puddle of water flowing like a river.

Thanks for the suggestions!

#1 -- Yes, item loss on death is completely random. However, I would like to keep it this way. I don't want to nerf death. If I had it lose less important items, the player would be much less afraid of death. Also, you could just stack up on worthless level 1 stuff so the chances of losing anything important is almost zero.

#2 -- Yeah, this is a good suggestion.

#3 -- I think I can fix the item drop thing, but the water thing isn't going to be easy to fix. To save on lots of processing, I just have one water "sheet" that extends the whole world -- this causes the small pool of moving water :-/

M'kay, I managed to get an error message before Java crashes. Apparently clicking outside of the screen delays the default Windows crash message just long enough for the game to spit out an error.
Spoiler (click to show/hide)

Yuck.. just as I expected. This is a crash within LWJGL (looks like the OpenAL sound module). All we can do is report it to the LWJGL team and hope they fix it :(
Title: Re: 3079
Post by: Deon on January 16, 2012, 06:48:59 pm
I've signed in my Desura account... And I've got a gift of 3079? How does it work? :D
Title: Re: 3079
Post by: phr00t on January 16, 2012, 07:32:12 pm
I've signed in my Desura account... And I've got a gift of 3079? How does it work? :D

No idea.. I've never bought a game / been gifted one on Desura before  :P
Title: Re: 3079
Post by: Deon on January 17, 2012, 04:35:38 am
I mean does it mean that I can give Desura copy to my bro, and are you okay with that? :)
I can't gift it to anyone else because it's tied to my account.

I was wondering why did Desura gift me a copy because I've never bought anything from them.
Title: Re: 3079
Post by: Deon on January 17, 2012, 04:40:44 am
I forgot to say that I like floating bases, but I think they would benefit from some root-like structure though, updown pyramids everywhere look a bit monotonous.
Title: Re: 3079
Post by: phr00t on January 17, 2012, 10:40:15 am
I mean does it mean that I can give Desura copy to my bro, and are you okay with that? :)
I can't gift it to anyone else because it's tied to my account.

I was wondering why did Desura gift me a copy because I've never bought anything from them.

You did buy from BMT Micro, so you were also getting a copy on Desura. However, it technically is just your copy, and not your brother's -- so technically he should buy it himself... technically ;D
Title: Re: 3079
Post by: forsaken1111 on January 17, 2012, 01:31:57 pm
He's also technically done free artwork for you. :P
Title: Re: 3079
Post by: phr00t on January 17, 2012, 01:43:27 pm
He's also technically done free artwork for you. :P

He certainly has! I don't mind him giving his Desura account to someone else because of all the great work he did for 3079 (which is why I said "technically" so many times, hehe). However, generally, for people who purchased the game on one distribution system, and got a copy of it on another distribution system -- doesn't mean they have two copies. It just means they own the game across multiple game distribution systems.
Title: Re: 3079
Post by: forsaken1111 on January 17, 2012, 01:44:31 pm
Oh I know, just poking fun at all the technical qualifiers.  :)
Title: Re: 3079
Post by: DrPoo on January 17, 2012, 03:43:57 pm
Heh, does that mean if i make a Desura account i will get it on there too? Aint Desura like an alternative to Steam or something?
Title: Re: 3079
Post by: Deon on January 17, 2012, 03:55:04 pm
He's also technically done free artwork for you. :P

He certainly has! I don't mind him giving his Desura account to someone else because of all the great work he did for 3079 (which is why I said "technically" so many times, hehe). However, generally, for people who purchased the game on one distribution system, and got a copy of it on another distribution system -- doesn't mean they have two copies. It just means they own the game across multiple game distribution systems.
Eh, we play the games in the same room on two PCs, so I am not giving him my account :P. Just the game for multiplayer.
Title: Re: 3079
Post by: getter77 on January 17, 2012, 03:55:15 pm
Desura is "generally" a more Indie-friendly alternative to Steam with some exclusive games not on Steam and rather supportive of the Alpha/Beta funding notion---also they've a Linux client and I think a Mac one in the works.

They are growing nicely, and should continue to do so if they avoid too many harmful decision.
Title: Re: 3079
Post by: phr00t on January 17, 2012, 03:57:32 pm
Heh, does that mean if i make a Desura account i will get it on there too? Aint Desura like an alternative to Steam or something?

Depends on when you purchased 3079 via my website. When I got signed on to Desura, I gave the Desura team all of my current customers. They automatically made Desura keys for everyone. If you buy from my website now, there isn't any automatic way to give Desura keys to purchasers, and I can't manage giving keys to both systems for everyone  :-\

Desura is "generally" a more Indie-friendly alternative to Steam with some exclusive games not on Steam and rather supportive of the Alpha/Beta funding notion---also they've a Linux client and I think a Mac one in the works.

They are growing nicely, and should continue to do so if they avoid too many harmful decision.

I'm working on getting on GamersGate -- possibly by this weekend. Movin' on up! Maybe Steam will take me once I'm on both Desura and GamersGate?  :D
Title: Re: 3079
Post by: DrPoo on January 18, 2012, 10:07:05 am
Heh, does that mean if i make a Desura account i will get it on there too? Aint Desura like an alternative to Steam or something?

Depends on when you purchased 3079 via my website. When I got signed on to Desura, I gave the Desura team all of my current customers. They automatically made Desura keys for everyone. If you buy from my website now, there isn't any automatic way to give Desura keys to purchasers, and I can't manage giving keys to both systems for everyone  :-\

Desura is "generally" a more Indie-friendly alternative to Steam with some exclusive games not on Steam and rather supportive of the Alpha/Beta funding notion---also they've a Linux client and I think a Mac one in the works.

They are growing nicely, and should continue to do so if they avoid too many harmful decision.

I'm working on getting on GamersGate -- possibly by this weekend. Movin' on up! Maybe Steam will take me once I'm on both Desura and GamersGate?  :D

Cant you remember me? Im the fanfart guy that made those drawings for ye
Title: Re: 3079
Post by: phr00t on January 18, 2012, 10:38:36 am
Heh, does that mean if i make a Desura account i will get it on there too? Aint Desura like an alternative to Steam or something?

Depends on when you purchased 3079 via my website. When I got signed on to Desura, I gave the Desura team all of my current customers. They automatically made Desura keys for everyone. If you buy from my website now, there isn't any automatic way to give Desura keys to purchasers, and I can't manage giving keys to both systems for everyone  :-\

Desura is "generally" a more Indie-friendly alternative to Steam with some exclusive games not on Steam and rather supportive of the Alpha/Beta funding notion---also they've a Linux client and I think a Mac one in the works.

They are growing nicely, and should continue to do so if they avoid too many harmful decision.

I'm working on getting on GamersGate -- possibly by this weekend. Movin' on up! Maybe Steam will take me once I'm on both Desura and GamersGate?  :D

Cant you remember me? Im the fanfart guy that made those drawings for ye

Oh I certainly remember you -- your fan ART is still going strong! :) I was answering the question for everyone, not just you :P
Title: Re: 3079
Post by: getter77 on January 18, 2012, 03:06:46 pm

I'm working on getting on GamersGate -- possibly by this weekend. Movin' on up! Maybe Steam will take me once I'm on both Desura and GamersGate?  :D

It is possible, more the merrier.  It took being out awhile and being on other services before S.P.A.Z. could turn their early rejection into a good acceptance IIRC---just gotta keep at it and improving all the while.
Title: Re: 3079
Post by: somedude on January 19, 2012, 12:26:43 am
I have a couple more suggestions based on some additional play:

-I know some people have mentioned maps before, which are an excellent idea, but one thing I think would be very useful would be a little HUD display indicating the current level of the area that you're in, and maybe something pointing the direction towards the next higher and lower areas.  Without this information, I find it rather easy to wander too far afield and get into a situation where everything is too high-level to take on, get turned around, and have no idea how to get back to a safer area.  Sometimes the generated terrain will have some decent landmarks that can help you find your way back, but I think it would be helpful to have a better way to orient yourself in the game's procedurally-generated environment.

-Consider having a way to highlight inventory items or maintain item inventory positions across death/resurrection.  If you're carrying a lot of inventory, there's not currently a good way to differentiate equipment at a glance (just general item shapes), so every time you resurrect you may have to mouse-over a lot of equipment to figure out what you were actually using vs. what you were holding for trade, re-equip everything, and so on, which can take quite a bit of time and aggravation on resurrection, which in this game can happen often (or at least it does the way I play it  :-[).

-Related to that, I think it would be great to be able to flag inventory items as "jettisonable," and have a hotkey set up to jettison everything in that category in one go.  This would allow you to hang on to stuff to trade but also be able to dump it all to use your grapple quickly if needed, rather than trying to evaluate the items in your inventory and dump them one by one in the scant few seconds before a demon mops the floor with you...

Edit:  After another play session, a quick suggestion and a possible bug:

-Would it be possible to have an "item weight" listing in item attributes as well?  This would make equipment/weight calculations much easier.
-I picked up a new antigrav pack from a vendor and placed it in inventory, but the hotkey says "no valid packs" when I try to use it.  However, the antigrav pack appears in inventory just fine, and works correctly when I toggle it on and off with the mouse.  Packs that I've picked up from drops and appear in inventory, however, do work correctly with the hotkey.
Title: Re: 3079
Post by: DrPoo on January 19, 2012, 11:35:26 am
Heh, does that mean if i make a Desura account i will get it on there too? Aint Desura like an alternative to Steam or something?

Depends on when you purchased 3079 via my website. When I got signed on to Desura, I gave the Desura team all of my current customers. They automatically made Desura keys for everyone. If you buy from my website now, there isn't any automatic way to give Desura keys to purchasers, and I can't manage giving keys to both systems for everyone  :-\

Desura is "generally" a more Indie-friendly alternative to Steam with some exclusive games not on Steam and rather supportive of the Alpha/Beta funding notion---also they've a Linux client and I think a Mac one in the works.

They are growing nicely, and should continue to do so if they avoid too many harmful decision.

I'm working on getting on GamersGate -- possibly by this weekend. Movin' on up! Maybe Steam will take me once I'm on both Desura and GamersGate?  :D

Cant you remember me? Im the fanfart guy that made those drawings for ye

Oh I certainly remember you -- your fan ART is still going strong! :) I was answering the question for everyone, not just you :P

Oh :)

Also, mechs, preferable customiseable too.
And devils in giant mechs.
Also a new race, wildlife, has their  head mounted on their neck like a humanoid, but their stance is.. well animal like, dosent have classes and attacks with various things such as claws, stingers, teeth, and even weird alien stuff like rays and spurting chemicals. Would also have a much more random size, ranging from mice to super-size space bear. Also flocking/packing behavior.
Title: Re: 3079
Post by: phr00t on January 20, 2012, 12:59:42 pm
I have a couple more suggestions based on some additional play:

-I know some people have mentioned maps before, which are an excellent idea, but one thing I think would be very useful would be a little HUD display indicating the current level of the area that you're in, and maybe something pointing the direction towards the next higher and lower areas.  Without this information, I find it rather easy to wander too far afield and get into a situation where everything is too high-level to take on, get turned around, and have no idea how to get back to a safer area.  Sometimes the generated terrain will have some decent landmarks that can help you find your way back, but I think it would be helpful to have a better way to orient yourself in the game's procedurally-generated environment.

-Consider having a way to highlight inventory items or maintain item inventory positions across death/resurrection.  If you're carrying a lot of inventory, there's not currently a good way to differentiate equipment at a glance (just general item shapes), so every time you resurrect you may have to mouse-over a lot of equipment to figure out what you were actually using vs. what you were holding for trade, re-equip everything, and so on, which can take quite a bit of time and aggravation on resurrection, which in this game can happen often (or at least it does the way I play it  :-[).

-Related to that, I think it would be great to be able to flag inventory items as "jettisonable," and have a hotkey set up to jettison everything in that category in one go.  This would allow you to hang on to stuff to trade but also be able to dump it all to use your grapple quickly if needed, rather than trying to evaluate the items in your inventory and dump them one by one in the scant few seconds before a demon mops the floor with you...

Edit:  After another play session, a quick suggestion and a possible bug:

-Would it be possible to have an "item weight" listing in item attributes as well?  This would make equipment/weight calculations much easier.
-I picked up a new antigrav pack from a vendor and placed it in inventory, but the hotkey says "no valid packs" when I try to use it.  However, the antigrav pack appears in inventory just fine, and works correctly when I toggle it on and off with the mouse.  Packs that I've picked up from drops and appear in inventory, however, do work correctly with the hotkey.

1) I agree on the compass thing. It may first start out as a simple console command, like /compass that would say "You are heading XYZ, towarded higher level area."

2) I think I may have a solution for this.. e.g. have the items remember their inventory positions on pickup.

3) Yeah, this is a bug that will be fixed in the next release -- which should be coming very soon (within 24 hours for BMT Micro, later for Desura which has an approval period).

4) Yeah, item weights being listed is on the to-do list!

Quote
Also, mechs, preferable customiseable too.
And devils in giant mechs.
Also a new race, wildlife, has their  head mounted on their neck like a humanoid, but their stance is.. well animal like, dosent have classes and attacks with various things such as claws, stingers, teeth, and even weird alien stuff like rays and spurting chemicals. Would also have a much more random size, ranging from mice to super-size space bear. Also flocking/packing behavior.

Quite the suggestion list there  :D All sound very cool -- in good time  ;D

Sorry I haven't been around so often, things are really picking up! I'm getting on even more game distribution sites & really trying to get this next version out the door! Thanks everyone :)
Title: Re: 3079
Post by: phr00t on January 21, 2012, 10:42:26 pm
v2.4.13b out!

* Multiplayer has been completely redone & should be much better
* Z shortcut for antigrav device fixed
* Demon pull has been reduced to 90% of your movement speed
* Extended the allowed name to 9 characters
* Multiplayer client should no longer get hung up waiting on incoming chunks when trying to quit
* "Life support brownout" now reads "Insufficient energy to fire!"
* Will now try to detect whether your machine can support my anti-aliasing shader
* Fall damage will no longer be calculated on the server
* Grenades are now less bouncy
* Added a "/help" note on the console
* Added more help to the "Game Guide" on the main menu
* Added an "Easy Mode" to the game, set when starting a new game
* Added an option to change the "Field of View" when configuring graphics
* Multiplayer server tweets now show version number
* Fixed a memory leak in collision detection
* Made chat text a bit brighter
* Added some help about getting the right IP address when sharing multiplayer info
* Fixed a crash that would happen with certain graphics hardware
* Fixed a crash with multiplayer grappling hook use (may still have some minor bugs...)
* Fixed a crash when a merchant dies while trading with them in multiplayer

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: phr00t on January 25, 2012, 12:29:38 pm
Hey guys -- big update!

Fortress building was the #1 requested feature -- so I'm starting to work on that. You'll buy or find a "Construction Tool" you can use to build things. It will have construction points -- walls will take 1 point, doors 4 etc.

I'm also moving away from the Minecraft look, giving my game a more unique look (since the feel is already so different) -- I'm adding more polygons to the characters, as shown here by this fabulous leader :P

(http://i.imgur.com/8sOEB.png)

It looks pretty good for the big models too, like capital ships.

Oh, and 3079 is now available @ GamersGate: http://www.gamersgate.com/DD-3079/3079-beta (http://www.gamersgate.com/DD-3079/3079-beta)

Thanks again!
Title: Re: 3079
Post by: DrPoo on January 25, 2012, 12:49:32 pm
Hey guys -- big update!

Fortress building was the #1 requested feature -- so I'm starting to work on that. You'll buy or find a "Construction Tool" you can use to build things. It will have construction points -- walls will take 1 point, doors 4 etc.

I'm also moving away from the Minecraft look, giving my game a more unique look (since the feel is already so different) -- I'm adding more polygons to the characters, as shown here by this fabulous leader :P

(http://i.imgur.com/8sOEB.png)

It looks pretty good for the big models too, like capital ships.

Oh, and 3079 is now available @ GamersGate: http://www.gamersgate.com/DD-3079/3079-beta (http://www.gamersgate.com/DD-3079/3079-beta)

Thanks again!

HELL YES!

And i just had to follow the link to get a new update right?

My main wish now is an autoupdater!
Title: Re: 3079
Post by: phr00t on January 25, 2012, 01:20:45 pm
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\
Title: Re: 3079
Post by: DrPoo on January 25, 2012, 03:46:05 pm
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\

Im quite sure most of them has an autoupdate function, atleast steam has one.
Title: Re: 3079
Post by: phr00t on January 25, 2012, 04:54:12 pm
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\

Im quite sure most of them has an autoupdate function, atleast steam has one.

Yeah, the Desura/GamersGate clients have update functionality, so if you purchase from there, you get that service. I'm just saying, if I put an auto-updater into my game itself, it'd have to check a central server for authorized users. It is possible, but it'd take quite a bit of time away from making cool features  :D
Title: Re: 3079
Post by: alexpoysky on January 25, 2012, 05:16:05 pm
Sweet :D
Title: Re: 3079
Post by: DrPoo on January 26, 2012, 10:15:59 am
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\

Im quite sure most of them has an autoupdate function, atleast steam has one.

Yeah, the Desura/GamersGate clients have update functionality, so if you purchase from there, you get that service. I'm just saying, if I put an auto-updater into my game itself, it'd have to check a central server for authorized users. It is possible, but it'd take quite a bit of time away from making cool features  :D

Jeb is making a modding API for minecraft, for most of his customers it isnt cool features either.
Just dont do the 1.8 shit wizard trick where you add alot of bugged out stuff, and instead of fixing that next version, you add a bunch of useless thing such as fire beings and magma reskins of blobs :P I have tried that before and i ended up having to comment out 25% of my code to make it even playable/somewhat possible to fix and expand upon.

Of course its your own decisions :P
Title: Re: 3079
Post by: Kaitol on January 26, 2012, 06:18:08 pm
Blargh. At level 14 I accepted a quest to kill a leader for a couple thousand credits. Found him, shot him with my level 7 sniper rifle... And didn't lower his HP by even one percent, because he was level 825! He then turned around and one shotted me. And my sniper rifle disappeared into the ether. T_T
Title: Re: 3079
Post by: phr00t on January 27, 2012, 09:54:39 am
Blargh. At level 14 I accepted a quest to kill a leader for a couple thousand credits. Found him, shot him with my level 7 sniper rifle... And didn't lower his HP by even one percent, because he was level 825! He then turned around and one shotted me. And my sniper rifle disappeared into the ether. T_T

OK, apparently there still exists a level bug, because there definitely shouldn't be a level 825 guy in a level 14 area :P It looks like leader quest targets are very common for this bug, so hopefully this will help track it down... thanks for the report!
Title: Re: 3079
Post by: DrPoo on January 27, 2012, 10:42:27 am
Blargh. At level 14 I accepted a quest to kill a leader for a couple thousand credits. Found him, shot him with my level 7 sniper rifle... And didn't lower his HP by even one percent, because he was level 825! He then turned around and one shotted me. And my sniper rifle disappeared into the ether. T_T

OK, apparently there still exists a level bug, because there definitely shouldn't be a level 825 guy in a level 14 area :P It looks like leader quest targets are very common for this bug, so hopefully this will help track it down... thanks for the report!

I like that though, its so GRIEFTASTIC
Title: Re: 3079
Post by: phr00t on January 27, 2012, 12:30:08 pm
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\

Im quite sure most of them has an autoupdate function, atleast steam has one.

Yeah, the Desura/GamersGate clients have update functionality, so if you purchase from there, you get that service. I'm just saying, if I put an auto-updater into my game itself, it'd have to check a central server for authorized users. It is possible, but it'd take quite a bit of time away from making cool features  :D

Jeb is making a modding API for minecraft, for most of his customers it isnt cool features either.
Just dont do the 1.8 shit wizard trick where you add alot of bugged out stuff, and instead of fixing that next version, you add a bunch of useless thing such as fire beings and magma reskins of blobs :P I have tried that before and i ended up having to comment out 25% of my code to make it even playable/somewhat possible to fix and expand upon.

Of course its your own decisions :P

My plan is to squash bugs quicker than I add them!  ;D
Title: Re: 3079
Post by: DrPoo on January 27, 2012, 03:24:24 pm
Yup, follow the original BMT Micro download link to get the latest 3079Installer.jar

I'd love an auto-updater too, but it would require a central server that was aware of all the people who bought the game via Desura, BMT Micro, GamersGate & soon-to-be more places :-\

Im quite sure most of them has an autoupdate function, atleast steam has one.

Yeah, the Desura/GamersGate clients have update functionality, so if you purchase from there, you get that service. I'm just saying, if I put an auto-updater into my game itself, it'd have to check a central server for authorized users. It is possible, but it'd take quite a bit of time away from making cool features  :D

Jeb is making a modding API for minecraft, for most of his customers it isnt cool features either.
Just dont do the 1.8 shit wizard trick where you add alot of bugged out stuff, and instead of fixing that next version, you add a bunch of useless thing such as fire beings and magma reskins of blobs :P I have tried that before and i ended up having to comment out 25% of my code to make it even playable/somewhat possible to fix and expand upon.

Of course its your own decisions :P

My plan is to squash bugs quicker than I add them!  ;D

Your kind of developer is my kind of favorite developer, i like when we go hyper and just make a truckload of random stuff every other day, then spend the next months fixing it.
I will be sad the day you are so busy that we cant have theese funny talks anymore :P Just like with Notch!
Title: Re: 3079
Post by: Flying Dice on January 27, 2012, 05:58:34 pm
I finally got around to playing this, nearly a month after buying it, and am loving it. But the slooooooooow movement speed is driving me bonkers, especially when I'm trying to bug out of a nasty situation.  :-\
Title: Re: 3079
Post by: phr00t on January 27, 2012, 08:01:15 pm
I finally got around to playing this, nearly a month after buying it, and am loving it. But the slooooooooow movement speed is driving me bonkers, especially when I'm trying to bug out of a nasty situation.  :-\

There are items with movement speed bonuses -- you can actually get moving pretty fast. Look for 'em when buying or finding stuff.
Title: Re: 3079
Post by: Flying Dice on January 27, 2012, 09:38:17 pm
I have; I'm using mainly L3 gear (with only about 1/5 of my weight capacity filled), including at least two items with decent speed boosts, and that still feels like molasses compared to pretty much every FPS and realtime RPG I've ever played. On the bright side, once I get used to this, I might be able to tolerate playing FO:NV at the 20 or so fps that will let my computer run it smoothly.  :P

Ed: I take it back. There is a turning point where you go from unbearably slow to near-Quake levels of speed. Also, I love the sound associated with the demons; it hits just that right level to be completely, irrationally jarring and freaky.
Title: Re: 3079
Post by: phr00t on January 28, 2012, 03:55:19 pm
v2.5.3b up!

* Characters now have more polygons, giving them a less blocky look
* Fortress building preview: you can now build things with a construction tool; not finished yet!
* Multiplayer servers will now detect a public IP address to share
* Added a placement indicator for building blocks and the construction tool
* A red "X" will place itself over your crosshair when energy is too low to fire
* Finally fixed the level bug; you should no longer see excessively high level characters for their area
* New games will no longer start in mountain areas that can be difficult to traverse
* Increased performance by reducing the rate at which characters scan for new nearby characters

(http://i.imgur.com/gUkZ3.jpg)

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: alexpoysky on January 28, 2012, 05:45:54 pm
Impressive man! Keep up the good work!
Title: Re: 3079
Post by: Farce on January 28, 2012, 08:16:03 pm
I did love 3059, even if I never got very far into it...

Totally interested in this, but I ran the demo in slow-mo bullet time.  :(
Title: Re: 3079
Post by: phr00t on January 28, 2012, 08:29:14 pm
I did love 3059, even if I never got very far into it...

Totally interested in this, but I ran the demo in slow-mo bullet time.  :(

Glad you enjoyed 3059!

:(

I presume you don't have the 3D hardware for this game? :-[ Wish you could play too!
Title: Re: 3079
Post by: Levi on January 28, 2012, 08:36:08 pm
I tried the demo a bit.  It really needs a mouse sensitivity option!  I could barely turn.  :)
Title: Re: 3079
Post by: phr00t on January 28, 2012, 08:43:47 pm
I tried the demo a bit.  It really needs a mouse sensitivity option!  I could barely turn.  :)

You will be happy to know there *is* a mouse sensitivity option :D Try pressing Page UP/DOWN during the game (this is explained in the in-game F1 help).
Title: Re: 3079
Post by: Flying Dice on January 28, 2012, 08:54:14 pm
I'm enjoying this more and more as I continue playing. One note: Do you have any plans to address the player clipping into friendly NPCs (especially after exiting a dialogue/trade)?

Also, I ran across what looks like a bug: I accepted a quest to kill a capital ship, and happened to kill a Neander trader on the way there, which triggered the quest complete text and sound, as well as depositing the reward in my inventory.
Title: Re: 3079
Post by: phr00t on January 28, 2012, 08:56:54 pm
I'm enjoying this more and more as I continue playing. One note: Do you have any plans to address the player clipping into friendly NPCs (especially after exiting a dialogue/trade)?

Also, I ran across what looks like a bug: I accepted a quest to kill a capital ship, and happened to kill a Neander trader on the way there, which triggered the quest complete text and sound, as well as depositing the reward in my inventory.

What version are you playing, v2.5.3b or something older? If v2.5.3b, did you notice a difference in player clipping with friendly NPCs compared to previous versions?

That sounds like a bug :o I will look at it.. thanks for the report.
Title: Re: 3079
Post by: Flying Dice on January 28, 2012, 08:58:40 pm
I'm enjoying this more and more as I continue playing. One note: Do you have any plans to address the player clipping into friendly NPCs (especially after exiting a dialogue/trade)?

Also, I ran across what looks like a bug: I accepted a quest to kill a capital ship, and happened to kill a Neander trader on the way there, which triggered the quest complete text and sound, as well as depositing the reward in my inventory.

What version are you playing, v2.5.3b or something older? If v2.5.3b, did you notice a difference in player clipping with friendly NPCs compared to previous versions?

That sounds like a bug :o I will look at it.. thanks for the report.

I'm playing v2.5.3b, and it isn't any more noticable than it was when I first started playing, or when I played the demo a while back. It just tends to pop up every now and then.

I'll go back and try to replicate the quest bug later tonight as well.
Title: Re: 3079
Post by: phr00t on February 01, 2012, 10:05:37 pm
Hey all,

3079 is growing pretty quickly, so I'm trying to consolidate & organize communication with my fans/supporters by making a central, official new forum:

http://www.indiedb.com/games/3079/forum (http://www.indiedb.com/games/3079/forum)

I'll be checking there for ideas and more, so please check it out -- thanks!

- Phr00t
Title: Re: 3079
Post by: manu1591 on February 02, 2012, 05:49:56 pm
Instantly crash as soon as I launch the game :
3079 crash, woops error...
Have to turn of advanced graphix but crashes before I can even reach main menu
Is there any possible fix for this?
Title: Re: 3079
Post by: phr00t on February 02, 2012, 06:58:50 pm
Instantly crash as soon as I launch the game :
3079 crash, woops error...
Have to turn of advanced graphix but crashes before I can even reach main menu
Is there any possible fix for this?

Hrm.. what is the rest of that error message say? Can you take a screenshot?
Title: Re: 3079
Post by: manu1591 on February 03, 2012, 06:02:52 pm
http://imageshack.us/photo/my-images/190/crashze.jpg/ (http://imageshack.us/photo/my-images/190/crashze.jpg/)
Title: Re: 3079
Post by: phr00t on February 05, 2012, 08:27:29 am
Hrm.. are you running as a very restricted user? For some reason, my game can't access your registry to save Java preferences.  :-\
Title: Re: 3079
Post by: manu1591 on February 06, 2012, 09:33:37 am
running as the only user, even if I use ''Run as Administrator" it won't work btw
nothing buggy about my java to, updated it reinstalled it etc...
Title: Re: 3079
Post by: phr00t on February 10, 2012, 04:08:23 pm
v2.7.9b is out! Finally got around to Deon's awesome idea of having weapon trails and they look very good!

Big things are also music, dedicated servers and limb-specific damage effects.

* Music! Different music for questing, wandering and fighting with smooth transitions
* Projectile/bullet trails: smoke trails for rockets & grenades, energy trails for others
* Dedicated server run via command line with java: java -jar 3079.exe --server [name] [population count]
* Limb damage effects: high-damage shots in the legs slow target, arms cause bad accuracy
* Items now show their individual weights in inventory
* Fixed bugs that caused weight inconsistencies
* Fixed a bug that caused weight to not be updated when buying / taking something from storage
* Reduced overall resale value of items
* Removed "resale" penalty from gems, making them worth more
* New fist graphics
* Limited the rate at which you can get free items at the end of the game
* Characters now will have a maximum leg count of 4
* New HUD indicator to notify player of current effects
* Grenades are no longer perfect cubes
* Grappling hook doesn't shake you anymore when reaching the hook point
* Minor changes to performance and memory management

Thanks guys for your support and suggestions!

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: Flying Dice on February 10, 2012, 07:25:44 pm
* Items now show their individual weights in inventory

Thank you! <3
Title: Re: 3079
Post by: phr00t on February 18, 2012, 05:37:34 pm
v2.8.13b is out!

Lots of multiplayer fixes, new textures, better AI & fixes  :D

(http://media.desura.com/cache/images/games/1/17/16438/thumb_940x3000/ss77.png)

* Many multiplayer fixes: disconnects & chunk loading problems should be all fixed!
* Fixed the "Multiplayer Servers" link on my homepage -- much easier to find servers!
* All new character textures: new Neanders, Humoids, Ships & Demons! Thanks to Urcheon from Desura
* Improved AI: characters will now follow and jump more intelligently
* Performance improvements
* Fixed a bug that allowed you to stack items on top of each other in storage
* Character heads now pivot correctly at the neck when looking up or down
* Humoids now always have 2 legs, Neanders have 4
* Added more help and tips at the start of the game, especially for first-time players
* Maximum grappling hook and antigrav device support is now shown in inventory
* Characters should no longer spawn on top of each other
* "Action" key now closes the storage screen in addition to opening it
* Fixed a crash when a remote player uses a grappling hook on a demon in multiplayer
* Added an option to the dedicated server to specify the directory to save chunk data
* Dedicated server now can run without any graphical interface correctly

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: forsaken1111 on February 18, 2012, 05:40:50 pm
Wow this is really coming along! I'll grab it again and give it a run tonight. Looking much more polished.
Title: Re: 3079
Post by: Flying Dice on February 18, 2012, 06:06:08 pm
Wow this is really coming along! I'll grab it again and give it a run tonight. Looking much more polished.
^

I'll be giving it another play tonight as well, if I can break away from my traditional Saturday night Toonami Aftermath + CS:S binge.
Title: Re: 3079
Post by: phr00t on February 18, 2012, 06:08:59 pm
Wow this is really coming along! I'll grab it again and give it a run tonight. Looking much more polished.

Quote
I'll be giving it another play tonight as well, if I can break away from my traditional Saturday night Toonami Aftermath + CS:S binge.

Thanks guys :) I put lots of work into this release, since there is a "big event" coming next week for 3079 :P I want the game to just "feel" more polished. I hope you enjoy it more this time around  ;D
Title: Re: 3079
Post by: phr00t on February 18, 2012, 08:35:05 pm
New trailer up!

http://www.youtube.com/watch?v=i49Q3t4zGss (http://www.youtube.com/watch?v=i49Q3t4zGss)
Title: Re: 3079
Post by: DrPoo on February 19, 2012, 11:47:33 am
I suddenly had an idea, the same weapons graphics gets boring in the long run.
I suggest: Procedurally Generated Weapons graphics!

It would be easy, all you need to do is vary a bit on the size of the different parts, snipers and other long range things would have long slender barrels and a large.. uhh "main" part, and maybe a scope, while launchers would have thick and short barrels and a very huge.. uhh "main part", pistols would generally be short and have slender barrels of varying short lengths.

Different colours too. Any hope of any crafting? I mean, can i upgrade weapons yet?
Title: Re: 3079
Post by: phr00t on February 19, 2012, 02:29:06 pm
I suddenly had an idea, the same weapons graphics gets boring in the long run.
I suggest: Procedurally Generated Weapons graphics!

It would be easy, all you need to do is vary a bit on the size of the different parts, snipers and other long range things would have long slender barrels and a large.. uhh "main" part, and maybe a scope, while launchers would have thick and short barrels and a very huge.. uhh "main part", pistols would generally be short and have slender barrels of varying short lengths.

Different colours too. Any hope of any crafting? I mean, can i upgrade weapons yet?

This is a cool idea that has been requested a few times. I can totally do it too, but the sticking point has been getting the weapon pieces. I ultimately want to have 3D weapons, and when I get that working, it should be easier to "piece" things together.

You can currently upgrade weapons by using your "Engineering" skill to put components into items (like weapons).
Title: Re: 3079
Post by: hemmingjay on February 19, 2012, 02:36:39 pm
phr00t,
I am absolutely blown away with how much you have already achieved and in my humble opinion you are nearing the level of polish to get your game on Steam. I know with Alex's help you can do it!
Title: Re: 3079
Post by: phr00t on February 19, 2012, 02:53:56 pm
phr00t,
I am absolutely blown away with how much you have already achieved and in my humble opinion you are nearing the level of polish to get your game on Steam. I know with Alex's help you can do it!

Thanks for the support :-) I'm hoping to approach Steam in a month or so.. the "big" event happening this coming week for 3079 should help  ;D
Title: Re: 3079
Post by: hemmingjay on February 20, 2012, 11:02:37 am
So instead of finishing the enormous workload I have, I played the hell out of 3079 for the first time in almost 30 days. I can't express how much better the game is. The balance is finally making a lot of sense. It seems to me that drops and vendor items are automatically your level now, which is, if true, a massive improvement.

Would you consider adding a high quality title screen/graphic before the game loads. It's little things like this that the guys at Steam look for when evaluating their version of quality.

A couple of issues I am having with the current version:
Friendlies attacking each other. I don't know if this is intended, but one will sit still while the other keeps shooting him.
Played for 2 hours without finding a demon smiter. maybe this is just bad luck?
No grappling hook found either.

All of that aside, personally it is now in my top 3 favorite games in any category!

Thanks phr00t!
Title: Re: 3079
Post by: DrPoo on February 20, 2012, 12:30:56 pm
Hmm i redownloaded your game recently, i love it now, its much more atmospheric. Made me think how it would be if there were caverns with even more WRECKYOURSTUFF and SPESSBEAR kInda creatures, very rare gems wich immense powers(could be crafted into custom batteries capable of storing a truckload of energy, or make powerful staff energy weapons), remains of very advanced underground civilisations and secret bases full of robots and stuff.
Title: Re: 3079
Post by: phr00t on February 20, 2012, 04:59:16 pm
So instead of finishing the enormous workload I have, I played the hell out of 3079 for the first time in almost 30 days. I can't express how much better the game is. The balance is finally making a lot of sense. It seems to me that drops and vendor items are automatically your level now, which is, if true, a massive improvement.

Would you consider adding a high quality title screen/graphic before the game loads. It's little things like this that the guys at Steam look for when evaluating their version of quality.

A couple of issues I am having with the current version:
Friendlies attacking each other. I don't know if this is intended, but one will sit still while the other keeps shooting him.
Played for 2 hours without finding a demon smiter. maybe this is just bad luck?
No grappling hook found either.

All of that aside, personally it is now in my top 3 favorite games in any category!

Thanks phr00t!

Glad you gave it another run and saw improvements!  :D

Hrm... I think the game loads into the main menu pretty quickly, where the high-quality logo is shown. How long does it take for the game to load for you?

The friendlies attacking each other is likely due to a friendly accidentally shooting another, then the other friendly gets pissed, and attacks back. However, this does end up causing some weird situations, so I can just make AI characters never engage friendly characters.

You only get Demon Smiters from completing quests. You can't find random Demon Smiters elsewhere.. they are only quest rewards. However, I would blame "bad luck" for not finding a grappling hook! Very odd to go that long without seeing one, especially if you are searching buildings and trading with merchants.

Hmm i redownloaded your game recently, i love it now, its much more atmospheric. Made me think how it would be if there were caverns with even more WRECKYOURSTUFF and SPESSBEAR kInda creatures, very rare gems wich immense powers(could be crafted into custom batteries capable of storing a truckload of energy, or make powerful staff energy weapons), remains of very advanced underground civilisations and secret bases full of robots and stuff.

Well you just have tons of ideas  ;D I do want to add caverns with new creatures underground, and I plan on it. I have a few more things I want to add to the above-ground area first, though..   :)
Title: Re: 3079
Post by: hemmingjay on February 20, 2012, 05:06:50 pm
The game loads in less than a second for me, so I have never seen a loading screen.

I finally found grappling hooks(too many now, lol) after lvl 5.

The problem with friendlies shooting each other is that I can't count on their support in firefights because of this. Does AI have Line of Sight logic? If so, just make a friendly unit break LOS and they won't fire upon each other. That would also make it so they would conserve energy for the real fight.

Is there a way to recruit friendlies to fight with me?
Title: Re: 3079
Post by: phr00t on February 20, 2012, 05:45:43 pm
The game loads in less than a second for me, so I have never seen a loading screen.

I finally found grappling hooks(too many now, lol) after lvl 5.

The problem with friendlies shooting each other is that I can't count on their support in firefights because of this. Does AI have Line of Sight logic? If so, just make a friendly unit break LOS and they won't fire upon each other. That would also make it so they would conserve energy for the real fight.

Is there a way to recruit friendlies to fight with me?

I'm working on fixing the friendly vs. friendly thing now.

Yup, you can recruit friendlies by requesting they "Follow" you with the F key.
Title: Re: 3079
Post by: hemmingjay on February 20, 2012, 06:14:24 pm
double thanks!
Title: Re: 3079
Post by: phr00t on February 23, 2012, 12:47:43 pm
3079 is now up on Indie Royale for cheap! Thank you for all your support:

http://www.indieroyale.com/ (http://www.indieroyale.com/)
Title: Re: 3079
Post by: Aklyon on February 23, 2012, 02:53:23 pm
Watching this.
Title: Re: 3079
Post by: DrPoo on February 23, 2012, 03:17:40 pm
3079 is now up on Indie Royale for cheap! Thank you for all your support:

http://www.indieroyale.com/ (http://www.indieroyale.com/)

Title: Re: 3079
Post by: freeformschooler on February 23, 2012, 08:22:41 pm
I got a question on this game: when a demon starts pulling you towards it, how do you escape? Because I will start being pulled then be insta-killed.
Title: Re: 3079
Post by: hemmingjay on February 23, 2012, 11:19:54 pm
Just keep running and jumping away from him and hope you aren't carrying too much weight. Try and keep objects between you and it, just get over a hill or mountain and then just keep running until it's just a bad memory.

Now do some quests until you get the demon slayer of lvl 3 or higher and some decent armor and make those demons your bitch. Rinse. Repeat.
Title: Re: 3079
Post by: phr00t on February 25, 2012, 11:01:43 pm
v2.9.1b is out! Desura may take a bit for it to be authorized.

I've added Humoid and Neander "cities", created just one "interaction" key, fixed some textures & tweaked some stuff. You may notice odd biome behavior for terrain already generated due to the new biomes (and I also had to shift biome "centers" so you could start in a friendly Humoid city).

Complete changes:
* Humoid and Neander cities/complexes now implemented!
* You will now start right above (and wake up in) a friendly Humoid city/complex
* Combined keys into one "interaction" key to talk with leaders, merchants & toggle doors
* Many updated textures: trees, dirt, buildings, grass, storage etc.
* Friendly characters should no longer attack each other when fighting in a group
* Reduced the number of free, random items found in buildings
* The server name you are trying to connect to is now trimmed of extra spaces
* Increased the demo time limit a bit
* Mining drill now destroys all soft terrain in addition to rocks
* Corrupted items with no graphics will no longer cause a crash, but an "error" item instead
* Changes to how items store data, which should help multiplayer network performance
* Followers don't cause other characters to auto-follow you anymore
* Followers don't disappear after death now

I hope to get started on the mini-fighters and fix a few bugs for the next release. Biggest bugs I want to fix are the collision boxes on the characters vs terrain & performance on slower graphics cards (Intel HD cards).

Thanks guys!
@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: Aklyon on February 26, 2012, 12:51:45 am
Better performance on Intel HD graphics would be much appreciated indeed.
Title: Re: 3079
Post by: phr00t on February 26, 2012, 10:24:21 am
I'm downloading the demo to see what it's like.

I'll give some feedback later.

I managed to talk to one of the leaders.
now what do I do?


EDIT: wow... short demo...

picked up some boxes, equipped one, demo ends

I didn't realyl get any first impressions because I got to do nothing.

Did you get to leave the base at all? Did you try starting a new game?
Title: Re: 3079
Post by: phr00t on February 26, 2012, 10:53:38 am
I'm downloading the demo to see what it's like.

I'll give some feedback later.

I managed to talk to one of the leaders.
now what do I do?


EDIT: wow... short demo...

picked up some boxes, equipped one, demo ends

I didn't realyl get any first impressions because I got to do nothing.

Did you get to leave the base at all? Did you try starting a new game?
I didn't leave the base.

nor could I find out how to get past the objective of ;do quests to get the demonslayer' or something.

You can't quest in the demo version to get past that objective... Now that I have you start in a friendly base, action is much father away. I will have to extend the time limit some more because of this. In the meantime, start a new game and find a merchant, then head outside the base to see some action.
Title: Re: 3079
Post by: justinlee999 on February 26, 2012, 11:29:54 am
Reposting this again since it's actually more relevant here:
Hey guys, I got this tweet from Indie Royale:

"@phr00t_ Actually, we _will_ be updating the version in the Indie Royale back end/key page every time there's a new version"

Looks like you can get your updates from Indie Royale.. not sure how, but they claim you can!

Thanks guys for your support! I just uploaded a new version of 3079 and I'm planning the next release!
I must say I'm enjoying your new version with complexes!

But I think it's better if you set the quest accept to "E" and "F2" to decline, I might accidentally press E even though I want to accept the quest. If the player accidentally accepts the quest when he doesn't want to, he can always cancel it, but you can't undo your mistake if you decline the quest.
Title: Re: 3079
Post by: phr00t on February 26, 2012, 03:13:51 pm
Reposting this again since it's actually more relevant here:
Hey guys, I got this tweet from Indie Royale:

"@phr00t_ Actually, we _will_ be updating the version in the Indie Royale back end/key page every time there's a new version"

Looks like you can get your updates from Indie Royale.. not sure how, but they claim you can!

Thanks guys for your support! I just uploaded a new version of 3079 and I'm planning the next release!
I must say I'm enjoying your new version with complexes!

But I think it's better if you set the quest accept to "E" and "F2" to decline, I might accidentally press E even though I want to accept the quest. If the player accidentally accepts the quest when he doesn't want to, he can always cancel it, but you can't undo your mistake if you decline the quest.

Hhhhrrrmmm.. The action key brings up and closes other stuff without performing any action, also like the ESC key that uses the F2 as confirmation. If I made the E key accept, it would be kinda inconsistent :-\
Title: Re: 3079
Post by: Geen on February 26, 2012, 03:47:47 pm
It's a good game with good concept, but the graphics...  :-\
It's kinda grotesque looking.
Title: Re: 3079
Post by: freeformschooler on February 26, 2012, 08:11:54 pm
I like the graphics. The paper-thin texture-on-plane holdables are a little strange, though, and the only major inconsistency I've noticed. Minecraft solved this by widening them.
Title: Re: 3079
Post by: phr00t on February 27, 2012, 08:44:40 am
I like the graphics. The paper-thin texture-on-plane holdables are a little strange, though, and the only major inconsistency I've noticed. Minecraft solved this by widening them.

I do plan on widening my graphics too, I hope to even have customizable weapons where you can swap weapon parts in and out, to even change it visually :)
Title: Re: 3079
Post by: chaoticag on February 27, 2012, 09:15:21 am
I think I'm having some issues here playing this with my videocard. Nvidia automatically switches it to my integrated graphics card, but when I set it to use my Nvidia card through the control panel thing, I get about the same results. Inconsistent performance, but my RAM and CPU aren't operating anywhere near full capacity. (The card I'm using is the Nvidia GeForce GT 540M)
Title: Re: 3079
Post by: Meta on February 27, 2012, 09:54:52 am
I played it yesterday for some hours. I really liked it, especially the musics! :D

Some thoughts:
-I still think the hook/jetpack level-linked usability is really a pain in the ass. It's illogical and useless, especially as all other items can still be used even if I out-level them.
-Same goes for Demon smiters levels. Don't render them useless, just point at the player that he's doing less damage to higher level demons as, for example, they could have a thicker skin.
-The player level system is weird but original. Finding the wrong item at the wrong time can lead to an unwanted spike in difficulty.
-A DPS or damage-per-energy indicator for weapons could be a nice addition.
-There's no incentive to explore the world. It's sad. It was easier to wait for demon attacks in the first humoid complex I was in.
-Is there a light item? Nights are dark.
-How does the mining skill work? How can I mine stone? I'm lost.
-To resume, this game obviously needs a tutorial.
Title: Re: 3079
Post by: phr00t on February 27, 2012, 10:18:26 am
I played it yesterday for some hours. I really liked it, especially the musics! :D

Some thoughts:
-I still think the hook/jetpack level-linked usability is really a pain in the ass. It's illogical and useless, especially as all other items can still be used even if I out-level them.
-Same goes for Demon smiters levels. Don't render them useless, just point at the player that he's doing less damage to higher level demons as, for example, they could have a thicker skin.
-The player level system is weird but original. Finding the wrong item at the wrong time can lead to an unwanted spike in difficulty.
-A DPS or damage-per-energy indicator for weapons could be a nice addition.
-There's no incentive to explore the world. It's sad. It was easier to wait for demon attacks in the first humoid complex I was in.
-Is there a light item? Nights are dark.
-How does the mining skill work? How can I mine stone? I'm lost.
-To resume, this game obviously needs a tutorial.

Glad you are enjoying it, even though you have some pointed criticisms  ;)

1) The hook/antigrav pack are not level-linked anymore. They are weight-linked, which is much more logical. You need a higher level hook/antigrav device to support more weight.
2) This is a decent idea for the Demon Smiters.
3) The game's difficulty is not determined by your level, but how far you are from the starting point. Finding high level items will only help you :)
4) Also a good idea (DPS thingy)
5) Finding new, better items and areas are not an incentive? Also, killing higher level Demons in the demon uprising will reduce the influence meter quicker.
6) Night-vision goggles are on the to-do list!
7) Try mining rocks, or rocks with gems in them. You will get gems to sell -- higher level mining skill (and mining item) will get you better gems.
8) More help is on the to-do list, but there are videos, a wiki, a game guide on my website, and a "Quick Help" on the main menu, and finally an in-game F1 help screen for now.
Title: Re: 3079
Post by: Meta on February 27, 2012, 10:52:40 am
Oh! Thank you for the enlightenment! :)

1. An indication of the supported weight is then a must-have! (if already in-game, I may have miss it)
3. That explains that.
5. Good to know!
7. I tried it, but it didn't work. I may have try on wrong rocks.
8. For now an upgrade of the game guide (that I did read!) could be enough. I'm not a good enough English writer to try to upgrade the wiki.
Title: Re: 3079
Post by: phr00t on February 27, 2012, 11:11:29 am
Oh! Thank you for the enlightenment! :)

1. An indication of the supported weight is then a must-have! (if already in-game, I may have miss it)
3. That explains that.
5. Good to know!
7. I tried it, but it didn't work. I may have try on wrong rocks.
8. For now an upgrade of the game guide (that I did read!) could be enough. I'm not a good enough English writer to try to upgrade the wiki.

You're welcome!

1. It is there :) If you hover over the hook/antigrav device in the inventory, it will be shown!
7. You get gems relatively rarely on normal rock blocks, since there are lots of rocks. The best place to find gems is in deeper caves with visible gems in the rocks.
8. Yeah, those guides could use some work, just so much coding to do!
Title: Re: 3079
Post by: phr00t on February 27, 2012, 03:36:19 pm
OK, I think I have a potential solution for people with slower video cards WITHOUT limiting draw distance (because that is no fun!)

I'd like someone with either an Intel HD card, or someone else having sluggish video performance, to send me an e-mail: phr00t [at] gmail doooot com :) I can give you a development version to compare performance.

Thanks!

EDIT: I got testers now, yay!  :D
Title: Re: 3079
Post by: Infuriated on February 28, 2012, 12:45:00 am
Wow! I bought the game awhile ago (probably not more than 2 months ago) and played it a bit, and kinda forgot about it and just tried it again. So many improvements! The game looks and plays a lot better, I'm pretty hooked now.

Small question, when the construction tools run out of material are they pretty much useless or is there a way to reload them?
Title: Re: 3079
Post by: Meta on February 28, 2012, 04:54:26 am
@Infuriated
I was wondering the same thing, but I found the solution: find a merchant, talk to him, then right-click on your items you want to recharge.
Title: Re: 3079
Post by: phr00t on March 03, 2012, 04:00:51 pm
v2.10.6b out!  :D

Working on getting these nifty mini-fighters into 3079 (designed by Urcheon from Desura):

(http://i.imgur.com/SeuOa.png)

* Mini fighters "Work in Progress": Buggy in multiplayer, missing cockpit graphics etc.
* Huge 3D performance improvements: Intel HD cards should work much better now!
* Character collision problems / getting stuck in buildings should be fixed
* More polished & detailed textures from Urcheon -- thanks!
* Characters will no longer auto-follow you in multiplayer
* Fixed underwater textures
* Fixed a few rare crashes, some that only affected servers
* Fixed a bug that caused some projectiles to not show up in multiplayer games
* Fixed grappling hooks from not disappearing in multiplayer games
* Added password protection options for servers
* Added banning ability for servers
* Made explosions a bit quieter
* Extended the demo time period by 30%
* Made the sniper rifle require a bit more energy to fire
* /history now shows a chat log that can be toggled with the ~ (tilde) key
* Fixed a bug that made quest item names not appear in a quest description
* Using /goto or /home now disconnects you from a grappling hook
* Tweaked some logic in the "protection" quest to try and resolve a bug report
* Other more minor performance and bandwidth improvements

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: hemmingjay on March 03, 2012, 06:43:51 pm
OMG! Will the battleships have similar graphics? What a jump in evolution! Great work!
Title: Re: 3079
Post by: phr00t on March 03, 2012, 09:06:59 pm
OMG! Will the battleships have similar graphics? What a jump in evolution! Great work!

Urcheon made some battleship graphics already -- I doubt he is going to re-do them :P But I agree these do look awesome :)
Title: Re: 3079
Post by: DrPoo on March 04, 2012, 04:32:42 pm
We need forgotten beasts in theese games.. BE AWARE OF ITS DEADLY DUST!
Title: Re: 3079
Post by: hemmingjay on March 04, 2012, 05:31:23 pm
When can we expect the latest version on Desura?


We need forgotten beasts in theese games.. BE AWARE OF ITS DEADLY DUST!

I agree, but the trolls are already ridiculous inferring that this game wasn't original enough. Just to clarify, this game IS completely different from any other game, including 3059, 3069 and of course 3089.
Title: Re: 3079
Post by: phr00t on March 05, 2012, 06:48:02 pm
The latest version should be up and available on Desura now -- I'm already working on the next release! :)
Title: Re: 3079
Post by: hemmingjay on March 05, 2012, 08:12:57 pm
For whatever reason, Desura wasn't showing that there was a new version until I quit it and restarted it.


On a more important note, you deserve a better rating on Desura. 8.7 just won't do!
Title: Re: 3079
Post by: SirHoder on March 06, 2012, 11:35:05 am
Got this game via the Indie Bundle, and after spending a large portion of yesterday playing, I thought I'd drop in with my initial impressions while they were still fresh in my mind..

First off, loved the music and art style.  I found myself drawn into the usual "get better gun, go kill alien, get even betterer gun" cycle while exploring around the initial town without feeling like I was grinding.  Exploring was fun, even though I didn't end up traveling out very far (max level of gear I had before endgame was 3).

On the needs improvement side of things, the ending came as a bit of a surprise.  Could just be because the game is in development, but the pacing of the game came to a standstill.  So, here's what I ran into at that point of the game... (spoilers to avoid ruining peoples surprise if they haven't played that far yet)
Spoiler (click to show/hide)

General things that I considered "issues" would be...
Spoiler (click to show/hide)

And a couple of things for my wish list...
Spoiler (click to show/hide)

All in all, the game is looking great, I was quite surprised by how polished it felt.  Keep up the good work, I am now looking forward to see what you come up with next!
Title: Re: 3079
Post by: phr00t on March 06, 2012, 06:48:55 pm
Thanks SirHoder, great list of suggestions.

I do plan on extending the story and flushing it out, but it has kinda taken a back seat to bug fixes, new features and balancing tweaks. I do plan on getting to it.

The items despawned because you became too far away from them... I'm going to have to find a better solution for this, I don't want people losing all of their items  :-\

The ESC key thing is fixed in the upcoming version :)

I also fixed the storage cost bug, thanks for the report!

The doors should spawn as unlocked if you previously locked them... unlocking them replaces the blocks with unlocked doors, so they shouldn't go back to being locked  :-\

I fixed the mini-fighters-in-buildings bug too  :)

Lots of your other ideas are cool, on the to-do list, or already fixed (elevator building, restarting a world with an existing player, map/radar tool etc.)

Hope to have another release this weekend!
Title: Re: 3079
Post by: freeformschooler on March 06, 2012, 06:59:26 pm
If I may suggest something as I was reading through and it was brought up by a different person (on the official forum I think):

Is it possible you could change the ticking distance label above target things (lost items, quest targets) to say something more than just the number? I was very confused for the first while that I played 3079 as I thought that it was a timer counting down as I ran to the target, and I would always just make it :P

My suggestion is maybe add a word to it like "Distance: 176" or something. I wouldn't want to make it too long or distracting, just less unclear.
Title: Re: 3079
Post by: SirHoder on March 06, 2012, 08:06:26 pm
It sounds like you have this well in hand Phr00t  :)

An additional (low priority) feature request then,  some way to determine the "level" of area you're in (an overlay on the future map perhaps).  My current character is randomly wandering in circles within a level 4-7 area.  I'd like to determine which way to head for a higher level quest giver (my lev 4 demon smiter needs an upgrade)

And while I'm spouting random suggestions :P 

Shift-Click for quick buy/sell/storage.
A larger item pick up area (probably 1.5 - 2x the current), seems to be tricky to pick up stuff next to a sloped tile.
Dirt tile for the constructor, let us patch up some of those bomb craters.
Title: Re: 3079
Post by: phr00t on March 06, 2012, 08:23:43 pm
It sounds like you have this well in hand Phr00t  :)

An additional (low priority) feature request then,  some way to determine the "level" of area you're in (an overlay on the future map perhaps).  My current character is randomly wandering in circles within a level 4-7 area.  I'd like to determine which way to head for a higher level quest giver (my lev 4 demon smiter needs an upgrade)

I've got some command line options that might help for now: /location to see your current area's level, and /compass to know where you are heading. If you just walk in one direction, you'll eventually start going up in levels. I do plan on adding a radar / map system!
Title: Re: 3079
Post by: ductape on March 06, 2012, 10:40:50 pm
not sure i get it. I went to the planet and looked for a leader, but walking was painfully slow and i wandered kinda aimlessly around empty buildings. It turned night and suddenly everyone wanted to kill me, even the merchants. Gave up due to slow movement and lack of fun-having.

Any tips to enjoy it more since people seem to be enjoying this? I am sure I missed something.
Title: Re: 3079
Post by: phr00t on March 06, 2012, 10:45:13 pm
not sure i get it. I went to the planet and looked for a leader, but walking was painfully slow and i wandered kinda aimlessly around empty buildings. It turned night and suddenly everyone wanted to kill me, even the merchants. Gave up due to slow movement and lack of fun-having.

Any tips to enjoy it more since people seem to be enjoying this? I am sure I missed something.

What kind of graphics card do you have? The slow walking has generally been due to slow graphics acceleration...

Also, did you try going in buildings to look for leaders? They are often found in there.. and you must have attacked some Humoids to turn them against you.
Title: Re: 3079
Post by: ductape on March 06, 2012, 11:03:02 pm
not sure i get it. I went to the planet and looked for a leader, but walking was painfully slow and i wandered kinda aimlessly around empty buildings. It turned night and suddenly everyone wanted to kill me, even the merchants. Gave up due to slow movement and lack of fun-having.

Any tips to enjoy it more since people seem to be enjoying this? I am sure I missed something.

What kind of graphics card do you have? The slow walking has generally been due to slow graphics acceleration...

Also, did you try going in buildings to look for leaders? They are often found in there.. and you must have attacked some Humoids to turn them against you.

sadly I have a laptop with integated intel crap-card. And yes, I think i punched a merchant because I didnt read the controls thoroughly. I died in that fight and I guess I assumed I was forgiven like in most games these days...now I know thats not how it goes.

I'll try again, this time no punching and make double sure i'm on the lowest of all settings.
Title: Re: 3079
Post by: dylanwalsh on March 07, 2012, 01:20:47 am
I added more badges to the wiki to encouage editing!
if you are stuck check out http://3079game.wikia.com/wiki/3079game_Wiki (http://3079game.wikia.com/wiki/3079game_Wiki)
Title: Re: 3079
Post by: phr00t on March 07, 2012, 01:59:22 pm
not sure i get it. I went to the planet and looked for a leader, but walking was painfully slow and i wandered kinda aimlessly around empty buildings. It turned night and suddenly everyone wanted to kill me, even the merchants. Gave up due to slow movement and lack of fun-having.

Any tips to enjoy it more since people seem to be enjoying this? I am sure I missed something.

What kind of graphics card do you have? The slow walking has generally been due to slow graphics acceleration...

Also, did you try going in buildings to look for leaders? They are often found in there.. and you must have attacked some Humoids to turn them against you.

sadly I have a laptop with integated intel crap-card. And yes, I think i punched a merchant because I didnt read the controls thoroughly. I died in that fight and I guess I assumed I was forgiven like in most games these days...now I know thats not how it goes.

I'll try again, this time no punching and make double sure i'm on the lowest of all settings.

Let me know if the lowest settings helps... I am adding an even lower "Very Basic" setting in the next release that also cuts down the draw distance.

I'm also going to make your starting faction more friendly with the Humoids, which should allow a little more forgiveness for new players.

I added more badges to the wiki to encouage editing!
if you are stuck check out http://3079game.wikia.com/wiki/3079game_Wiki (http://3079game.wikia.com/wiki/3079game_Wiki)

Thanks man :)
Title: Re: 3079
Post by: phr00t on March 08, 2012, 03:41:20 pm
GonzoDark is doing a giveaway of the Alpha IndieRoyale bundle, including 3079, here:

http://www.desura.com/games/3079/forum/thread/win-a-copy-of-3079 (http://www.desura.com/games/3079/forum/thread/win-a-copy-of-3079)

Just have to post something you like about 3079 in the forum and you will be entered!
Title: Re: 3079
Post by: phr00t on March 10, 2012, 04:38:26 pm
Hey all,

3079 has been updated to v2.11.10b

LOTS of stuff in this update. First, I wanted to get the mini-ships completed. Urcheon made 3079 some sweet cockpit graphics, each for the different faction ships. Lots of multiplayer synchronization stuff was improved for the mini-ships & an afterburners feature was added. Turrets are now in, and they can be found in cities, faction-controlled forts and also constructed by players. To keep things balanced, you can only build 3 turrets, and they go away when you leave the area. Elevators can now be built, which should help with your sniper towers

(http://i.imgur.com/XgCQa.png)

I also implemented lots of request interface improvements, like having the escape key get rid of dialogs without showing the "exit game" message. I've also added options to delete games & restart games with previous characters.

(http://i.imgur.com/1fr6a.png)

What is next? I hope to find a solution for 3D weapons and get some new items added. I also have a few more loose ends in multiplayer to fix, like guys getting stuck in floors. 

Here is the complete list of changes:


If you purchased from BMT Micro -- you can get the update now! Just re-visit the download link you got from BMT Micro and re-install. Desura, IndieRoyale and GamersGate customers will have to wait for approval, but the updated version has been uploaded to all of these places.

Thank you again for your support!
- Jeremy (aka Phr00t)

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)
Title: Re: 3079
Post by: freeformschooler on March 10, 2012, 07:15:08 pm
Indeed it does. I'd play if anyone hosted but I'm not looking to host.
Title: Re: 3079
Post by: Heliman on March 10, 2012, 07:46:31 pm
Love the premise of the game, but it looks like it needs more work first.

Also, devs in the thread? crazy stuff man.
Title: Re: 3079
Post by: phr00t on March 10, 2012, 09:01:36 pm
There are a few servers being hosted for you guys to use:

http://www.desura.com/games/3079/forum/board/multiplayer-servers (http://www.desura.com/games/3079/forum/board/multiplayer-servers)
https://twitter.com/#!/search/realtime/%233079server%20hosted%20by%20want%20to%20play%203079%3F%203079.phr00t.com (https://twitter.com/#!/search/realtime/%233079server%20hosted%20by%20want%20to%20play%203079%3F%203079.phr00t.com)

... and Heliman, don't worry, work is being done to it!
Title: Re: 3079
Post by: justinlee999 on March 11, 2012, 07:12:56 am
Can you implement an antigrav pack icon into the HUD so that I can see whether I have it activated or not? Thanks. (I know it's redundant, but you'd be surprised how many times I forget that I have an antigrav pack on and walk around while my energy is stagnant.
Title: Re: 3079
Post by: Blaze on March 11, 2012, 07:55:18 am
Getting more errors, first the audio LWJL error that I mentioned months ago is still there. And again when I crashed a miniship and died, the game crashes whenever I try to respawn.

Music is off, graphics at very basic, nothing else changed.

Spoiler (click to show/hide)
Title: Re: 3079
Post by: phr00t on March 11, 2012, 09:38:48 am
@Blaze

Does the audio work for you, at least? I don't have control over LWJGL, but I did update it to 2.8.3 in this latest update.

About that crash -- have you tried starting a new player and crashing in a mini-ship? Do you still get the error? I'm thinking that character may have a corrupted "respawn point" saved in it...

Does the game run smoothly at "Very Basic"?

@justinlee999

I'll put that on the to-do list! For now, you won't make any footsteps and your weapon won't "bob" while using an antigrav device. Oh, and hitting space bar will make you fly up, instead of jump :)
Title: Re: 3079
Post by: Blaze on March 11, 2012, 10:26:58 am
The audio and music does work, it just crashes repeatedly whenever I try to load/start a game regardless of whether they're set to on or off.

The game *sometimes* runs smoothly, and then turns to crap whenever I try to move. Staying in an area for awhile makes it go away, so I'm guessing it's loading stuff or something. Hi effects, low effects, no effects, full rendering, low rendering, music on, music off, none of it seems to make a difference in the crashes or performance.

The respawn problem resolved itself, though it may happen again.

Edit: Oh, I suppose I should also add that the game often crashes when returning to the main menu. This has been prevalent through all versions I've played.
Title: Re: 3079
Post by: phr00t on March 17, 2012, 04:59:42 pm
Hey everyone,

3079 v2.12.12b is out!

Improving 3079's graphics was a priority for this release. All new 3D weapons, facial textures and high-resolution fonts have been added. I've also fixed a few graphical glitches, like the lines that appeared through concrete.

(http://media.desura.com/images/games/1/17/16438/lighting1.png)

I also added a highly requested feature -- radars! You can now buy these or find them as loot. They show lots of information, like faction via colors, and type via shapes (e.g. leaders are a star, ships and turrets are squares & merchants are dollar signs). I also made them very helpful in buildings, as radar plots will turn slightly transparent if they are on another floor (or just above or below you).

(http://media.desura.com/images/games/1/17/16438/building_radar.png)

I also fixed the nasty "missing chat messages" bug. I had to fix a network data corruption bug to fix the chat problem, so other strange, occasional multiplayer bugs may be fixed.

What is next? I'm thinking on adding night vision goggles and lengthening the single player campaign. I also want to take another look through the "Suggestion" forums to see what great ideas I should put in too :)

Here is the complete list of changes:
* 3D Weapons! No more paper-thin items when held!
* Radar item! Now you can use this item to plot nearby targets
* New high-resolution font
* New face textures from Urcheon
* Added another lower graphics setting for slower graphics cards
* Added configurable keybindings for console and chat logs
* Tweaked the cockpit images to give a little more perspective
* Fixed a multiplayer data corruption bug (which fixes the "missing chats" bug)
* Fixed a graphical glitch on concrete blocks
* Normalized the sounds further to give a more consistent listening experience
* Improved movement of network entities a bit
* "Start New World" option is now disabled when loading a player for multiplayer
* /goto now stops the player from trading with a merchant
* /goto now is limited by the distance you've traveled, not your level
* Fixed a bug that made everyone friendly when going to a "protect target" quest
* Improved resource usage by only initializing item graphics when needed
* Added dynamic network compression which should improve server CPU usage
* Simplified OpenGL shaders, which may fix the "black terrain" problem
* Open doors are no longer closed when loading a game
* Replaced the sniper sound with a new one
* Raised player name tags in multiplayer

You can get the update now if you are a BMT Micro customer. Otherwise, you will have to wait for Desura/IndieRoyale/GamersGate to approve the update, which has been uploaded...

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks guys :-)
Title: Re: 3079
Post by: freeformschooler on March 17, 2012, 05:07:39 pm
Wow, look at the difference in those weapons! Very nice.
Title: Re: 3079
Post by: phr00t on March 17, 2012, 05:53:53 pm
Wow, look at the difference in those weapons! Very nice.

Thanks man, I really appreciate it :) These weapons were overdue!
Title: Re: 3079
Post by: burningpet on March 17, 2012, 06:19:45 pm
A major improvement with those weapons!
Title: Re: 3079
Post by: DrPoo on March 18, 2012, 12:31:27 pm
Things are becoming better and better!

Could there be a fail scenario? As in you fail to destroy a specific object related to the demons, unleashing some kind of apocalyptic event, starting some kind of endgame where all your equipment fails and the world gets overrun by hellish creatures? Maybe a charging portal generator? You would like.. have a few IRL days to locate this demon stronghold and deactivate the portal generator.

When i mean equipment fail, no more charging, you would need to eat and drink to satisfy your needs, needing to build a shelter against the sky(radiation storms, meteors), people would turn mad(both factions are hostile to you, each others and individually within the faction) and the few remaining sane traders would push their prices skyward, quests would change to mainly being about getting water and food for the settlement.

Why cant i stop with the suggestions? :P


Oh i had my best game just before, i really love your game.
Title: Re: 3079
Post by: phr00t on March 24, 2012, 05:04:08 pm
Hey all,

Unfortunately, I got sick the first half of this week, so this update didn't turn out to be as big as I hoped. However, I instead turned this latest update into a much-needed bugfix & polishing update. Many nagging bugs and gameplay "holes" have now been resolved, which should result in a much more consistent and reliable gaming experience. Annoying things like losing all of your items on death, spawning in locked rooms, characters spawning in floors in multiplayer games & doors opening oddly should be things of the past.

This release isn't without some new features, though! I've added character dialogs -- you can now "interact" with normal, friendly guys & they will have something to say. I've also added "Damage Per Second" & "Energy Per Second" information to item descriptions.

I also plan on dropping the "BETA" label in a few weeks. I'm hoping with this bugfix release, bugs should be few and minor. I do still plan on adding new, cool features like hijacking, cave systems & custom weapons, of course!

Here are the complete list of changes:
* Dialog with characters! Normal guys now say something when interacted with
* You no longer drop items when dieing, which should resolve "lost all items" issues
* Added "Damage Per Second" and "Energy Per Second" to item descriptions
* Merchants will now properly respond to trade requests in multiplayer
* Doors will now open and close as expected (even bigger ones)
* Characters should no longer spawn in floors or walls in multiplayer
* Lights now should shine as expected past "chunk" edges
* Hopefully fixed a bug that caused item duplication with storage boxes and merchants
* Characters now will always drop 1 item, instead of sometimes 2
* Increased value of gems a bit more
* Further improved "chunk" building performance
* Fixed some radar plot coloring bugs
* Commands are now case-insensitive
* The "home waypoint" block now works in air
* First floors of buildings are no longer created locked (fixes "spawning in locked room")
* Fixed a bug that made grappling hooks not disappear when using a ship
* Grenades now bounce as expected when viewed remotely in multiplayer
* Mini-ships should no longer spawn on top of each other
* Explosions & hit "puffs" should no longer linger in multiplayer games
* Tweaked some networking code to improve bandwidth usage a bit

It is available now on BMT Micro, and should be up soon on Desura and GamersGate. I gave Desura a "heads up" yesterday, so they should be quicker on the updates!

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks all,
- Phr00t
Title: Re: 3079
Post by: BigD145 on March 24, 2012, 07:35:40 pm
Fastest Desura release yet.
Title: Re: 3079
Post by: phr00t on March 25, 2012, 07:03:01 am
Desura didn't like me Tweeting about how quickly people can get BMT Micro updates (well, because they can get them instantly) and saying Desura people have to wait (well, because they do). So, Desura told me to give them a "heads up" on when I plan on updating, so they can be ready. This is why the Desura update was quicker -- BMT Micro was still updated 6 hours earlier, but a much better improvement!
Title: 3079 updated to v2.14.10b
Post by: phr00t on March 30, 2012, 01:56:47 pm
Hey all,

Check out the new trailer @ http://www.youtube.com/watch?&v=cFyIyb7g26I

This update brings some much requested features to the table like night vision goggles, an extended storyline & ship hijacking. I also did some more playtesting, from start to finish, to tweak the gameplay mechanics and resolve bugs. This may be 3079's biggest update yet!

This will be the last "BETA" release -- I plan on dropping this label on April 7th, when the next update is planned. I'd like to gather all remaining known bugs and get them fixed, so 3079 can truly be called "stable". This means you will have about a week left to get 3079 at a reduced price ($8.99) -- when the game goes "stable", the price will be $12.49.

Here are the complete list of changes:
* Mini-ship hijacking! "Interact" with mini-ships to use your strength to attempt a hijack
* You can now grapple to mini-ships (and big ships) using the grappling hook
* Extended the main storyline (level 5 requirement on demon heads & new demon influence challenge)
* New item: night vision goggles! (with a new key mapping to toggle goggles)
* New textures, including a unique player texture for multiplayer games from Urcheon
* Made cities spawn more often
* Added item attribute percentages to better explain/compare bonuses
* Giant enemies now can crush you when very close
* Players now start games with a level 1 radar
* Melee weapons will now hit more accurately according to the crosshairs
* Demon Smiters now do "normal" damage to higher level Demons, instead of none
* Tweaked the difficulty scale (starting game is a bit easier, but gets harder quicker)
* Gave mini-ships a little more health
* Really fixed the bug that caused mini-ships to stack
* Fixed a bug that caused quest targets to be turrets
* Normal (non-merchant & non-leader) guys will sometimes spawn in city fort buildings now
* Fixed a bug that caused some key mappings to not save correctly
* Fixed demon head coloring in inventory
* Generators will now generate more energy
* The "effects" indicator will now properly display on loaded games
* Improved performance a bit with day/night changes
* Added in a "Detects Level: 1-X" for radars (and night visors) in their descriptions
* Fixed the "ESC" key at the end of the game
* Fixed the "player killed by" messages in multiplayer games to be more accurate
* Fixed a bug that caused rare crashes and other oddities with held items in multiplayer
* Reduced the energy bonus caused by using items until your energy runs out
* Radar plots will now be removed immediately on target death
* Effects will now be properly cleared after respawning from death
* Lowered turret health a bit
* Fixed a bug in damage calculation when using the mini-ship weapon

This update has already been approved on all distribution platforms, except GamersGate (it will be approved there shortly!)

@ http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks guys,
- Phr00t
Title: Re: 3079
Post by: hemmingjay on March 30, 2012, 02:18:16 pm
Wow! I hope you get a much needed break this summer after this epic project! I recommend anyone on the fence buy this game, it's well worth it.
Title: Re: 3079
Post by: Flying Dice on March 30, 2012, 11:29:37 pm
This just looks better and better every time I check back! Great job on the recent stufff; I need to go redownload now...
Title: Re: 3079
Post by: Deon on March 31, 2012, 02:07:42 pm
Wow phroot, fighters! I was always jealous looking at those ships in the sky... I wanted a vehicle too! This game becomes better and better. I am glad I could help with textures when it was in its infancy :).

By the way, I love creature skins. Are those Burningpet's?
Title: Re: 3079
Post by: phr00t on April 01, 2012, 10:35:10 am
Wow phroot, fighters! I was always jealous looking at those ships in the sky... I wanted a vehicle too! This game becomes better and better. I am glad I could help with textures when it was in its infancy :).

By the way, I love creature skins. Are those Burningpet's?

Those skins are Urcheon's (from Desura) -- he has done a great job on them :)

Thank you again for your help with the textures -- some of yours are still being used!
Title: 3079 v2.16 up!
Post by: phr00t on April 13, 2012, 09:11:39 pm
Hey all,

Since 3079 was made stable, it was time to get back to adding some fun new features. The biggest new feature in this release are maps. The maps act like a satellite uplink, showing you all of the explored terrain:

(http://gameguideworld.net/wp-content/uploads/2012/04/map1.png)

Other nifty new features are powerfully destructive satchel bombs, which can destroy practically all terrain and building exteriors. Construction tools got a "building points" increase: now they can be charged all the way up to 256 points (in 48-point increments). These two things combined should make for more building options!

Here are all the changes:
* Map system! Default "M" key toggles map, movement keys pan
* New destructible item: satchel bombs! They can destroy all terrain & building exteriors
* New controls to adjust sound effects and music volume independently
* Construction tool can now be charged up to 256 build points, in increments of 48
* Capital ships will no longer spawn over the starting city
* Capital ship weapons will now destroy terrain like satchel bombs
* Items should no longer spawn inside turrets
* Other blocks are now placed in buildings to give rooms more "character"
* Antigrav device will now be disabled and unusable when flying in a miniship
* You can no longer use /home and /goto commands while flying in a miniship
* "Protect target" quest timer will no longer count down if you are too far away from the target
* When protecting a target for a quest, the target will always accept a follow request
* Local IP address is now shown in addition to public IP when starting a server
* Made the starting Main Menu more space efficient
* Quests will now be generated a bit farther away
* Radar image was slightly improved

Homepage, with trailer & free demo: http://3079.phr00t.com/ (http://3079.phr00t.com/)

Thanks all!
- Jeremy
Title: Re: 3079
Post by: Sirian on September 30, 2012, 08:06:19 am
I played this, here's some feedback :

The game was very confusing at first. I couldn't locate anything and kept getting lost all the time, and died quickly every time i left the humoid city.

Then i looked up some guides, and soon i managed to play more efficiently.

Then i figured it out completely and it became way too easy :

-Energy can be easily raised to arbitrarily high values, here's how : use an antigrav device + nightvision googles + camouflage until your energy is 0, at which point your camouflage will stay on, preventing energy regen, and then spam V (nightvision googles), which doesnt reduce your HP but increases the energy stat very reliably. Using the built-in macro keys on my keyboard, i could raise my energy stat in the thousands in a matter of minutes. This makes all batteries and generators useless, and makes you very resilient as soon as you get an energy shield (because it will drain your energy instead of HP, and your energy will be so high that it will take a long time to go down). Also it means you can use your camouflage, your antigrav, your googles and your weapon without ever worrying about energy costs.

-Money becomes a non-factor as soon as you figure out how stealing works. You can get way more stuff by raiding an enemy base and stealing all their crap (and then killing them one by one) than by any other way (including quests, mining, trading, killing and exploration). Stealth has a naturally good synergy with stealing, and once again, as soon as you figure out how to raise you camouflage stat, it all becomes child's play. Swords are good enough that you can quickly become a merciless killing machine of stealth without even using the energy trick.

After that, it all becomes very repetitive very quickly. I soon stopped selling loot, since i never traded (the stuff you can get from a merchant is always 1 level lower than what you can get from stealing an enemy in the same area). Instead i discarded the loot i didn't need, so that i could keep using my antigrav. The only reason to do missions was to get Demon Smiters. Sometimes i couldnt get any, and sometimes i had like 5 missions in a row giving me lvl 10 Smiters.
Heck even getting Smiters was only useful if i wanted to progress the storyline (= end the game). I could have kept playing forever, raiding base after base of increasing level forever, except it eventually got boring. Since the level of the enemies scale to the level of the loot they give you, it's like you're doing the exact same thing all the time.

I wouldn't call this a bad game, it's decent entertainment and challenge while you figure out the mechanics, but it lacks variety to keep me playing for more than a few days.

Oh and sorry for the thread necro, but i wanted to give my opinion on the game and i wasn't going to open a new thread just for that.
Title: Re: 3079
Post by: alexpoysky on September 30, 2012, 08:22:58 am
http://www.bay12forums.com/smf/index.php?topic=117122.0

3079's sequel is about to launch with a kickstart.