This is FUCKING AWESOME
This is FUCKING AWESOME
I don't care what this project becomes, I want to play it. If only because of those beautiful terminals...You can, if you want to. I just uploaded a windows build here:
Are you doing both the graphics and the programming? Because it looks just beautiful.The textures+meshes are made by a really talented friend of mine, yeah. I'm programming the game itself (In C, with OpenGL for graphics) and cobble together the shaders.
Wait is that terminal just displayed on top of the scene or is it an actual texture that other players could see form the side and the like?The terminal with the text is part of the GUI, so other people can't see it. You can however click on the terminal yourself and get the screen displayed to you too.
Could it be combined with a security camera system? Remote-operated vehicles?Security cameras are possible, but i don't see how they would combine with terminals (unless you want to look through a camera using a video terminal).
Oh, if only there were emotes and character customization, then this would be the best thing in the known universe when it is completed...Yeah, there's a butt-ton of work left. For now, characters don't have a model and are invisible.
Along with an actual game with models and syndies and stuff, but hey!
Yeah, there's a butt-ton of work left. For now, characters don't have a model and are invisible.
PTW because amazing
I can only wish you luck on this endeavour, and ask whenever you're going to release the code (or server files, for that matter) to the public when you're more or less done with this project. I know it's early, but I feel this needs to be mentioned.
I got it to work, but I'm getting error messages in the console. A lot of error messages. And some warnings. Is this normal?You need a decent graphics card capable of OpenGL 2.1; if you have that, post what error messages you get and i can probably fix it.
Do you have a design docu open to the public?
How do you plan to handle AIs?
How do you plan to handle Clowns or Mimes?
Some of the more interesting features of SS13, is the unexpected behaviors from changing the game's environment. EG, changing the atmosphere or temperature. Do you still plan to have the game enviroment to be as, for the lack of a better word, as present as it is in Byond SS13? EG, power conduits, data trunks and environmental systems?
Do you need help with system design?
If you had a kickstarter for this i be throwing my money at my screen for weeks.I got it to work, but I'm getting error messages in the console. A lot of error messages. And some warnings. Is this normal?You need a decent graphics card capable of OpenGL 2.1; if you have that, post what error messages you get and i can probably fix it.Do you have a design docu open to the public?
How do you plan to handle AIs?
How do you plan to handle Clowns or Mimes?
Some of the more interesting features of SS13, is the unexpected behaviors from changing the game's environment. EG, changing the atmosphere or temperature. Do you still plan to have the game enviroment to be as, for the lack of a better word, as present as it is in Byond SS13? EG, power conduits, data trunks and environmental systems?
Do you need help with system design?
A design document? Not really - iv'e got a "list of stuff to do next", but nothing more complex. I don't really need it, since i'm the only programmer.
Aren't clowns and mimes just jobs like any other - starting with their default items? Shouldn't be too hard adding them when i want to! As for the AI, i can probably render all the cameras in a large grid, so the AI can watch lots of video feeds simultaneously.
Power is actually pretty much done, electrical devices draw power from nearby power boxes (there's one in screenshot 1), which in turn draw power from the central power station, who gets power directly from the generator/engine. (for now, the power boxes create electricity out of thin air because i don't want to be bothered with power every time i test something). There's also an uncompleted gas framework in place, in which there's a web of invisible "gas nodes" spread around the station. If you are close to a node, you use up the oxygen from the system.
As for the AI, i can probably render all the cameras in a large grid, so the AI can watch lots of video feeds simultaneously.YES PLEASE
The part that will be tricky in my mind is the fact that the entire ship is technically fully destructible.All objects that the station is build with have their own health, so wrecking it should work just fine if you've got the firepower...!
Well, for a Clown to actually do its job, it would need set of unique animationsI can link pretty much anything to jobs, so that stuff is totally possible. Specifics are added much later in development though.
Don't forget to keep track of the flow direction/gradient for windy sounds and pushing light objects. Also, it might be interesting to use the same system for explosion shockwaves.
but who will maintain the flexible, group-updated gamecode that forms the lifeblood of SS13?
Are you making a variant of byond?
If you can walk around the side of the planet and find yourself back where you started, does that mean you could recreate Super Mario Galaxy?Kinda like that, but when i create very tiny planets the gravity calculation bugs out.
if you've done it the way I think you've done it, you'll discover those gradients are shock-waves automatically working realistically. It's a FEATURE that it takes some time for the turbulence to settle down after an explosion or leak.It's not a shockwave though, it's more of a "gas hole" bouncing around for a short while. It would be horrible, believe me.
I added openable doors now, too. And a little oxygen GUI icon to the right which indicates whether you are suffocating or not. I'll upload a build later today.
Fun fact: if exposed to space, you quickly die because the low pressure forms gas bubbles in your blood, and not because of a lack of oxygen/heat. I'll probably add this when i get to player health.
...Argon?Argon's atmospherical concentration is kinda neglible.
Also in low pressure the boiling point of water is lower, so your eyes and mouth would likely freeze.I'd like to submit that a frostbitten tongue is entirely secondary to boiling blood bursting out of every vein in your body.
That wouldn't happen. As it turns out, your blood vessels are mostly capable of holding your blood inside if your body is exposed to vacuum (though you will get some swelling).Also in low pressure the boiling point of water is lower, so your eyes and mouth would likely freeze.I'd like to submit that a frostbitten tongue is entirely secondary to boiling blood bursting out of every vein in your body.
Yup, some blood vessels in the eyes and such might burst, but it wouldn't be very problematic. (Except for the fact that your eyes would freeze over, but anyway)That wouldn't happen. As it turns out, your blood vessels are mostly capable of holding your blood inside if your body is exposed to vacuum (though you will get some swelling).Also in low pressure the boiling point of water is lower, so your eyes and mouth would likely freeze.I'd like to submit that a frostbitten tongue is entirely secondary to boiling blood bursting out of every vein in your body.
Sorry, you're telling me that nitrogen bubbles forming in your blood vessels isn't a big deal? It should be no different from decompression sickness, but more severe. Decompression sickness can be lethal if a bubble blocks blood to the brain or bursts an important vessel and causes internal bleeding. At the very least your mucus membranes would rupture and start gushing blood.We all know about decormpression sickness here (See previous page). However, your previous statement is still wrong on several accounts
I mean some people get a severe nosebleed from a change of a few hundred feet in altitude...
Also in low pressure the boiling point of water is lower, so your eyes and mouth would likely freeze.I'd like to submit that a frostbitten tongue is entirely secondary to boiling* blood bursting** out of every vein in your body.
Can you add jumping and/or looking straight up/down?Sure. It'll be in the next build then.
You may want to add the website to the OP.Done!
Will we be able to have spinning 2001 style space stations?Well, no. I'd have to make radical changes for that to work.
This is FUCKING AWESOME
PTWThe gravitationall field of your station would be pretty neglible, so it won't have much effect. Maybe some nice visuals, but I doubt anything else would apply.
Is gas pressure going to be affected by gravity, so that leaking gas would cling to the side of your station?
Is gas pressure going to be affected by gravity, so that leaking gas would cling to the side of your station?Nope, gas that escapes outside the station it quickly spreads thin, and if a gas node is thin enough it disappears.
Will there Newtonian physics, asteroid fields, complicated orbital maneuvers and such?Players obey Newtonian physics, but not objects - they stay where they are when you place them (so no orbital maneuvers). Making an asteroid field wouldn't be too hard, but i won't do it right now - too much other stuff needs work. You'd be able to interact over long distances though, like building an orbiting ion cannon that can strike the surface.
for the orbital stuff, just having a single specialized scaling rocket object that other objects can be specifically attached to and stay stationary relative to shouldn't be to hard.That's actually harder than you think... I'd have to rewrite pretty much everything, and even then it probably wouldn't work so well.
Kadath, what you have looks pretty impressive so far. It's just very smooth and cool - you and your artist are doing a great job.Probably engineer. Or research director. Anyway, it's a little too early to go into how specific jobs will work!
My only question is - what was your favorite job to play in SS13, and what are you going to change about it in your version of the game?
My first impression: All the yes!Well, i can't clone the entirety of SS13 obviously, but it's going to have the same core gameplay - it's "heavily inspired by SS13" after all. As for open source, it's not TOTALLY out of the question, but i'll probably not.
My second impression:
- Not open source :(
- It'd take a small gamestudio with a few hundred thousand dollars of funding to remake a game as complex and detailed as SS13 in this graphic style completely
That's the main thing I didn't like about SS13. You get plopped down in a station where folks expect you to know to do things you have to read a manual to do, and it's rather daunting and discouraging, especially when you have to go through a complex process of clicking, dragging, and double clicking. I'm looking forward to this project coming to fruition.well the game is expecting roleplay and roleplaying a scientist that has no clue how to work a computer would lead to people angry at your lack of knowledge. there are guides on SS13 and a goon wiki that teaches you the basics. Though I'm kinda want to see how crazy the Gibbed server of this remake would be.
This is FUCKING AWESOME
sinicle/sinacle/sinical... hmm... Synacle
You, sir, maker guy.Thanks!
SHUT UP AND TAKE MY MONEY!
For people like you with the mentality of "I like what you have here, but let's make it better." and then the ability and willingness to actually do it, and succeed! Though it is still WIP, I wholeheartedly await and expect it's release sometime in the near or far future.
Speaking of, how many simplifications are you sorta-planning on making? There are a vast number of things that are made inherently easier in a minimalistic, 2D interface... How do you intend to incorporate the ability for misleading other players, finding them out, plotting overly complicated acts of mayhem or violence (like oversaturating a room with oxygen and then setting up a remote signaler to cause a spark, or sabotaging the vent system to release an airborne contagion)? Also, unless you're planning on shifting things over to the planet (I have a very soft spot in my heart for spherical gravity centers in gaming), how do you intend to sort out the work miners have got cut out for them? An asteroid belt seems fairly reasonable, if somewhat resource intensive. It also allows for concealment, "swapping out" old asteroids for new to keep mining fresh, and installation of radio bouncers/jammers and evil syndicate death rays. What about monkeys? The blob? Changelings?
I'm certain there are going to be simplifications from the original, there almost have to be. And, in a few cases, I don't think much love will be lost. A first-person 3D environment already forces a stronger sense of atmosphere, so I'm curious as to what ideas you have for how this re-imagining should play out.
Just putting the game into this format completely changes it in every possible way... just taking it out of quasi turn based where you could get away with things simply because it took forever to do the most simple of activities... completely changes the way the game is played.Yeah, it won't be the same thing - 3D is fundamentally different from 2D, and implementing some things from SS13 becomes difficult/impossible. Still, treachery and sabotage should be possible and encouraged (instead of just shooting somebody!). The miners will work on the planet, yeah. As for blobs, i don't think i'll have those - it's not really compatible with a 3d environment. Monkeys and changelings are possible though. It would be nice to have a (somewhat) scarier mood than SS13 had, too.
So I should treat this like an entirely different game... Since it is.
SS13 is undeniably a brilliant game.
I'm not sure if he can make a kickstarter project. The space station 13 intellectual property isn't his. Its ownership, is at best ambiguous. The project has the capability to become it own intellectual property, but currently its doesnt seem to be distinguish enough from SS13. Heck, even the creator of the projects calls it SS13.
Yea, totally, this could totally be its own IP. I dont think its there yet. The implied Dev List thing to my understanding is 'the features from SS13'. I think for now, its to beholden to SS13 for now.I'm not sure if he can make a kickstarter project. The space station 13 intellectual property isn't his. Its ownership, is at best ambiguous. The project has the capability to become it own intellectual property, but currently its doesnt seem to be distinguish enough from SS13. Heck, even the creator of the projects calls it SS13.
If he as much as changed the name, said it was "inspired by" Space Station 13, and did a bit of work to change it.
He could get away with it somehow.
Yea, totally, this could totally be its own IP. I dont think its there yet. The implied Dev List thing to my understanding is 'the features from SS13'. I think for now, its to beholden to SS13 for now.I'm not sure if he can make a kickstarter project. The space station 13 intellectual property isn't his. Its ownership, is at best ambiguous. The project has the capability to become it own intellectual property, but currently its doesnt seem to be distinguish enough from SS13. Heck, even the creator of the projects calls it SS13.
If he as much as changed the name, said it was "inspired by" Space Station 13, and did a bit of work to change it.
He could get away with it somehow.
Or....
*Movie trailer narrator voice*
In a world where dwarves have developed intergalactic travel, one space station will go into the deepest
*dun*
darkest
*dun*
corner of the
*DUNDUN*
CIRCUS.
*Cut to dwarves running down a ruined hallway, littered with corpses of their xXfallen comradesXx.*
"Urist, the Spess Carp are in the escape shuttle!"
"Looks like we'll need more magma."
SPESS DWARVES.
Coming to a theater near you.
Yea, totally, this could totally be its own IP. I dont think its there yet. The implied Dev List thing to my understanding is 'the features from SS13'. I think for now, its to beholden to SS13 for now.I'm not sure if he can make a kickstarter project. The space station 13 intellectual property isn't his. Its ownership, is at best ambiguous. The project has the capability to become it own intellectual property, but currently its doesnt seem to be distinguish enough from SS13. Heck, even the creator of the projects calls it SS13.
If he as much as changed the name, said it was "inspired by" Space Station 13, and did a bit of work to change it.
He could get away with it somehow.
Change the setting to the deep-sea.
Seabay 12 :P
(There will forever continue to be a lack of underwater games... :()
Actually, an underwater one would be awesome. Now I need to go find my copy of Sphere...Sphere? My google-fu is failing me.
Ah, but see, when it's a Space Station, a hull breach means the atmosphere is leaking out- once you patch it, you can repressurize. A Sea Station means that an ocean is leaking in, which entails an entirely different set of Bad Things, including but not limited to blunt force trauma from the initial breach, disruption and destruction of equipment in the water, and of course, swarms of angry lobsters.Yea, but you're exchanging one set of issues for another.
(Note- almost total lack of SS13 experience)
Is it open source? Please let it be open source.Nope.
Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Okay. Bye...Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Though it's no open source either =/ .
If the deal breaker is that it isn't open source then why go with the other project is also not open source?Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Though it's no open source either =/ .
I think the point of the post was to advertise the other one.If the deal breaker is that it isn't open source then why go with the other project is also not open source?Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Though it's no open source either =/ .
And why is open source a deal breaker anyway?
I think the point of the post was to advertise the other one.If the deal breaker is that it isn't open source then why go with the other project is also not open source?Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Though it's no open source either =/ .
And why is open source a deal breaker anyway?
I had no problem with the question. My problem was with the tone.I think the point of the post was to advertise the other one.If the deal breaker is that it isn't open source then why go with the other project is also not open source?Eh, screw it then. I'll stick with SA remake: http://www.youtube.com/watch?v=0nMlihQXEBw&feature=player_embeddedIs it open source? Please let it be open source.Nope.
Though it's no open source either =/ .
And why is open source a deal breaker anyway?
Hey guys, nice of you to reply to that open source question instead of the author. I asked way back on page one, and the answer was "well, I'm undecided, but probably no". Last post of page one, FYI. And it's also nice to taste that shade of aggressiveness for even daring to ask this one again, since you know, the fact that everyone can make their own version is kind of important in how SS13 operates at the moment? Keep it up, fellas.
I do have adesperate subject changerelevant question, though: What are your thoughts on the UI, Kadath? Will actions simply be dependent on what you're holding (Holding a screwdriver and using it on an item will automatically attempt to dismantle/interact with it) or will a list of available actions pop up you can choose from (Stab, Pry, Unscrew)? Or something completely different?
I cant quite decipher the point you're trying to make.
It was designed with open-source as a core tenant of the game.Oh.
It will fail horribly if it's not open-source.
It was designed with open-source as a core tenant of the game.Thank you for your opinion, it has been noted and discarded as silly and irrelevant. You are welcome to cling to your opinion if you want to. In the event of a water landing, your opinion may be used as a flotation device as it is full of hot air.
It will fail horribly if it's not open-source.
It was designed with open-source as a core tenant of the game.Thank you for your opinion, it has been noted and discarded as silly and irrelevant. You are welcome to cling to your opinion if you want to. In the event of a water landing, your opinion may be used as a flotation device as it is full of hot air.
It will fail horribly if it's not open-source.
You're right.
To be more constructive, I submit that the success or failure of a software project has nothing to do with its status of open or closed source but rather the skill of the person or persons working on the project.
Thank you for your opinion, it has been noted and discarded as silly and irrelevant. You are welcome to cling to your opinion if you want to. In the event of a water landing, your opinion may be used as a flotation device as it is full of hot air.
It was designed with open-source as a core tenant of the game.
It will fail horribly if it's not open-source.
So, how's this thing coming along? Haven't heard anything for... Quite a while.the site for it is linked in here somewhere. Maybe there's news there.
https://sites.google.com/site/spacestationdelta/newsSo, how's this thing coming along? Haven't heard anything for... Quite a while.the site for it is linked in here somewhere. Maybe there's news there.
Well there is this:
www.centration.co
It's based off of SS13
(first post!) :)
Well there is this:Bad form.
www.centration.co
It's based off of SS13
(first post!) :)
It was designed with open-source as a core tenant of the game.
It will fail horribly if it's not open-source.
Uh, no?
Creator made SS13,left,someoene reversed engineered the compile binary -> time -> lots of ss13