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Messages - LumberingTroll

Pages: [1] 2
1
Other Games / Re: Kinetic Void
« on: May 30, 2012, 03:27:05 pm »
We did it! We made goal, still four hours to go! http://kck.st/KniuPR

2
Other Games / Re: Kinetic Void
« on: May 28, 2012, 03:03:42 pm »
50 hours to go! we are at 53% we need to get more people involved!

3
Other Games / Re: Kinetic Void
« on: May 24, 2012, 02:33:05 pm »
Thank you very much! Remember, you can take advantage of our referral program and get a higher tier reward!

4
Other Games / Re: Kinetic Void
« on: May 24, 2012, 11:46:53 am »

5
Other Games / Re: Kinetic Void
« on: May 08, 2012, 09:14:03 am »
For some reason I cannot seem to actually select any components to place on the ship. Anyone have a clue?

Could it be something related to having controllers connected at some point?

Yes, please re-download the game, I didn't realize the database changes we made broke the patcher.


6
Other Games / Re: Kinetic Void
« on: May 07, 2012, 11:38:15 pm »
Update 0.17 is now live! I am uploading the dev video now.
http://youtu.be/fxEfE5W9Iew

Please re-download the entire package! the patch wont work for this change!
http://kineticvoid.badlandstudio.com/the-ship-builder/

Ships from previous builds are not guaranteed to load in current build.

==============================
Changes
==============================
- Classification now changes based on ship total mass
- The scroll wheel only affects throttle if the mouse is NOT over a GUI element
- Travel mode has been removed, you can now use ‘T’ to turn off your maneuvering thrusters and enter a no-drag, Newtonian flight mode. Make sure you start to decelerate before your destination, or you may not like the arrival!
- Renamed modules and reorganized the database that holds the modules - this may break all previously built ships.
- Normalized all mass ranges based on size tier - this will change once we begin balancing.
Size 1 - 10m, Size 2 - 20m, Size 3 - 40m, Size 4 - 80m, Size 5 - 160m /per module
- Normalized all subsystem slots based on size tier - this will change once we begin balancing.
Size 1 - 2x2, Size 2 - 3x3, Size 3 - 4x4, Size 4 - 5x5, Size 5 - 6x6 /per module
==============================
Addition
==============================
- Weapons Manager - default key “G”
- Turrets can now be fired at targets that have been ‘locked’ keys 1 - 0 mirror the weapons groups, pressing these key will issue an attack order shift+# will issue a cancel attack order to all weapons in that group (weapons may be assigned to multiple groups) Size 3 and higher weapons may not fire just yet, the conduit system needs to be overhauled, right now they are so big, they are not getting power.
- Module - Size 3 Bridge
- Module - Size 4 Bridge
- Module - Size 5 Bridge
- Modules - size 3 versions of all size 2 hulls, engines and weapons
- Modules - Size 1 versions of all size 2 hulls, engines and weapons
- Modules - Size 4 versions of all size 2 hulls, engines and weapons
- Modules - Size 5 versions of all size 2 hulls, engines and weapons
- SubSystems menu (does not function yet)
- SubSystem inventory per module (does not function yet)
- By popular demand Cockpit view! While in mouse flight zoom all the way in to enter cockpit view.
- Asteroids are now targetable / attackable! Watch out though, when they explode the chunks can cause other asteroids to explode as well! The particle effect and sound is placeholder for now.
==============================
Fixed
==============================
- Base build block should no longer disappear if there are no other blocks in the shipyard
- GUI quality will no longer degrade with overall texture quality on lower settings.
==============================
Work In Progress
==============================
- Weapon Systems
- Ship Modules
- Sub Systems
- User Interface

Enjoy!

7
Other Games / Re: Kinetic Void
« on: May 06, 2012, 04:38:01 pm »
The code is still there, but we are testing not using it, you can technically get up to much higher speeds by disabling your thrusters and using Newtonian physics, it just takes longer.

8
Other Games / Re: Kinetic Void
« on: May 06, 2012, 03:44:18 pm »
Who wants to see the patch notes for Monday so far?

Ships from previous builds are not guaranteed to load in current build.

==============================
Changes
==============================
- Classification now changes based on ship total mass
- The scroll wheel only affects throttle if the mouse is NOT over a GUI element
- Travel mode has been removed, you can now use ‘T’ to turn off your maneuvering thrusters and enter a no-drag, Newtonian flight mode. Make sure you start to decelerate before your destination, or you may not like the arrival!
- Renamed modules and reorganized the database that holds the modules - this may break all previously built ships.
- Normalized all mass ranges based on size tier - this will change once we begin balancing.
Size 1 - 10m, Size 2 - 20m, Size 3 - 40m, Size 4 - 80m, Size 5 - 160m /per module
Normalized all subsystem slots based on size tier - this will change once we begin balancing.
Size 1 - 2x2, Size 2 - 3x3, Size 3 - 4x4, Size 4 - 5x5, Size 5 - 6x6 /per module
==============================
Addition
==============================
- Weapons Manager - default key “G”
- Turrets can now be fired at targets that have been ‘locked’ keys 1 - 0 mirror the weapons groups, pressing these key will issue an attack order shift+# will issue a cancel attack order to all weapons in that group (weapons may be assigned to multiple groups)
- Module - Size 1 Hull 7
- Module - Size 1 Cockpit
- Module - Size 1 Engine
- Modules - size 3 versions of all size 2 hulls, engines and weapons
- Modules - Size 1 versions of all size 2 hulls, engines and weapons
- SubSystems menu (does not function yet)
- SubSystem inventory per module (does not function yet)
- By popular demand Cockpit view! While in mouse flight zoom all the way in to enter cockpit view.
- Asteroids are now targetable / attackable! Watch out though, when they explode the chunks can cause other asteroids to explode as well! The particle effect and sound is placeholder for now.
==============================
Fixed
==============================
- Base build block should no longer disappear if there are no other blocks in the shipyard
- GUI quality will no longer degrade with overall texture quality on lower settings.
==============================
Work In Progress
==============================
- Weapon Systems
- Ship Modules
- Sub Systems
- User Interface


Its been a long week :D

9
Other Games / Re: Kinetic Void
« on: May 02, 2012, 01:19:29 pm »
There will be launch bays as modules / sub-systems, the first tier will be for drones. These will operate under a simple 'orders' system where you will select, say 'guard me' etc. later on in the game there will be Fighter Bays, which will house fighter craft, and will require pilots on your crew to pilot them, these will also have a similar orders system.

The way you laid out your game-progression is essentially what we are going for. We are using a very agile design philosophy where in nothing is set in stone, and we will and have changed things because a new idea was better.

as for managing fleets, we would like to really, but it will not happen in our initial release, we are only 3 people and I will not allow us to promise something we cannot deliver and over extend ourselves.

Other than that, all suggestions and ideas are extremely welcome! feel free to post on our official forums at www.KineticVoid.com

10
Other Games / Re: Kinetic Void
« on: May 01, 2012, 06:56:20 pm »

11
Other Games / Re: Kinetic Void
« on: April 28, 2012, 12:44:48 pm »
The Kickstarter has been submitted for review, as soon as I have an exact date I will let you guys know!

12
Other Games / Re: Kinetic Void
« on: April 26, 2012, 09:33:48 pm »
I like this already. Messed for some minutes in the demo and came up with the less-than-impressive "siegedriver"
Spoiler (click to show/hide)


For some reason, the bridge section won't show up when I hit launch, despite appearing in the shipyard.

Still, I'll be watching this, as it seems very intresting.

Im pretty sure this was fixed, try updating, if not it will be in the next version.

13
Other Games / Re: Kinetic Void
« on: April 26, 2012, 07:28:49 pm »
Im glad you guys are liking it!

For some reason, I cant save anything, color scheme nor ship. anybody know whats going on? The save button doesnt even light up when I hover over it.
Run the updater, that was an issue we fixed right away.

14
Other Games / Re: Kinetic Void
« on: April 25, 2012, 08:09:14 pm »
A user on our forum just posted this, I found it too good not to share!


MEGA MAID!

15
Other Games / Re: Kinetic Void
« on: April 25, 2012, 03:22:12 pm »
I hit the main "download shipyard" button on the site, ran the updater, and then nothing.

Thanks for catching this! The link had not been directed to the correct version, please try again.

Pages: [1] 2