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Messages - Zanmgt.Aaron

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Mmm, yeah, Gabe had meant that sarcastically (hence the "and a partridge in a pear tree."), but I can see how that could have been misconstrued.  Unfortunately development just doesn't go that fast guys; not for such a small team.

All the same, this update is a very important milestone for Blockade Runner, and we hope you'll all enjoy it once it's ready.

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Now, bombarding an enemy planet from orbit and watching craters forming on sensors would be awesome.
The simple fact that you talk about this in terms of sensors instead of something goofy like looking out a window has enormously increased my respect for this project. More power to you.

Another thing we hope to teach the youngin's- windows in space = fail.

Best only for null-powered stealth or emergency situations.  Or pimpin' your ride.

In time.  :)

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You guys should should team up with Hazeron and have babies... lots of em.

 :-*

Hahah, yeah, our long-term goals for Blockade Runner are very similar to Shores of Hazeron so I can see that.  One thing we'd like to go for is "subliminal" education in contrast to SoH's hardcore science, where the game looks fun, plays fun, but there's a lot of hidden depth in what's going on for those interested.

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That's cool.
You can have my money anyway.

Thank you for your support.

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Ah, yeah. The notes page works now. :D

Just booted it up for a quick test, and it seems like the validation system works. However, if you are placing silver blocks, and then change to lite without switching, the lite version can still place silver.

Good catch, I've written it down in our development list.  Thank you!

5
Dunno, haven't gotten the chance to play it yet, and the release notes don't seem to be working. There is this though.

Is this still the case for you?  I've been adjusting the page a bunch, but it seems to come up okay for us right now.  Release Notes page

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What' are the changes?

Mostly regarding activation for those who've purchased the game.  We're about to break into the "four to six weeks delayed" structure for the Lite version of the game and are trying to shake out all of the bugs.

We're excited about some of the new features coming down the pipeline though, it's great to be moving past the boring stuff!

6
Saint, I felt that there wasn't enough mention in the front of the website and wanted to bring up the fact that it's ~50% off for "Release 1", which will conclude around June 2012.  Release 2 will then follow for another year, requiring a separate purchase.  Although you still get a discount on Release 2 for buying Release 1 now, we haven't determined how far the discount goes on that yet.

I've updated the front page, the payment page, and the agreement to draw more attention to the Release structure, but I just wanted to be sure you were okay with the setup. We're not trying to swindle anyone here; we're just making a knucking futs game.  8)

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The Zipcode issue has been fixed, sorry about that!

8
Can I assume you're going for a control scheme a-la Captain Forever? (assuming you've played that, of course)

And speaking of which, what's your most optimistic plans for handling collisions? Will it be possible to accidentally embed your supercharged battlecruiser in the side of an asteroid?

Asteroids, probably not.  Planets, we think you'll be able to smear your ship against, and if it all works out, that same code *could* be applied to the smaller entities.  Like your asteroids. =)

9
The thruster system is indeed cool, but is it just me or is it reaaallly hard to make a ship with properly "calibrated" thrust? Anything I make either spins ever so slightly when I move forward, and/or does not rotate in the correct direction when I try to change roll/pitch/yaw. I know it should be possible to fix these issues by placing thrusters extremely meticulously, but that's a bit of a pain, especially once we'd have extremely huge ships that obviously can't be 100% symmetrical. Heck, if I place, say, a crew bunk on one side of such a ship, I'd have to put a crew bunk in the exact same symmetrical location on the other side, or have the whole ship move strangely.

I hope there will be some kind of thrust-compensation/tweaking for thrusters to negate such problems. Maybe have a computer that does that, so that big ships would need such a computer practically all the time, while very small ships that can easily be made symmetrical (say, fighters) can save space by not including it. Also, taking out this computer on a large ship (with electronic warfare/physical sabotaging) would make driving the ship very hard.

Thruster controls are *really* touchy at the moment because every thruster is firing at 100%.  This will be cleaned up with a much smoother control system soon.  We wanted to get the UI system upgraded first, as the old UI system took way too much development time for us to work with.

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  A concept I realy like in sci-fiction is boarding parties trying to take control or dismantle an opposing forces ship.
Is such a feature a possibility in your game?

Yes, this is an essential part of the plan for Blockade Runner.

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- GAME MODE CONSTRUCTION

How do you see the basics of the game world working? How do I go from an avatar floating about in space (or starting in a space station?), to building my own ship? With minecraft its fairly realistic to be able to craft everything single handedly because of the low level of tech we are dealing with, but what about blockade runner? Will you buy necessary components and combine them yourself into specific blocks on the spot? Will some/many/all? of the components be directly harvestable/craftable yourself via some kind of development chain?

You will not be building ships as you do right now.  In-space adjustments or hull patches can be done using special construction equipment, but shipyards are the intended spot to build/modify your ships.  This is due to both the improved interface of a shipyard and its “in-world facilities”.  If it happens to be more fun to build ships entirely in-transit, well then we'll try and accommodate that.  We just want to make sure the ships do not feel “cheap” as if any ol' Star Destroyer could be assembled within minutes by one guy.

Otherwise “crafting” complex materials out in the wild-blue-yonder will be handled by a “Synthesizer”, more or less your “crafting box”.  The synthesizer materials can be combined into objects and broken apart again into their basic elements. Constructing synthesized objects on-the-spot is convenient, but in the end inferior to the naturally produced items you can purchase from manufacturers.

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- SHIP PHYSICS

I've been thinking a bit about ship physics, and I've been wondering how you might deal with some problems that might arise when representing stress on the ship structure. (I'm basing this on the assumption that the current model is temporary anyway, which you have mentioned somewhere I think. Ideally, it shouldn't be possible for blocks to float in mid air while still aligning with the rest of the object, right?)
What is preventing people making ships with extremely strange shapes which would be physically impossible under something approaching real physics? For example, massive engines being linked by a think thread of blocks to the body of the ship, perhaps even with a u-bend? Will this just have to be accepted, or is there some way of calculating the stress load places on individual squares? If possible I think this would be pretty cool, especially if the load limit changes depending on the square type. So, when designing your ship, especially with large ones, you need to make sure you have lots of strong steel girders running along in a kind of 'spine' to hold everything together.

The physics are temporary.  We'll be working with spherical collision and basic rigid-body physics (think billiard balls), eventually introducing a more precise collision system that properly envelopes each entity.

Floating blocks flying in the air will not float there for too great amount of time, we will have a bit of code that should work very well in removing floating bits.

Although it won't be in for a bit, larger engines will require a proper structure to support their generated force.  This will likely not be totally real-world accurate, but enough to prevent most unrealistic situations.

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- CONTROLS

How do you envisage the basic mechanics of ship control design? Leaving aside unique control blocks like ship flight/weapon systems, I'm guessing you might have a system something like this...

1. Action blocks. Single function with state of ON or OFF. I.E.

- Air pump - Moves air from one side to the other when activated. Three versions (north/south, east/west, up/down).
- Vent - Acts as open block for purpose of air when activated.
- Doors (not really a block perhaps, but anyway)

2. Power/Communication blocks.

- Links to other bocks of same time to create a route for signal/power for action blocks.

3. Command block.

- Activating it sends a signal

Is this about right? I'm guessing you don't want command blocks magically or wirelessly connecting to action blocks, as it makes ship design/damage less interesting. OK, I was thinking though that you wouldn't want to have to make unique circuits for every command to action block set up, as you could end up with an unmanageable number of cables everywhere, esp. in large ships. So, could you make it so that action blocks and command blocks can run through the same communication cable? So long as there is a viable route for the signal to cross, it's OK? Linking specific command blocks to specific action blocks could be done by say, holding an engineer tool of some kind while using the blocks.

I could keep going but that's enough for now! Looking forward to every update.

We already coded each block in the game to handle utilities running through them.  Whereas eventually these will branch into specific systems, Blockade Runner will have in the meantime an all-encompassing “utility” line that you can rope through the bulkheads and floorspace to connect your ship's subsystems.  So this “omni-utility” line would be both your power-source and your IO connectivity.  For now.

How you're able to use that IO connection to interface with the many interactables in the game, now that's something special we're working on. =D

We do also intend to have “Magical” wireless to be an option (and will probably available earlier then utility lines), as it's the easiest to code and easiest for players to work with while building a ship (Do I have power?  Good then my computer will work too).  However we like gameplay penalties for conveniences, and in this case it would be wireless being prone to external and internal disruption.

I've posted this thread on the ZanMgt forums as well (for those who can tolerate the clunkiness of the default DNN forum  :-\ )

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