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Messages - K1lo

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1
Thanks miauw62!

An upvote on the Steam Greenlight page would be appreciated  :D

http://steamcommunity.com/sharedfiles/filedetails/?id=256723008

Good luck with your exams!

2
hehe! It can be !

Different worlds have different amounts of subterranean water, some are much more dangerous than others. Planning on adding a sensor building later which will make it easier to sense what's in the areas and behind the walls even if it hasn't been explored yet.

3
I've been taking an iterative approach with Isomer. Getting each feature 'working' and then moving on to the next important thing on the development list... then going back and enhancing, polish adding etc.

Finally getting to the stage where most of the core game is there, now it's a case of going back and refining, tweaking and polishing. Walking animations are definitely a big part of that. Thanks for the link, it's a really helpful resource  :)

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*hat tip* to MephansterasRecovering
And... resource collection is now more visual.


as is looting from fallen units...


and mining blocks ...


The focus of the next build is polish polish polish  ;)

5
*hat tip* thanks Jack!

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Thank you Retropunch! Each vote on the Greenlight page means so much, we're 90% of the way to the top 100.. of course I'm not sure what exactly comes next but hopefully that's the main hurdle to getting Isomer on Steam overcome.

There will be a new build coming out in the next few days with lots of new stuff and general tweaks... I particularly like the new effects for weapons blasts ...


.... and explosions ;)


7
Thanks a lot Yoink  :) :)

8
Wow it's been a while since I posted here  :D .. lots of new stuff in the Isomer world. I've put out three more major updates (with work on the next one underway). Changes include a new biome (jungle) ..



.. better fog of war effects, ability to loot and change the weapons your units carry ...



.. many many new weapons and weapon mechanics ...



... new structures ...



...  a minimap / fullscreen map mode ...



... better alerts and UI improvements, new structures, a new starting dropship ... and probably many many other things I've forgotten to mention  :)

Lastly, I'd really like your help to get on to Steam! Please vote for Isomer on Greenlight <3


I hope you guys enjoy the new features and will keep checking back to see the game develop more and more over time  :)

9
Sorry for taking a few days to reply - I'm glad to hear you're enjoying playing!  :) You're right about the convenience features, it's something that I'm working on bit by bit with each update.

Polish wise, again this is something that is going to come with time. Some elements are pretty much as I'd like them sans some beautification or tweaks to make them more obvious, others however I'm not happy with and are going to be redesigned in a future update. A good example of this is the supplyship and trading system. As a feature I like them and they work well, however I am planning on totally redesigning how they occur, what they offer and even how they look (I'm planning on using the top right of the screen for a minimap so I need the space  ;)). There is going to be a minor update to some of these points in build 4 which will be released next week, but the major reworking will probably come in the 8.2 build. I've deliberately left a number of elements slightly 'raw' because I have so many things to add to them in the coming months.

For a first alpha, 'isometric, single player, squad based survival minecraft' is actually pretty much what I was going for. At this stage all the core elements of the game namely AI, events, world exploration, mining and building, unit 'awareness' and mechanics and combat are present and it allows people to get a good feel for the game at it's most minimal if that makes sense. Now that the foundations are there, the really exciting work starts for me as I take each element and add new parts to it - new weapons and ability to change loadout for units, day and night cycle and lighting improvements (all coming in the first major update 8.1), new enemies and neutral creatures to harvest for biomass, dynamically created quest system (I notice you mentioned this in your post) based on organic events in the world to mention only a few. It also enables me to get feedback and suggestions from players some of which have already made it into the game.

When there's an event notification in the game, you can hit [ENTER] and you'll be taken to the source of the event (some events don't have a location though i.e. a resource trade notification). In build 4 there are also big improvements to combat and under-fire notifications as well! Group selection is on my task list but I'm not sure if it will make it into 8.1, if not then 8.2, I agree this will help a lot when it comes to small squad orders. A funny anecdote is that human entities actually are dynamically named in the game (originally in the first few proof of concept builds you played as the humans), adding the ability to name (and rename) your troops is something I'm looking to add soon as it helps with the RPG aspect if each unit has a proper 'identity'.

Continuity wise, what I was thinking was having a number of dropships ships progressively getting bigger and with more starting troops + facilities which are unlocked through play. So, for an example, to unlock the second drop ship perhaps you would have to destroy five enemy bases in one world .. again I'm not 100% on how it will work but that's the idea currently.

On the subject of LPs and monetisation, I have no problem at all with either (there's a section on the FAQ page of the Isomer site covering monetisation, short version go for it :)) - I actually get a real kick from seeing what people do in Isomer, there are a couple of fun show and tell threads on the forum. It's a good suggestion, I'll try approaching a few LPers and see how things go - thanks :)

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Very much like DF. Everything works and you can play through as many worlds as you want to. It's unfinished however because there's a lot of stuff I still want to add and many elements I want to build on to in the future.

Someone did a cool preview video that shows the game much better than the slightly rubbish preview video I did! *blush* I need to get better at video editing but it seems like such a dark art to me! I just code  ;D

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We hit alpha last weekend! Woo!!

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Hi Everyone, sorry I've left it a bit since I was last here and didn't notice the replies...

First of all let me add some news - after nearly a year of development Isomer will be available to play (at least in alpha form) >> this weekend <<. Maybe even tomorrow if all goes well. It's exciting (and somewhat scary) to finally be able to release something you've been working on for a while - I'm looking forward to hearing what everyone things good and bad and continuing to add more features as time goes on.

Looks interesting. Though the combat doesn't look great so far. Too much HP on everything, floating numbers, really close distance, no movement between tiles. Basically would prefer it to be more like X-Com Apocalypse in that regard. But ech, that's my opinion.

I'm so glad you said this actually, my last post on this thread was back in June and the 'jumping' movement between tiles and combat were my biggest annoyances back then. I had always intended to update the movement mechanics so that units would move between blocks smoothly (exactly like XCOM Apocalypse actually) but initially postponed adding that ability until after the game was released in alpha form in the interests of getting it out. I took a step back, did some playtesting, sent a couple of copies to friends and pretty much arrived at what you said.

Characters now move they way you would expect having played isometric games like Apocalypse! I've also removed the 'floating HP', the only notifications units emit are the resources they collect and whether they've blocked a weapon hit (unlikely but does happen with high defense units) or taken a critical hit.

Both changes can be seen in a youtube video I made about a month ago as a sneak preview of the alpha build to come. So, I hope you like it!

more interested in defending as usual :P

I'm the same actually in how I like to play, I'm a built of a builder and turtler and the game requires an element of that - each game you start with a dropship. This is your central hub or base that you must defend. In the future I want to add craftable static defense facilities and other nasty surprises for raiders who try to storm your ship.

Okay, this sounds like a game I always wanted.

Will there be a chance to enslave the races and have them join your interstellar hippy parade of equalness armada?

Thanks!  :) This is something that has been suggested previously elsewhere, it's something I'm considering but have not decided on the best way to do yet. When it comes to these sorts of games I'm a huge fan of variation so I'd really like to work something like this in if I can.

13
Thanks a lot for the comments guys! It's been a labor of love for almost a year now for me so it's great it's finally (almost) at the point where others can play it.  :)

Still a fair amount of work on the art side to do but that's progressing behind the curtains. The screenshot on this thread is actually from a good few months ago, a lot of new stuff has been added and polished since  :D

Spoiler (click to show/hide)

14
Well it's in a very early state but will it have multiple races to pick from?

I'd just love to go on a human supremacist invasion spree on alien worlds.

The only games when it's the humans doing the invading were X-Com Apocalypse (not from the start tho) and Incoming Forces (where you play as the aliens defending from the "aliens").

And the rest?
Aside of franchises like Warhammer 40K it's always poor noble humans getting invaded by superior aliens YET the human spirit allows them to persevere and win (or not).

Currently you play as an alien race attacking human worlds, however one of the things I want to add in one of the incremental updates later is different races both playable and defending. I've roughly worked out the details so this is likely something that will go in at a later date.

That is very interesting indeed. PTW !

Randomizable player's race would be cool :)

Thanks :-)

Feedback and suggestions are most welcome, I intent to take a similar approach as DF and Minecraft etc when it comes to updates. So over time more and more will be added.

15
Curses / Re: Programming it!
« on: June 04, 2013, 12:10:55 pm »
Realistically it takes a long time to get to grips with C++. I've been doing it full time for 5+ years and I'm still learning.

But that's not to say you can't make a lot of progress (and indeed cool projects) whilst getting up to speed. Far from it, I'd strongly suggest writing lots of small hobby projects - it's the best way to learn.

As for resources to get you going, learncpp.com is actually pretty good, but there are loads of books and resources online. Nothing beats looking at other peoples code though.

If you want to create simple games while you learn, http://lazyfoo.net/SDL_tutorials/ is a good source for getting to grips with C++ and the SDL library.

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