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Author Topic: Starwright (Now known as Cosmoteer) The wonderful game of spaceships and pew pew  (Read 21070 times)

LoSboccacc

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  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
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it's very nice. ion is still very op tho but I still like the overall balance. can't wait to get on later levels and see the new endgame designs!
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Vivalas

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Wow! This is really cool, amazing to see how far this game has gotten since I found it by chance a few years ago.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
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The Imperial Question | Stranded Among Stars

waltd

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Last week I released version 0.11.0 of Cosmoteer. It, and version 0.10.7 before it, add some significant new features and improvements to the game's user interface.

The most important new feature in 0.11.0 is the "Fog of War":



If you play RTS games, you are likely already familiar with the basic concept. You ships can only "see" so far away, and anything farther than your ships' sight range is hidden in the "fog of war". In the above screenshot, the darkened areas of the background indicate areas that are too far from your ships to see.

Currently, the locations enemy ships that are outside of your own ships' sight will still be indicated with pulsing red dots, which you can see in the lower-right corner. These tell you where you need to go to find something to fight, but offer no additional details such as the size or armaments of the enemy.

The Fog of War changes gameplay, because now there's some risk involved in choosing to fight an enemy. It may turn out that the enemy is too powerful for you to defeat, and you'll need to run away. Occasionally needing to run away also has the added effect of making fast and maneuverable ships more important.

Version 0.10.7 also added a "Minimap":



The minimap is a long-requested feature that provides a simple overview of the locations of friendly and enemy ships. Unlike most RTS games which are played on a fixed-size battlefield, the playing area in Cosmoteer has no walls or borders and is infinite for all practical purposes. Therefore, the minimap automatically adjusts to show an area containing all of the ships in the game. The grid in the background always maintains the same spatial distance between lines, and so you can use the grid to estimate distances between ships.

Version 0.10.7 also added what I call the "Miniview":



The miniview is basically a "picture-in-picture" view of a single ship, allowing you to view one ship in the main view and another ship in the miniview at the same time. My hope is that it solves one of the biggest usability problems that Cosmoteer has had up to now, which is that during combat you can't watch both your ship and the enemy ship at the same time without zooming out and losing a lot of the important simulation details.

The miniview also isn't just for show, either -- you can also hover the mouse cursor over ship parts to see their health and right-click on them to target, all without having to move the main camera.

The miniview is customizable, but by default, it is automatically displayed during combat and will show either your ship or the enemy ship -- whichever one you're not looking at in the main view. When displayed, the miniview replaces the minimap, which is generally less useful during combat anyway. Both the miniview and the minimap can be resized as desired to take up more or less space on your screen.
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Ygdrad

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Tried the game, pretty neat.

PTW
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waltd

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Last week, I released version 0.11.4 of Cosmoteer. Despite only being a minor bump in version number, this release has lots of new stuff! The changelog lists all of the many improvements and bug fixes in this version, but the ones I want to talk about here are the greatly improved visual and particle effects.

In order to realize my vision for how I wanted the visual effects to look, I knew that I would first need to completely rewrite Cosmoteer's particle code, because the existing particle code was both slow and too inflexible. By using some very low-level C# code (utilizing some great new C# 7 features), I was able to create a new particle system that is not only more flexible than the previous version, but it is also much, much faster. The new particle system can handle about 100 times the number of particles as the old system while maintaining the same framerate.

The new particle system has allowed me to create much more interesting and exciting visual effects for weapons, thrusters, and explosions.

The first visual effect I upgraded was for the thrusters:




This is a pretty big improvement from the previous thrusters, which for performance reasons had far fewer particles. (The quality of these GIFs aren't great -- you should load up the latest version of Cosmoteer to check out all the new effects for yourself!)

Then, I upgraded the visual effects for when the various weapons fire:











It's hard to see in the above GIFs, but the appearance of the laser and bullet projectiles has also received a significant upgrade.

Lastly, I upgraded all the various weapon impact and part explosion effects:










(You may notice in that last GIF that, when the reactor is destroyed, the explosion also destroys much of the surrounding ship parts. This "collateral damage" is a new gameplay mechanic intended to make you think more carefully about where you place reactors, ammo factories, and cannons, all of which cause collateral damage when destroyed.)

If you're worried that your computer can't handle all the new particle effects, then fear not, I have a trick up my sleeve! Most of the particles you see above are actually "pre-rendered" as simple sprite frame animations. The sprite animation serves as the "core" of the effect, providing most of the visual punch. On top of the core sprite animation, extra particles (such as debris pieces and smoke clouds) are created to give it more visual interest and variety. But these extra particle are entirely optional and can be turned off by disabling the "Fancy Particles" option in the game settings. With this option turned off, Cosmoteer actually renders fewer particles than in previous versions while still looking significantly better.
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NullForceOmega

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That looks very nice, the blast debris especially.
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waltd

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This past Wednesday I released live to the world version 0.12.0 of Cosmoteer, and oh boy was this a big release! It's got new weapons, new defenses, a new game mechanic, and some great user interface improvements.

Missiles

Probably the most exciting new feature is missiles. Missiles are long-range homing weapons that do high damage in an area-of-effect wherever they hit.






Unlike the other weapons, which require line-of-sight to their target, missile launchers can be safely tucked away on the sides of ships, thanks to the missiles' own homing and obstacle detection systems.

Similar to the cannons, missile launchers require their own kind of munitions -- that is, "missile parts". These missile parts are manufactured in a "missile factory" and then each missile part is hand-carried by the crew to the missile launcher.



Each individual missile is made out of four individual missile parts, and each crewmember can only carry one missile part, so it takes a lot longer to load a missile launcher than it does to load a cannon.

If you take a close look at the missile launcher itself, you might notice that there are only two possible locations for doors, and they're on the sides of the launcher instead of in the rear as one might expect. The "in-fiction" justification for this is because crew have to be able to reach the missile tubes to load them and therefore the only place the control panel could go was against the back wall. But there's a also a game design reason for this: I like to make different ship modules have various different sizes and door access locations so that you, the player, have to think more about the layout of your ship. I want designing a good ship to be a lot like solving a jigsaw puzzle, trying to get all the pieces to fit right. If all modules were the same size, it would be a lot easier to design a perfect ship.

Point Defense Systems

While very powerful, there is one major disadvantage of missiles: They can be shot down by the new "Point Defense Systems" that were also added in 0.12.0.




Point Defense Systems (PDS) are tiny automated gun turrets. They can't damage enemy ships, but, unlike other weapons, they can shoot down incoming missiles that come too close to them. PDS fire rapidly but are fairly inaccurate, and so it is often a good idea to cluster several PDS together to create a "wall" of gunfire which can shoot down almost all incoming missiles.

A ship without any PDS will be very susceptible to long-range missile fire from enemy ships.

Electro-Bolt

The missile launcher isn't the only new weapon in 0.12.0 -- it also adds the "Electro-Bolt". This is a short-range weapon that fires bolts of electricity. While this electricity does little damage to enemy ships, any systems that get hit by an electro-bolt will be drained of some of their power. As such, electro-bolts are an effective counter against enemy energy weapons (laser blasters, ion beams, and other electro-bolts) and shields (when the electro-bolt hits the energy field it's treated as-if it hit the shield generator itself), but not effective against projectile weapons like cannons and missile launchers.



Fire

Version 0.11.4 added a feature where reactors and some other modules would cause collateral area-of-effect damage when destroyed. 0.12.0 extends this feature such that these modules also often start fires on the ship when they are destroyed. Additionally, cannons can also cause fires when their super-heated ammunition rounds are able to penetrate inside enemy ships.



Once a fire starts, it will continue burning until the module that is on fire is destroyed or the fire is put out. While crew can still walk through fiery areas, they do so much slower than normal and, worse yet, have a chance of being killed.

If a fire is not put out quickly, it is likely to spread to neighboring rooms. Fire spreads through open interior spaces and doors, but it cannot spread through walls or armor, or over exterior structure. Because fire will spread through doors but not walls, it may not be such a hot idea (pun intended) to put doors everywhere you can, because you will be helping fires spread faster.

In order for your crew to put out a fire, your ship must have a Fire Extinguisher, preferably one close by to the fire.



Your crew will automatically go pick up a fire extinguisher, bring it to the fire, and use it to put out the fire. Fire extinguishers only have limited use, so it can help to have several fire extinguishers handy to put out big fires.




Conveyor Belt

A Conveyor Belt is a transportation system that helps crew move around large ships more rapidly. The conveyor belt moves only in one direction, and as long as a crewmember walks in the same direction as the conveyor belt, they will move 50% faster than normal. But if the crewmember walks in any other direction, they will go at only 1/4 their normal speed.



Because a conveyor belt only helps movement in one particular direction, it is not generally advisable to put them in 1-wide corridors, because any crew returning down the corridor will be slowed down to 1/4 speed, as well as impeding the speed of everyone else trying to go the "correct" direction. Conveyor belts are however often great for ships that are large enough for double-wide corridors, so that one side can travel in one direction and the other side can travel in the opposite. Crew are generally pretty smart about pathfinding and will almost always use the correct side of a double-wide corridor.

Because crew are pretty smart about picking the fastest path to get from point A to point B, you can also use corridors as a form of "indirect control", influencing the paths that crew will choose to take to and from their destinations.

Aesthetic Armor Pieces

For the past six months or so, Cosmoteer has had a little 1x1 triangular half-sized armor piece. Since it's half the size of regular armor, it doesn't have great protective value, but it's nice when, for aesthetic reasons, you want to make a ship with semi-rounded corners or diagonal edges. Version 0.12.0 adds several new shapes of armor to give even more aesthetic variety to ship shapes:



The first of these is an even-smaller quarter-sized triangular armor piece that's useful for adding details or for when you want a pointy tip on the front of an odd-width symmetrical ship.

The other two are both 1x2 triangular armor pieces (which are mirrors of each other) that are useful for making gentler or sharper slopes than the 1x1 triangular armor. There's two of them because, unlike the 1x1 triangle, there's no way to rotate a 1x2 triangle so that it looks "flipped" either horizontally or vertically.

Mirror Mode

For a long time, players have been asking for an easier way to create symmetrical ships, generally a "Mirror Mode" that would cause any changes on one side of the ship to be reflected on the other side as well. I'd been somewhat resistant to this idea, simply because the game already had a "copy & paste" feature that supported mirroring when pasting. However, watching videos of the game Navalia, which does have a mirror mode, convinced me that it was a feature worth spending a couple days to make work. And so 0.12.0 adds a mirror mode to Cosmoteer's ship designer, which works with all ship construction tools (including copy & paste!) and is available in both the floorplan designer and the exterior painter.




Mods

Lastly, I want to mention that Cosmoteer now has official support for "mod packages". This isn't actually a new feature of 0.12.0 (it was launched in 0.11.7), but I haven't talked about it yet.

Cosmoteer stores all of its game data inside easy-to-edit text files in its "Data" folder. These text files allow almost all game rules to be tweaked and for new ship modules and weapons to be added. However, until mods were introduced, player-created additions to the game required destructively editing the files in the Data folder. This made it hard to install (and uninstall) mods, and any game updates would erase any changes made by mods.

The "mod packages" introduced in 0.11.7 solved both of these problems. Mod packages are self-contained folders that contain special code to "edit" the base text files in-memory after the game is loaded without actually modifying the files on-disc. Since each mod has its own folder, and the text files in the base game aren't ever actually modified, it's very easy to install and uninstall mods.

Cosmoteer even has its own "Mods Manager" for installing and uninstalling mods and turning them on and off:



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TheDarkStar

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I've been messing around with this and I really like the new update. In previous updates I could simply spam shields + ion beams at the front of my ship but now if I do that I get murdered by the new yellow weapons and by missiles. Also, I have to be more strategic about power/ammo placement to avoid having a ship where one random missile can detonate the entire ship. I'm still trying to build something that can take out the endgame ships.
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Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

ragnar119

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Really fun game so far. Has a lot of potential. At the moment i would like to have some indirect control over your crew. Maybe the same way you can target individual weapons, you can do the same thing with crew rooms. Reminds me a little about factorio in space 
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Frumple

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Noticed this thing again just recently... anyone aware if there's a possibility of eventually being able to play it on a pre-7 windows OS? It looks even neater now, but this comp's still using vista, heh. Could swear one of the (much) earlier versions ran on it, at least somewhat, but the latest doesn't even want to try, ha.
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Fewah

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Fire seems a bit intense sometimes, like almost too much.

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motorbitch

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hey, i finally gave this game a spin \o/

mind you, i only played some two hours and didnt bother to read much or watch any tutorials. so my feedback should be both realy valuable (as a first player impression) and uttlerly useless (because proably i just didnt realy get it yet).

first, i like this game, i had a lot of fun so far.
i had no problems whatsoever to kill the ships in the secors with the weakes ships, or to understand how to build stuff or travle.

the step up to the next harder sectors was harsh however. i got destroyed very fast in most battles. its proably mostly because my ship sucks and is way to sqishy. well, that doestn realy matter, if it was to easy it was dull. however, this is the one big issue i have with the game:

changing the layout in my ship, like switching the place of two existing rooms, always costs me money. this makes it difficult for me to try new things. like, if i learn that my current design cant win a battle, i cant just shuffle things around and try to improve it, i wont have the money. especially as i as a new players wasted a lot of money on trying things and switched around rooms. so without improving much or getting much, i wasted a lot of money.
i feel this can quickly lead to a couldersack situation, especially for players that dont real understand the game yet.
so, while i think its cool that i can win a battle and still lose money, or that the game does not make things to easy,  i think i would have had more fun so far if modifying existing stuff would be free.

in any case, fun game. thanks for giving it to me for free, i certrainly will blow up more stuffs tomorrow :)
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TheDarkStar

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There's an option to edit blueprints rather than the ship itself (but iirc it's a bit more hard to find in this version). That way, you can mess around with completely new designs. You can also save blueprints and load them if you can afford them.
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Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

motorbitch

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yes, i found that one, its useful :)

still, it doesnt realy change the fact that im going broke trying things. i think its all fine if you do know what you are doing. it just feels a bit punishing right now as i start out, thats all.
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motorbitch

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http://imgur.com/O3ElBcD
pretty much all my ships all are multiplies of this now
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