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Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
Honestly hype for the M4A1 pulse rifle. I mean, the M5B2 space marine gun.

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Zet
Aug 3, 2010
Looking forward to Rho and Friends in Space game

Lowtax
Nov 16, 1999

by Skyl3lazer
I'm Rich "Lowtax" Kyanka and I endorse this product and / or service.

Babe Magnet
Jun 2, 2008

thanks Richard

Orv
May 4, 2011
After the years of tragicomedy delivered by Starbound it's nice to see the idea being done by a bunch of not crazy people. Good luck goons.

drkeiscool
Aug 1, 2014
Soiled Meat

Orv posted:

After the years of tragicomedy delivered by Starbound it's nice to see the idea being done by a bunch of not crazy people. Good luck goons.

I don’t know if they’re “not crazy”, but they seem like they know what they’re doing!

E-Tank
Aug 4, 2011
If you guys need a QA tester or writer I'd love to help out.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



please include a sidequest to get a lowtax npc a new robo-spine and give his old spine as a melee weapon when you complete it

Rhopunzel
Jan 6, 2006

Stroll together, win together
Wow, lots of posts!

Blacula posted:

Looks neat, will there be multiplayer?

Z-axis in a 2d sidescroller?

Then the big one: When will we be able to play it?

1. Yes. This is ultimately designed with being a multiplayer game in mind, and MP will be available from the first release, but we're designing it so that you'll still be able to have just as much fun and progress playing solo should you want it. With games like this I feel like if it isn't fun in single player, it won't be fun in multiplayer either.

2. Yes. Think entering buildings in RPGs. It'll spawn a little limited pocket surrounded by black that you can build within and enter/exit and spawn/despawn

3. This is a tough one and might take a while to explain. Naturally we want to avoid boxing ourselves in but I have a modular approach in mind so we can be as transparent as possible and not end up with a situation where we're trying to build a giant game all at once while everyone's mad because they've been waiting months/years to play a game they already paid for. So I've split the release schedule into phases with attainable goals that'll give those who want it something playable ASAP while letting us approach development as logically and efficiently as possible.

Currently the plan is roughly:

1) Multiplayer creative mode: No survival elements, just our fancy worldgen, all the blocks/platforms/objects to play with, multiplayer, build to your hearts content and explore what our worlds can do.
2) Survival Alpha: Think Minecraft indev. Gameplay will be restricted to a single planet type that'll be polished and allow us to focus on refining the gameplay features which will represent a microcosm of the "full" experience.
3) Survival Beta: Once we're happy with the world type and gameplay developed in phase 2, we''ll move onto spawning other planets, ways to travel to them, and fleshing out everything in between.
4) Full Release

The plan is for 1 to be free to play and 2 onwards to be paid alpha. Anything could change between now and then but that's our intention. We're on track to reach milestone 1 and begin 2 by the end of this year, so that should be when you'll be able to play something.

Galaxander posted:

Any plans for how ammunition is going to work? Specifically I guess I'm asking about how will the player get ammo, is running out of ammo/rationing ammo going to be a common concern, will a single weapon be able to utilize more than one ammo type or will type be tied to gun type (like in Nuclear Throne)?

Nuclear Throne is right on the money. Currently there's about 6 "pools" of ammo that just sit in your inventory and whatever given weapon just draws from it and feeds it into a Soldat-style ammo/reloading counter. About the only distinction we haven't set in stone is whether bullets will be split into pistol and rifle ammo like in Death Road to Canada - that way we can make pistol ammo more ubiquitous (and rifle ammo more rare) so pistols can fill their own niche and have a practical use instead of having to be balanced to be on par with powerful long rifles.

I'm a gun nerd and grew up playing Jagged Alliance 2 but I understand no one wants to fuss with the inventory clutter of individual magazines and bullet calibers.

edit: forgot I didn't answer the first part of your question. It'll be difficult to hoard piles of ammo, but ideally it'll be balanced that you'll always have enough and only run out if you get careless. We want shooting and combat to punctuate gameplay rather than define it, so any event where you have to fire a weapon should be memorable. I could write an entire post about how I plan on designing combat but the short of it is this isn't a run and gun where everything's out to kill you and touch damage you to death the second you spawn.

Johnny Joestar posted:

please include a sidequest to get a lowtax npc a new robo-spine and give his old spine as a melee weapon when you complete it

Yeah, between the both of us you could probably have a whole arsenal of body parts. His spine and my hip bone after my replacement

Rhopunzel fucked around with this message at 04:45 on Jul 25, 2019

Galaxander
Aug 12, 2009

Rhopunzel posted:

Nuclear Throne is right on the money. Currently there's about 6 "pools" of ammo that just sit in your inventory and whatever given weapon just draws from it and feeds it into a Soldat-style ammo/reloading counter. About the only distinction we haven't set in stone is whether bullets will be split into pistol and rifle ammo like in Death Road to Canada - that way we can make pistol ammo more ubiquitous (and rifle ammo more rare) so pistols can fill their own niche and have a practical use instead of having to be balanced to be on par with powerful long rifles.

I'm a gun nerd and grew up playing Jagged Alliance 2 but I understand no one wants to fuss with the inventory clutter of individual magazines and bullet calibers.

edit: forgot I didn't answer the first part of your question. It'll be difficult to hoard piles of ammo, but ideally it'll be balanced that you'll always have enough and only run out if you get careless. We want shooting and combat to punctuate gameplay rather than define it, so any event where you have to fire a weapon should be memorable. I could write an entire post about how I plan on designing combat but the short of it is this isn't a run and gun where everything's out to kill you and touch damage you to death the second you spawn.

I'd be interested to read that entire post about combat whenever you've got the time to make it. You seem to be saying that combat will be more of a big deal when it happens, but that it will happen less often?

Also surprised to hear about the z-axis thing. I'd never even considered the possibility. Very interesting.

Yashichi
Oct 22, 2010
The art looks good and cohesive but the font in that screenshot is eye-searingly bad. Please reconsider the low-pixel text for the players' sakes

Rhopunzel
Jan 6, 2006

Stroll together, win together

Yashichi posted:

The art looks good and cohesive but the font in that screenshot is eye-searingly bad. Please reconsider the low-pixel text for the players' sakes

Don't worry, that's an early mock up. This is what the ingame font currently looks like.



edit: actually let me post more recent ingame screenshots









Rhopunzel fucked around with this message at 05:55 on Jul 25, 2019

Zereth
Jul 9, 2003




Speaking of lighting, as a sci-fi game, are later alternatives to torches going to be something it's practical to use full-time? In starbound it was much easier to get the materials for torches in bulk even after you got access to other lighting options, which always felt a little off.

Rhopunzel
Jan 6, 2006

Stroll together, win together

Zereth posted:

Speaking of lighting, as a sci-fi game, are later alternatives to torches going to be something it's practical to use full-time? In starbound it was much easier to get the materials for torches in bulk even after you got access to other lighting options, which always felt a little off.

Here's a blurb directly from the game's bible that should address your question:



Basically, despite what it looks like right now, things like coal torches and manual tools will factor very minimally into gameplay. We're not interested in simulating the ages of man, so very early on you'll have electricity and powered lights available and you'll be encouraged to get it up and running as soon as possible.

Coal torches and such will mostly be decorative or for gimmicks (like if you really have to make your slave prison fit the mood). They'll most likely expire and have to be replenished, which should indirectly encourage the player to find more modern and longer lasting means of illumination.

Rhopunzel fucked around with this message at 09:36 on Jul 25, 2019

Zereth
Jul 9, 2003



Ah, I see. Interesting.

Siljmonster
Dec 16, 2005

by LITERALLY AN ADMIN
Electric torches.

I'lll take my producer credit thanks.

Siljmonster fucked around with this message at 10:06 on Jul 25, 2019

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Rhopunzel posted:

They'll most likely expire and have to be replenished, which should indirectly encourage the player to find more modern and longer lasting means of illumination.

ever burning torch that never goes out, but only because it has a filament that draws carbon out of the atmosphere to convert into burning coal. like the fire version of those desert billboards that condense and dispense atmospheric water

Zereth
Jul 9, 2003



Fake torches that run on electricity seem good for decorative purposes if you're having normal torches burn out.

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS
I've got a few chapters incoming in the next days, talking about gamedev. Don't worry, they'll have images :v:



These cover a bit of noise, its history, how to approach 2D terrain, and how we're dealing and implementing these technologies.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



Rhopunzel posted:

Coal torches and such will mostly be decorative or for gimmicks (like if you really have to make your slave prison fit the mood). They'll most likely expire and have to be replenished, which should indirectly encourage the player to find more modern and longer lasting means of illumination.

reminds me of the botania mod for minecraft, where there's a bunch of magical flowers that generate mana and other flowers that use that mana. they used to have it so there were some flowers that generated it passively based on if it was day or night and all some people would do was make gigantic fields of those and then complain about it lagging servers or whatever like they weren't the ones actively going out of their way to do it. then the mod creator nipped it in the bud by making it so those flowers eventually decay and made the recipe for a flower that generates mana by consuming flammable things near it cheaper so the player was meant to very quickly tech themselves up to that and use that for their early means. it made a bunch of weird minmaxers mad as hell but it was so great for the life of the mod.

basically i dig the idea and i'm glad the space game will actually encourage players to be using, like, relatively modern poo poo instead of them slapping down flaming sticks everywhere because they're cheap and last forever

Galaxander
Aug 12, 2009

I hate to go to bat for Starbound on anything, but you can 3d print "cheap lights" on the go that are brighter than torches, only consume a few pixels to make, and are waterproof to boot. The mobile 3d printing stuff was kind of an odd side-thing and it doesn't surprise me at all if people didn't notice it. I think those lights were the only thing I ever used it for.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
I appreciate you guys giving us insight into the process. It's interesting. Have you guys thought of making the game more of a metroidvania or dark souls like? In fact, make guns mostly pointless and nerf the joy from grappling hooks.

Babe Magnet
Jun 2, 2008

those aren't primitive torches, they're all just these:

Zereth
Jul 9, 2003



Galaxander posted:

I hate to go to bat for Starbound on anything, but you can 3d print "cheap lights" on the go that are brighter than torches, only consume a few pixels to make, and are waterproof to boot. The mobile 3d printing stuff was kind of an odd side-thing and it doesn't surprise me at all if people didn't notice it. I think those lights were the only thing I ever used it for.
They weren't cheap enough that you could completely replace torches with them, though, given how little money enemies dropped. While you could knock over a couple trees and mine one of the dozens of coal deposits you passed while spelunking and make like fifty torches.

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?
The fire particles are holographic

Zereth
Jul 9, 2003



Zereth posted:

They weren't cheap enough that you could completely replace torches with them, though, given how little money enemies dropped. While you could knock over a couple trees and mine one of the dozens of coal deposits you passed while spelunking and make like fifty torches.
And, notably, you didn't need these materials for much else past the early game, unlike pixels for the "Cheap lights"

dioxazine
Oct 14, 2004

Hello. How pretty will I be able to be in this game? Pretty princess dressup is very important to me. Second only to ultraviolence.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
Pretty princessing while soldat shooting is a strong combination. Add mech suits ....

Dackel
Sep 11, 2014


Elentor posted:

I've got a few chapters incoming in the next days, talking about gamedev. Don't worry, they'll have images :v:



These cover a bit of noise, its history, how to approach 2D terrain, and how we're dealing and implementing these technologies.

That's some serious penmanship porn right here

Babe Magnet
Jun 2, 2008

yeah for real I write like I'm trying to make the paper feel bad

it looks like I'm writing sarcastically

Rhopunzel
Jan 6, 2006

Stroll together, win together

Heartcatch posted:

Hello. How pretty will I be able to be in this game? Pretty princess dressup is very important to me. Second only to ultraviolence.

Expect about the same customisation as RimWorld. Definitely not to the level of Starbound, or at least that won't be a priority for a while.

Hairs, hats and skin colors are fairly trivial. Things like flowery alternate poses and millions of vanity clothes are not and I don't view them as a good return on investment until much later in development. It might be disappointing to some but it's work I'd much rather spend elsewhere at this point.

Rhopunzel fucked around with this message at 16:07 on Jul 25, 2019

wafflemoose
Apr 10, 2009

Hopefully you'll make the cosmetics tasteful and not goofy poo poo like stone and rainbow wood costumes.

Icedude
Mar 30, 2004

Seriously looking forward to this, the character art style reminds me a lot of Flashback.

The bit about "A focus on colonists" interests me. My biggest disappointment in both Terraria and Starbound was that your NPCs would just wander around randomly and never actually do anything. How in-depth are you expecting that to be? Probably nowhere near Oxygen Not Included levels of complexity obviously, but something like Dragon Quest Builders 2 where your NPCs will follow a rough schedule to make use of the rooms you build (but don't have actual 'needs' you need to fulfil) would be nice.

Jack-Off Lantern
Mar 2, 2012

Imagine four space balls on the edge of a space cliff.

Cat Mattress
Jul 14, 2012

by Cyrano4747

Rhopunzel posted:

2. Yes. Think entering buildings in RPGs. It'll spawn a little limited pocket surrounded by black that you can build within and enter/exit and spawn/despawn

So, is it limited to one extra Z-axis plane where you build all your "interiors", or can just stack them up by building a doorway in a black pocket leading to another black pocket where you can build another doorway and so on?

Rhopunzel posted:

Expect about the same customisation as RimWorld. Definitely not to the level of Starbound, or at least that won't be a priority for a while.

Hairs, hats and skin colors are fairly trivial. Things like flowery alternate poses and millions of vanity clothes are not and I don't view them as a good return on investment until much later in development. It might be disappointing to some but it's work I'd much rather spend elsewhere at this point.

Speaking of which. Please make the "default" character at creation random.

Mycroft Holmes
Mar 26, 2010

by Azathoth
consider aesthetic packs you can use to change the appearance of items. like, if you put x, y, and z together you can change the appearance of you smelter to steampunk, tesla coil, stone age, etc.

OwlFancier
Aug 22, 2013

A z layer is actually a really interesting feature, actually. Cos it'd let you give each building an interior and exterior quite neatly in a 2d environment.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Everything posted so far about this game is making me more and more jealous that I didn't (and still won't) have enough time to be the sound designer and had to bow out.

Maybe a composer a few months down the road? Either way, I can't wait to hear this game. :toot:

Rhopunzel
Jan 6, 2006

Stroll together, win together

Icedude posted:

Seriously looking forward to this, the character art style reminds me a lot of Flashback.

The bit about "A focus on colonists" interests me. My biggest disappointment in both Terraria and Starbound was that your NPCs would just wander around randomly and never actually do anything. How in-depth are you expecting that to be? Probably nowhere near Oxygen Not Included levels of complexity obviously, but something like Dragon Quest Builders 2 where your NPCs will follow a rough schedule to make use of the rooms you build (but don't have actual 'needs' you need to fulfil) would be nice.

Flashback and Another World are two of our primary art influences!

Somewhere between Terraria and RimWorld. We're planning for NPCs to have unique design/item pools (so for instance one gunmaker NPC might have a range of really good assault rifles, but poor pistols and everything else, and so on), routines (eating, sleeping, entertainment), requirements (needing X facility/add-on to construct Y content). They'll also have your basic needs like happiness/hunger/etc. It won't be as complex as RimWorld's ultra deep personality system but it's what I'm striving for. I definitely want to avoid the glorified dollhouse behavior some other games do.

Cat Mattress posted:

So, is it limited to one extra Z-axis plane where you build all your "interiors", or can just stack them up by building a doorway in a black pocket leading to another black pocket where you can build another doorway and so on

In practice we're most likely going to limit it to one degree so you can't infinitely nest interiors, at least for player crafted ones.

OwlFancier posted:

A z layer is actually a really interesting feature, actually. Cos it'd let you give each building an interior and exterior quite neatly in a 2d environment.

My main complaint with games of this kind is that you have to walk across someone's living room if you want to get to the other side of the map. I always thought it was bad for immersion and a solution's long been needed.

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Victory Position
Mar 16, 2004

Signs of Life has, well, some signs of life in it again and now there's this

I've got a lot of block-smashing to look forward to apparently

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