Unstable Space Status Feb 02, 2007
- GrandpaTrout
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- King of Space
17 years 9 months ago #16356
by GrandpaTrout
Replied by GrandpaTrout on topic Unstable Space Status Feb 02, 2007
We are pretty close. Just wrapping up the loadout. This weekend for sure, maybe tomorrow.
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17 years 9 months ago #16357
by Joco
Replied by Joco on topic Unstable Space Status Feb 02, 2007
GT is doing his machine impersonation again. After looking at the svn activity that is the only reasonable explanation I can find.
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- GrandpaTrout
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17 years 9 months ago #16358
by GrandpaTrout
Replied by GrandpaTrout on topic Unstable Space Status Feb 02, 2007
It did take a few thousand lines of code to make the loadout. (And a few thousand deleted and replaced when I figured out the much better way to do it) but I am pretty pleased with the internal design now. Very easy on the ship.ini builders. Works well with all systems. For this release we are only doing player ships. Those needed some major changes because they assume external avatar weapons. This version of loadout just does simple subsims without external avatars.
But I am so glad to be rid of the player base and all the special cases I had to test for save/restore. It was worth it just for that. Should have done it two years ago! Could have saved a few major crashes in Torn Stars.
The features along the edges are all shaping up well (start choice, save screen, options screen, debug tools, loadout, ship purchasing, etc). The next mod we do just has to focus in getting the Traffic AI smarter / more fun / more challenging / more varied so the game itself *plays* more fun.
But I am so glad to be rid of the player base and all the special cases I had to test for save/restore. It was worth it just for that. Should have done it two years ago! Could have saved a few major crashes in Torn Stars.
The features along the edges are all shaping up well (start choice, save screen, options screen, debug tools, loadout, ship purchasing, etc). The next mod we do just has to focus in getting the Traffic AI smarter / more fun / more challenging / more varied so the game itself *plays* more fun.
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17 years 9 months ago #16359
by Shingen
Replied by Shingen on topic Unstable Space Status Feb 02, 2007
Is there any way to engineer some sort of career path that doesn't involve moving pods around? Or are we limited by the PS EoC trade model? As it is now, every career path still is basically a transport career, moving pods around...trader, pirate, miner, ect..
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17 years 9 months ago #16360
by GrandpaTrout
Replied by GrandpaTrout on topic Unstable Space Status Feb 02, 2007
Yeah, I know what you mean. I am thinking we will do mercenary next, which will involve capturing or killing ships for pay. That should be a nice change. And then add some kind of information/spy activities that will involve bits of data that are faster to move around than cargo. And you won't need wingmen, so a courier kind of career could work.
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17 years 9 months ago #16361
by Shingen
Replied by Shingen on topic Unstable Space Status Feb 02, 2007
Is there anyway to engineer some way to get paid for traversing Dangerous and/or Deadly Unknown Lpoints? Now that would be a kewl career.
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