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Messages - Ryan390

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Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 11, 2020, 09:30:56 AM »
Hey Alex honest question.. do you foresee the release of Cyberpunk in December having any impact on the cycle time of updates / future releases?
I remember reading in an interview you had that you play a lot of video games.. will Cyberpunk be one of them?

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 08, 2020, 11:01:48 AM »
Are we expecting an update this month or next month potentially? (rough ideas)

Suggestions / Re: Finer weapon control without needing more weapon groups
« on: October 31, 2020, 09:52:57 AM »
Kind of feels like solving a problem that doesn't really exist IMO.
I find the larger capital ships I end up using auto fire, as there's just so much going on and so many turrets to control you can't possibly.

Then in the smaller ships where you *would* want to control individual firing groups, that the existing mechanic works fine and is granular enough.

General Discussion / Re: Alex pet bear
« on: October 17, 2020, 09:22:19 AM »
Lets not get Alex petting bears, we need him in full health if we have a hope of a release  ::)

General Discussion / Re: Starsector has ruined Mount & Blade games for me
« on: October 17, 2020, 09:11:01 AM »
All this talk of Subnautica yet I found it incredibly boring (and a slow fps on the xbox) My son was playing it and I struggled to watch just endless swimming around pulling out weeds from the sea bed.

If you want a feeling of deep sea dread play X-com - Terror from the Deep or Bioshock ;)

It seems to be a genre that still sells really well, personally I'm more than sick of the survival crafting genre it's way way, waaaay over done, 90% of the games released are survival crafting games on steam..
The sheer amount of choice is overwhelming, yet really they all share pretty much the same concepts..

GOG is the better shout in my opinion, I always get mine stuff from there if I can (DRM Free) and on your account you'll own a copy of it just like you do on steam, so you can download it as many times as you wish.
Not to mention some of the sales on GOG are insane, especially lately.

General Discussion / Re: Starsector has ruined Mount & Blade games for me
« on: October 13, 2020, 09:20:07 AM »
They totally did release too early, especially the day one launch, was horrifically buggy and un-optimized, even on decent PC rigs it ran extremely slow.

While no one expected a polished product such as what Cyberpunk will be, we still expected a level of playability, I actually requested a steam refund, which i've only done 1/2 times before, also had steam for about 15 years and own hundreds of games on it.
I fully support indie devs and smaller dev companies such as Tale Worlds, sunk thousands of hours into Warband and Viking Invasion, yet was utterly dismayed with the quality of launch of Banner Lord.

To their defence they did start patches on day one and have been good to respond to feedback, but a rushed release is a rushed release, especially when asking for the best part of £30, or whatever it was at the time.
Appreciate companies need a return on investment, but shouldn't be at the expense of a long term PC fanbase.

Look what Egosoft did with the X-games, X-Rebirth was a complete disaster initially, took years and years of patching for it to be playable but the damage was already done.
It's unacceptable in most areas of life when you buy products, why should it be acceptable in the games industry it's still a product / service.. 

The response regarding steam was interesting, many good points there from Alex.

Hopefully we get to see the next update soon I've been checking every day since August for the next release / dev update.

Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 06:50:41 AM »
Good stuff, nice to get an update on what's being worked on.. Thanks for that  :)

Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 10, 2020, 01:29:48 PM »
Most devs, if not all (including myself) are currently working from home remotely so not a lot of effect really.

Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 10, 2020, 04:10:27 AM »
No update still? To get people through another wave of lock down + summer holidays?
Poor show...

Modding / Mod Idea
« on: June 27, 2020, 01:23:06 AM »
Is it possible to create a mod whereby you start your piloting career as a humble fighter pilot?
A bit like a 2D version of wing commander  ::)

So it would be cool as a starting option, you could be assigned against a carrier (which you don't potentially control)
Getting paid for participating in battles, slowly building up your wealth until you can afford your first frigate, potentially complete your fighter service and receive some rewards / perks.

Potentially not possible, I know currently the vanilla version of the game doesn't offer the ability to pilot fighter ships.
Fighters are weak and have low / no shields so you could be killed very quickly. I think in this scenario, you'd have to give the player a bit more shields & hp for game play reasons.

I dunno, just a thought, a lot of stuff has already been done just trying to think out the box..
it's probably not even possible I guess?

Or maybe someone has already done it?

Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.

Blog Posts / Re: GIF Roundup
« on: April 23, 2020, 01:17:33 AM »
That's fine, thanks for that Alex.

W/R to SafariJohn's post:

Developing software is iterative

Correct, software should be iterative. From a commercial perspective, releasing early and often is usually the best way to get feedback quickly (QA)
To make your product iterative and not run at a glacial pace it requires you to slow down initially and plan and slice the work accordingly, constantly re-evaluating yourself as you go along.

By getting a full vertical slice of functionality through the door we can prove the infrastructure / deployments & CI pipeline is solid. Achieving this forces us to think about our ticket / story slicing in a way that each feature can be separately developed and released. We call it 'getting a bullet trace through the system'.
This approach usually lends itself a slower start, but doesn't have as much of a negative effect later down the line - (as you call it - the 'development hell')
Therefore in the long run you can maintain a more steady velocity. There shouldn't ever be a development hell, your process somewhere down the line has failed if you've gotten yourself into that situation.

What we're describing here is basically an agile approach vs a waterfall approach:
Notice each release on the left is much smaller, yet more frequent, if we're really talking about iterative software, this is how it's done.

With the gaming industry this isn't as easy to do, especially when your trying to not leak information about your product.
David Braben followed a similar agile approach to iterative software releasing, creating a full vertical slice of releasable game play pretty much right from the start.
He wasn't that bothered about keeping updates a secret and actually was very candid about upcoming releases. Yes, there ended up being plenty of bugs on day one, but they got ironed out pretty quickly in his defense.
Every release which came after was frequent / iterative and they never slowed down, he ended up finishing the 1.0 version of the game in no time at all.
Not everything has to be a big bang release, though it makes sense in some situations, such as releasing a big expansion pack for a game.

That's how many projects end up spending 90% of their time and effort on the "last 10%" of the work AKA Development Hell

That's because most projects you've been involved with probably are run in a waterfall fashion.
They start quick due to lack of initial planning / slicing, also develop initially fairly quick..
Then what usually happens is they slow down over time as things get more complex and the code base becomes more out of control.

Yes there will always be non functional requirements to consider, scope creep, un-expected technological barriers, Peoples illness / absences. Live issues you need to jump on, etc,etc But that's the same with all software usually.
The difference here is how you manage the stuff that is purely in your control.
If you're running a really big project over multiple teams, you kind of have to do this stuff or everything just grinds to a halt and cost will sky rocket.
However even for smaller products / individuals - the same principles above can be applied - It just happens on a smaller scale to bigger businesses.

Blog Posts / Re: GIF Roundup
« on: April 20, 2020, 09:03:24 AM »
Appreciate you want to keep your secrets, I'd never suggest you should do otherwise.
However just a simple update such as a *rough* level or progress would be appreciated.

For example last month we might of been 18% complete on mainline story progression.
In the next update you might mention your *approximately* 29% complete.

Based on your current ambition VS the current amount of content.. i wouldn't consider that a spoiler, just a rough idea of where that particular mechanic is up-to.
A spoiler would be oh yes I've created a new alien race that will invade the Galaxy through the inactive sector gates, or something..

Not expecting details but a very very rough idea of progression I think would go a long way, personally.

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