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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - EnderNerdcore

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166
The missiles and bombs always draw on top. So it could just be that. Is there rack actually there or just the missile?
The whole rack--I can provide screenshots if needed, but it's the same as the rack that appears on bigger ships when you've got it equipped. It shows up both in combat and even on the fleet or purchase screens.

167
I'm not sure if this is a new bug or not, but while trying out modding I've discovered that missile racks are not respecting the "HIDDEN" value like energy weapons do. So, on the fighters I've created they've got big ol' missile racks on the defined hardpoints, and it looks pretty silly. I've only tried small missile racks so far (sabot and harpoon), so I'm not sure if it's size-specific or a general missile thing.

168
General Discussion / Re: Starfarer development roadmap?
« on: March 07, 2012, 02:30:50 PM »

Understood. I know one of the dangers of game development is talking too early about features and then not implementing them due to either technical limitations or changes in design strategy.


This!
I guess you know Peter Molyneux?
And every MMO developer ever (except perhaps ArenaNet)

169
General Discussion / Re: Starfarer development roadmap?
« on: March 07, 2012, 02:16:41 PM »
The features page? :)

http://fractalsoftworks.com/

Nothing more detailed is publicly available. Aside from that, blog posts occasionally talk about the features currently under development, or planned for the near future.
  :P

Understood. I know one of the dangers of game development is talking too early about features and then not implementing them due to either technical limitations or changes in design strategy.

I'm coming at this from a "I love this and I'm excited to see what's coming" standpoint as well as a "I work in software and we have roadmaps for EVERYTHING" standpoint.

170
Suggestions / Spit-balling ideas for MP implementation post-release
« on: March 07, 2012, 01:36:58 PM »
Yes, I know, I know, multiplayer isn't planned for Starfarer, or at least certainly not for 1.0.

But let's talk about ways that, once Starfarer hits 1.0 and assuming it's a financially successful release for Fractal Softworks, it could be implemented.

Two big design issues stand out as problems for implementation in the game's current form: battles are auto-paused when opening the map (to give orders), and battles are disconnected time-wise from the world-map.

However if we take examples fro,m other games (holding some similarities to Starfarer) there are good solutions for both of these.

Obviously in a multiplayer battle, we can't have the battle pausing every time someone opens up the map. So instead, it'll have to stay playing the whole time. Initial orders though, there could be a 30s-1m "setup" period where all of the players have a chance to issue orders to their fleets.

In terms of how battles are shown (and handled) on the world map, we can take a page out of the (not-so-great) MMO, Pirates of the Burning Sea. To deal with the same issue, what happens is that when two fleets run into each other they create a "battle" icon on the overworld map that remains there until the battle is resolved. The world keeps moving around them, and for the first (brief) time period, others can enter the battle as well. After that, it's closed until the battle is resolved, and ships/fleets exiting the battle have a brief period of invisibility to get away safe from "vultures" surrounding it.


So why would multiplayer be so awesome? Think private servers with your friends, Minecraft-style. How awesome would that be?

171
General Discussion / Starfarer development roadmap?
« on: March 07, 2012, 01:24:34 PM »
Apologies if this actually exists and I'm blind, but I've looked around and not seen it.

Is there a development roadmap for Starfarer? Not necessarily a schedule, but more of a "these are the big features that we're planning to put in by the time we hit 1.0, and here's the speculated order of implementation"? I'm really enjoying what's in the game so far, and I'd love to see what's coming up in the next few months. This would also help people focus their suggestions and even what mods they create: obviously suggestions for things already planned aren't needed, and mods for things that are coming are duplication of effort.

172
Suggestions / Re: Add a projectile velocity field to weapon stats?
« on: March 07, 2012, 01:21:21 PM »
Love this idea.

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