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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)  (Read 86625 times)

Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #255 on: May 02, 2014, 02:31:44 PM »

Do you know what would be really, really cool (if it isn't already featured?)

Having your biological ships have animations like tentacles moving and whipping, mouth chomping, etc.

Just kinda daydreaming of something that I think would fit really well with this mod (if it isn't already in there somewhere.) and wanted to put it out there for the idea.

Why do you think updates take that long? I did a ton of animated stuff to make BGE seem alive and it's only getting better.
Go to the OP and click the link to the trailer thread, they're even bleeding, although I need to improve sound.
Try it out and I hope you'll enjoy playing it.
« Last Edit: May 02, 2014, 02:34:12 PM by Tecrys »
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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

Tecrys

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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #257 on: May 22, 2014, 06:00:19 AM »

I am still working on an update to BGE and it's gonna be quite big.

There will be a whole new faction added greatly underlining the current lore and I am almost finished with all decorative and animated parts.
Next thing will be an updated star system, new weapons and some basic stuff to get ready for the next SS update which will involve at least one more faction (maybe 2 but I guess it will come later at some point in the future).

There will be new mechanics and gameplay features as well and maybe I will make BGE use shaderlib as well but that will have to wait for the SS update since I don't have the time to rework it completely.

In the meantime you might see some more lore bits pop up.

I completely forgot to mention why this is taking so friking long: I am currently very busy at work which is slowing my progress down significantly. I'm not gonna let BGE die, don't worry, it'll only get better.
« Last Edit: May 22, 2014, 06:50:59 AM by Tecrys »
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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

Golol

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #258 on: May 24, 2014, 05:03:00 PM »

look really damn cool, im looking foward to testing it.
I love the names although Vergifter sounds a bit odd because im german :D.
EDIT:
okay a problem I found is that when I ordered ships to follow me they got as close as possible and kept bumping into me, resulting in heavy armor and hull damage.
It seems like the range of a ship plays a role in the following distance.
Another thing i noticed is that taking damage from ramming was a bit annoying as these ships are made for ramming but such balance stuff doesnt really matter for now
« Last Edit: May 25, 2014, 06:49:58 AM by Golol »
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Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #259 on: June 04, 2014, 05:03:01 AM »

Thanks for the comment, Golol!

That's some AI issue I am trying to resolve, BGE ships "think" they have a phascloak active and thus collisions with allies is kind of an issue.

Here's some sneak peak of my current work:

https://www.dropbox.com/s/blmqfz37x76hssa/Desktop%2006.04.2014%20-%2013.51.44.07.mp4

PS: I'm German as well, I was wondering when someone German would show up and find the names weird  ;D
« Last Edit: June 04, 2014, 05:21:43 AM by Tecrys »
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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

xenoargh

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #260 on: June 04, 2014, 01:08:24 PM »

Totally loving the animations on that guy :)
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Check out my SS projects :)

Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #261 on: June 06, 2014, 05:12:41 AM »

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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

HELMUT

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #262 on: June 06, 2014, 07:45:36 AM »

I don't remember if i already said this but i'm really irked by the scythes. The white "teeth" look very weird and it make the whole weapon feel... I don't know, flat? Boxy? The old scythe style worked much better.

But yeah, something definitely feel wrong with those white teeth. If you can share that scythe sprite perhaps i can make some modifications to show more clearly my point.

Other than this, it's very good, the animation is really smooth.

For a moment i thought it was some kind of corrupted SHI Charybdis cruiser.
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Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #263 on: June 06, 2014, 09:15:41 AM »

I do agree that the new scythes look much more flat then the original ones but the difference in style is necessary.

Currently I'm at work so I can't send you the original sprite but I would be very happy if you' take a look at it to improve them.
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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

DeathRay

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #264 on: August 30, 2014, 07:02:46 AM »

Is this mod still on hold or is it slowly crawling along in the shadows?

Hopefully it didn't fall into a black hole and will never be seen again. :'(

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Sabaton

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #265 on: August 30, 2014, 08:02:43 AM »

It's still in the works, don't worry. Just that a mod so unusual can take even more time to develop.
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Tecrys

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #266 on: August 30, 2014, 09:21:35 AM »

Is this mod still on hold or is it slowly crawling along in the shadows?

Hopefully it didn't fall into a black hole and will never be seen again. :'(



I am still here watching the forums on a daly basis but I can't seem to find motivation and time to put more work into Debido's and my mod.
I would actually love to continue work on the half-baked update but I am much too buisy at work.
It might take until winter or even next year until I continue to work on it.
Until then I want to thank everyone who gave me feedback on the mod feedback thread, it helps a lot.
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Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well

Sundog

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #267 on: August 30, 2014, 09:59:05 AM »

That's too bad Tecrys. Understandable, but too bad. You've got a really cool project here.

Edit: That seems melodramatic. What I meant to say is that I hope you'll start working on BGE sooner rather than later  :)
« Last Edit: August 30, 2014, 10:36:46 AM by Sundog »
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DeathRay

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #268 on: August 30, 2014, 10:22:53 AM »

Im glad to hear that the mod is still alive. :D
It might be asleep now, but be aware of it's reawakening! 8)

PS: Keep up the good work and relax.
Sometimes everyone needs to take a break from petting their little puppys. ;)
Even though these puppys are armed to the teeth.
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Death_Silence_66

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Re: Biomancy Genetic Engineering (Huge AI/Balance Improvements!)
« Reply #269 on: June 25, 2015, 11:07:56 PM »

It's been over a year, this project seems dead.
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