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Author Topic: A Few Starfarer Dev Questions...  (Read 35405 times)

sdmike1

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Re: A Few Starfarer Dev Questions...
« Reply #60 on: February 17, 2013, 11:45:31 AM »

I remember at one point Alex stated it was around 150,000 copies but that was a while back :P

Upgradecap

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Re: A Few Starfarer Dev Questions...
« Reply #61 on: February 17, 2013, 11:48:36 AM »

Wasn't it like 15,000? I think he said 14,500 though, but i'm not entirely sure.
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sdmike1

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Re: A Few Starfarer Dev Questions...
« Reply #62 on: February 17, 2013, 11:26:10 PM »

Bleh numbers who needs them :P ya, it was a 15 flowed by some 0s cut me some slack :P lol

LazyWizard

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Re: A Few Starfarer Dev Questions...
« Reply #63 on: February 18, 2013, 01:53:31 PM »

Sometime far in the future when the team has moved on to other projects, would you consider releasing the source code for the community to maintain?

Like Star Control 2 and Freespace, I see this as a game I will still be playing a long time from now, and it would be a shame if it ended up incompatible with a later hardware/OS update. :)
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Teikai

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One Simple little Question
« Reply #64 on: February 18, 2013, 03:02:51 PM »

Hello, I wanted to know how it looks for you financially. Do you have enough resources to finish the game? Maybe more? I'm just interested. If you don't want to answer that's okay.
(translated with Google Gothars)

(original)
Spoiler
Hallo ich wollte wissen wie es den finanziell mit euch aussieht. Habt ihr genug ressourcen um das spiel fertig zu stellen? Vieleicht mehr ? Es interessiert mich nur. Wen ihr keine antwort geben wollt ist das okay.
[close]
« Last Edit: February 18, 2013, 03:18:25 PM by Gothars »
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BillyRueben

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Re: A Few Starfarer Dev Questions...
« Reply #65 on: March 16, 2013, 11:54:40 AM »

A good buff to beams would be to allow them to fire through (over/under) friendly ships. This would make them much more viable on escort ships, as well as allow them more time on target, which is sorely needed when weapons only do "temporary" damage.
Did you happen to do any testing with this suggestion? Is there any way I could mod the game so I could test it myself? Just recently started playing again, and my "Nothing but beams" fleet really starts to suck when they all attempt to fire at the same target. They get so close that only a third of the beams seem to be firing most of the time.

After flying around the "sector" for a while, it seems that there is a lot of dead space in the system. In the future, are the systems going to be a bit more "crowded" than Corvus is, or should we expect to see similar areas of nothingness.

Have you ever tried ships having maintenance costs associated with them (credits and/or supplies)? I noticed that you were looking for alternate means of limiting fleet sizes, and this seems like a relatively simple way to restrict mega fleets. Players would supply chains or a large amount of freighters to sustain a large fleet.
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Talkie Toaster

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Re: A Few Starfarer Dev Questions...
« Reply #66 on: March 16, 2013, 01:06:31 PM »

Have you ever tried ships having maintenance costs associated with them (credits and/or supplies)? I noticed that you were looking for alternate means of limiting fleet sizes, and this seems like a relatively simple way to restrict mega fleets. Players would supply chains or a large amount of freighters to sustain a large fleet.
Er, there already is a supply upkeep and the new Combat Readiness mechanics are going to affect the upkeep cost for ships.
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BillyRueben

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Re: A Few Starfarer Dev Questions...
« Reply #67 on: March 16, 2013, 01:15:00 PM »

Have you ever tried ships having maintenance costs associated with them (credits and/or supplies)? I noticed that you were looking for alternate means of limiting fleet sizes, and this seems like a relatively simple way to restrict mega fleets. Players would supply chains or a large amount of freighters to sustain a large fleet.
Er, there already is a supply upkeep and the new Combat Readiness mechanics are going to affect the upkeep cost for ships.
The current upkeep costs are associated with your crew count. Ships don't have any direct upkeep costs. Sure, repairing them requires supplies, but if you don't take any damage, the amount of supplies required to sustain a large fleet is pretty low.
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Gothars

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Re: A Few Starfarer Dev Questions...
« Reply #68 on: March 16, 2013, 02:39:40 PM »

That's not the right thread for this billy. Maybe open one in suggestion or update your own old one you quoted?

Quote
Note: This thread is for questions about the development process surrounding Starsector only, not for questions directly related to the game.

(kinda strange to say this since your opened this thread yourself...)



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The game was completed 8 years ago and we get a free expansion every year.

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BillyRueben

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Re: A Few Starfarer Dev Questions...
« Reply #69 on: March 16, 2013, 04:03:08 PM »

I'm going to have to disagree. Of the three questions, only the last could be mistaken for a suggestion; however, I'm asking under the assumption that it has already been tried, so I was wondering what the reason it was cut was.
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Decer304

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Re: A Few Starfarer Dev Questions...
« Reply #70 on: March 18, 2013, 10:20:34 PM »

I was wondering, how do you decide what version number and what stage are you at in developing the game? How do you know that this is going to be 0.5a or 0.55a. Also how do you know when you are in alpha or beta?
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FlashFrozen

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Re: A Few Starfarer Dev Questions...
« Reply #71 on: March 18, 2013, 10:40:56 PM »

I was wondering, how do you decide what version number and what stage are you at in developing the game? How do you know that this is going to be 0.5a or 0.55a. Also how do you know when you are in alpha or beta?

A little blurb on that hidden in here,

http://fractalsoftworks.com/tag/version-numbers/

First off – let’s talk about version numbers. The previous release was technically a “preview” of the 0.5a build “proper”, whatever that means. That was until I started thinking about how to version this “bugfixes & improvements” release, which still wouldn’t have all the features slated for 0.5a. 0.5a2? 0.5a-preview2?

I’ve had to sit through a few meetings with people arguing about version numbers at my various former jobs (seems like everyone doesn’t want to waste time with it, but also can’t stand doing it any way but theirs), and I don’t want to be that guy, especially not to myself. Down with the version number sophistry! This release will be known henceforth as 0.51a, and the next one will be… wait for it… 0.52a. I’ll just have to avoid specifying a version number when talking about planned feature sets, as I did with version 0.5a.

I’m sure everyone is quite sick of talking about version numbers by now (see what I mean? I didn’t want to waste time on this, and look what happened!), so let’s dive into what’s new in this version.


So in the end, *shrug* Just assume small incrementals are minor feature updates, and larger number is something substantial?  8)
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Gothars

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Re: A Few Starfarer Dev Questions...
« Reply #72 on: March 31, 2013, 05:00:01 PM »

Say Alex, what do you use to keep track of all the possible implications a new mechanic has, all the potential interference? The new blogpost was a lot about how you tried to avoid all kinds of abuse, how certain mechanics encourage or discourage certain behaviors. To leave no gaps there, and you don't seem to have, is quite impressive.

Is that just something you juggle around in your head? Do you make diagrams? Or is there some other method?
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: A Few Starfarer Dev Questions...
« Reply #73 on: April 01, 2013, 08:11:02 AM »

I've been neglecting this thread a bit, my apologies... alright, here we go!

How do you guys balance work/study/game development/free time?

Well, work == game development. Study, I'm not in school anymore :) Free time is mostly game development, too. Generally speaking I'll just work until I feel like I'm starting to burn out then dial it back. Used to be more of an issue until I got a little better at gauging it - it's pretty bad to actually burn out and takes a lot longer to recover.

How many copies of the game have been sold at this point? Is it still being sold at a steady rate, or have things slowed down since you first launched the alpha?

Wasn't it like 15,000? I think he said 14,500 though, but i'm not entirely sure.

It's up to around 20,000 copies at this point.

Sometime far in the future when the team has moved on to other projects, would you consider releasing the source code for the community to maintain?

Like Star Control 2 and Freespace, I see this as a game I will still be playing a long time from now, and it would be a shame if it ended up incompatible with a later hardware/OS update. :)

Consider it? Definitely. Can't say what my decision would ultimately be, but at the moment I can't think of any objections to doing it way down the line. Aside from typical "oh noes my precious code" dev paranoia.


Hello, I wanted to know how it looks for you financially. Do you have enough resources to finish the game? Maybe more? I'm just interested. If you don't want to answer that's okay.
(translated with Google Gothars)

(original)
Spoiler
Hallo ich wollte wissen wie es den finanziell mit euch aussieht. Habt ihr genug ressourcen um das spiel fertig zu stellen? Vieleicht mehr ? Es interessiert mich nur. Wen ihr keine antwort geben wollt ist das okay.
[close]

Hello! (I wonder if you'll end up checking this thread so far after the fact, but...) It looks pretty good, so I don't anticipate any problems on that front.


Say Alex, what do you use to keep track of all the possible implications a new mechanic has, all the potential interference? The new blogpost was a lot about how you tried to avoid all kinds of abuse, how certain mechanics encourage or discourage certain behaviors. To leave no gaps there, and you don't seem to have, is quite impressive.

Is that just something you juggle around in your head? Do you make diagrams? Or is there some other method?

If it's something more complex, I'll end up either making lists of concerns that need to be addressed (and cross-checking a solution against it), or perhaps drawing some stuff (with actual pen and paper). So, mostly it's just thinking about stuff, with writing stuff down to make sure I don't forget about something. The non-pen-and-paper stuff goes into something that could loosely be called a "design document" that also contains the motivations for doing things a certain way - it's handy to look over while thinking things through. There's probably been upwards of 20 of these for various features.

Another thing that works well for me is, after coming up with a ruleset, to pretend to play it. That tends to expose any potential abuses pretty quick. Even so, it takes lots of iteration to get something into good shape, and I wouldn't be surprised if there's still some room for abuse in that particular design.
« Last Edit: April 01, 2013, 08:32:08 AM by Alex »
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Thule

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Re: A Few Starfarer Dev Questions...
« Reply #74 on: May 06, 2014, 11:53:10 AM »

Hi there Alex,

could you give us a little preview about what you have planned with the npcs? Is there any chance that they will be more
than a bucket full of stats? What i have in mind, are there any plans to give them independent behaviours which might
function as an additional challange to the player like say animosities between different npcs? Will there be a relationship system for them?
Will they maybe go on random quests like npcs did in "Star Wars rebellion" and you had to intervene or deal with the outcome.
http://starwars.wikia.com/wiki/Star_Wars:_Rebellion_(video_game)#Missions

Will they maybe have let's say specific traits like in "crusader kings 2"?
http://crusaderkings-two.wikia.com/wiki/Traits

As the game is open endend i guess will it be possible to have successors you can maybe choose or train or even procreate?
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