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Author Topic: [0.65.2a] Seeker (Dead. Click on the signature to get to the new Seeker mod)  (Read 127894 times)

Morgan Rue

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #75 on: November 22, 2016, 01:21:39 PM »

Waiting for exploration mechanics before you release your exploration mechanics? :P
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DrakonST

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #76 on: April 23, 2017, 02:34:38 AM »

Now at us is 0.8a. Whether there will be an updating of it mod?
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Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #77 on: April 23, 2017, 02:54:41 AM »

There's 6+ months woth of work before even thinking about releasing something. It will come, in time.
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DrakonST

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #78 on: April 23, 2017, 03:14:54 AM »

There's 6+ months woth of work before even thinking about releasing something. It will come, in time.
It is necessary to wait very long...
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I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #79 on: August 27, 2017, 04:06:31 AM »


 It's been quite some time but yes, Seeker is still alive. Now that all my other mods have reached a stable state I started working seriously on this again, and made some decent progress. The bad news is that I'm back to my initial spot: I need help to code some quite advanced features. Since it's been so long, I'm not even sure who proposed to help me the last time and for what anymore, and I'm hesitant to even try to bring back a team long gone.

 Reminder for those that never heard of Seeker: it is a mod that aims to seed the world of Starsector with unique encounters and quests, to provide some sense of mystery. It will feature some highly scripted battles with weird stuff, while other encounters will be solvable more peacefully... (check the OP for more details)

 In order to get out of development hell, I decided to work on a "lite" version of Seeker first: Without the Anomalies, but with most of the Artifacts and shorter secondary quests. That way the required common features can be tested and refined at a smaller scale instead of going for full size directly with the risk of failure and/or burnout. The "full" version of Seeker is still very much planned, but it will be much easier to implement after learning from the light version. The short list entails about nine quests related to man-made, often unique, special ships. The long list will add thirteen quests to that number. Currently, I am more or less 80% done with the combat assets from the short list, and all of them are at least in usable state. It's time to start working on the campaign side of things.

 The absolutely required campaign features that I now need and are way out of my league in term of coding are:
-A proper quest manager that keep track of every steps, status and encounters of multiple concurrent quests, and store them in the saves. It must also be able to handle quest branching in a dev friendly way.
-A custom battle script that handle the plethora of special ending conditions that will be required in the quests and properly communicate with the quest manager.
-A dialog manager that can accept CSV formatted dialog sequences and handles multiple alternate texts for the same line of dialog. A variant of this script might be required to feed the in-battle context dialogs.

 So, if anyone here with some decent coding knowledge is willing to lend me a hand, you are more than welcome to the team!

 As for other type of help, I would rather wait for the campaign integration to be on rails before possibly looking for a hand with writing dialogs.

Mandatory spoiler of the latest ship I added (keep away if you like surprises):
Spoiler
   
[close]
« Last Edit: August 27, 2017, 06:08:03 AM by Tartiflette »
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Ahne

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #80 on: August 27, 2017, 04:26:18 AM »

Stunning, i hope it will finish before SS 1.0 releases  ;), cant wait to have a fully fledged out seeker mod enabled with a new playthrough!
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Mr. Nobody

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #81 on: August 27, 2017, 07:22:49 AM »

The second ship

Sol Dios Orbit, we meet again.
Spoiler
[close]
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On the left half of the Bell curve

Althaea

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #82 on: August 28, 2017, 12:02:38 AM »

I keep clicking the spoilers.  :-\

Unfortunately, being barely literate enough to even tweak code, I can't help with any of those three things. Feel free to keep me in mind when it comes to writing the dialogue itself, though, if only as a spellchecker.
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StarSchulz

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #83 on: August 28, 2017, 12:44:59 AM »

That's one crazy looking thing you have there. Wish i could help but i can barely even add a ship to the game, lol

AxleMC131

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #84 on: August 28, 2017, 12:48:18 AM »

If I was a little more clever at coding or had a bit more spare time, I'd love to help! :'(

Seeker has always looked like an exceptional concept to me, and I really do want to see it grow to fruition.
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Thaago

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #85 on: August 28, 2017, 12:50:12 AM »

I'm going to take a crack at making the quest manager - if anyone is also interested we can talk on Discord with Tartiflette.
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etherealblade

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #86 on: August 31, 2017, 04:30:34 AM »

I've always had hope. It is good to see this indeed.  ;D
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Spoiler

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drugon

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #87 on: October 19, 2018, 11:27:13 PM »

I'm wondering is the progress with this still going?
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Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #88 on: October 20, 2018, 12:53:48 AM »

The quest part of this mod is thoroughly stalled until 0.9 hopefully provides some much needed tools to make it work. But if you head to the Unofficial Discord, there I released a decently sized ship/weapon pack with the not-too-crazy content of the mod.

http://fractalsoftworks.com/forum/index.php?topic=11488.0

(I decided against releasing it in here because it's not what Seeker should be)
« Last Edit: October 20, 2018, 12:55:26 AM by Tartiflette »
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drugon

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #89 on: October 20, 2018, 05:44:22 AM »

Ah OK. I was interested in that artifact part that reminded me about Vangers and Nexus: The Jupiter Incident. And Roadside Picnic of course (probably more known for its game adaptation - S.T.A.L.K.E.R.). So will wait for 0.9 and fresh release of the mod. ^_^
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