Developer Blog #37 - Major Changes Ahead and Hull Blocking

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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Silligoose » Tue Jan 13, 2015 4:41 pm

PerfectDeath wrote:When we originally did a tech demo for this game about, 4 years ago in our first PAX you could strafe ships, they could slide around in a more fluid manner. However, it was VERY hard to micro manage when you had 6-8 ships!
However, ships could only move in one direction, we later added 4 movement directions, that worked for a few years, but now that we are optimizing our movement code we uncovered some issues we need to fix in the code itself (which you see as ships "facing the wrong direction" after giving a movement order.)


Strafing does add another dimension to combat and subsequently I agree it can make it more micro-intensive, depending on the ships and engines players choose to use. It may also decrease the need for micro in certain situations, such as when a player wants to initiate a slower advance from certain ships (single click to strafe vs clicking at intermittent times so ships advance in stages at full speed each time). Strafing or not, controlling 6 - 8 ships individually (or 6 - 8 separate groups of ships), gets pretty micro-intensive in any case in NA. Adding a command queue (as featured in Starcraft 2 and other more modern rts titles), would also help greatly in decreasing the micro-managing loads currently set on the player during battle, not to mention the automated battle system that is to be employed, which would help out a lot.

I'm aware not all players would want the game to be micro-intensive during battles, as some have openly stated and that is fair enough, but I would campaign to see at least one race be able to do so, so that the players who would enjoy such a feature, be given the option to do so. It not only adds an extra dimension to battles for those who would be interested in using it along with the increased fluidity and immersion, but could also add a bit more diversity with regards to various races in terms of style. For those who'd prefer not to have such micro-intesive battles, certain races would be more attuned to them, whilst those who do, could choose a race that would suit their playstyle better.

I've actually fought players who made use of the current battle mechanics to strafe their ships, by setting waypoints at a specific (rather close) distance from their ship positions with the click-drag (arrow-heading) command. Players such as those would welcome a strafing option. As for movement, it can be 4 basic direction speeds (forward, backward, left, right), with movement speeds changing accordingly between the 4 (relative) cardinal points, eg forward speed = 100, strafe speed = 50, so moving 45 degrees offset from heading would = 75.

Depending on how a player chooses to build his/her ships, strafing doesn't necessarily even play a big role for them in battle as they would rarely use it or have need for it - if they choose to use engines that focus more on forward speed and rotation, strafing would serve little purpose. Only if engines are used that increases strafing ability, would strafing play a more vital role in their playstyle. I've also read that one of the things the devs were looking to do, was to have battles be more about positional play, moving into a position and firing from there, almost a quasi-turn-based style if you will, with the opponent reacting and positioning to counter. Even that could be a legit style, if a player chooses to focus less on engines and rather chooses to use CP on weapons/shields/armour.

With regards to the issues you have uncovered - does that include the current feature in which ships stop before turning (even if the turn is only 5 degrees)?
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Sinuhe » Fri Jan 16, 2015 4:03 am

Awsome news :)
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Therianwolf » Fri Jan 16, 2015 12:05 pm

Silligoose wrote:


With regard to what was said so far about movement and control... Why not have a automatic and manual stick drive control mechanism? I don't know how difficult this would be but is it possible to allow players to set how much control they have over individual units? I can't really explain it other then referring to cars but just because someone can't drive with the stick doesn't mean they can't drive as there are automatic cars'o'plenty, but the option for manual still exists which does give better fuel efficiency and some faster acceleration but the top speed isn't lost by switching to automatic. I'm hoping this is making sense to anyone that can better explain what I am alluding too, Novus with stick or novus automatic.

Edit: visually I picture a toggle in the settings called "take the stick", or something humorous, that toggles the interface between automatic and manual. The manual would be extra information and input boxes to allow for exact values to be entered like speed, rotation, degrees (turning) and direction along with more complicated squad or unit grouping options. This would give more experienced players that control they wish without making things too complicated to regular players. The difference between the two would be something like the automatic players would retreat like they do now with the nose pointing in the direction they are heading in and manual would be able to retreat back end first with their shields and primary weapons facing the enemy as they retreat
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Sypheria » Fri Jan 16, 2015 12:18 pm

You already can.
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Therianwolf » Fri Jan 16, 2015 11:00 pm

Sypheria wrote:You already can.


I knew about the AI customization just wasn't aware it extended to controlling unit movement. Good to know it's more indepth that I initially though
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Sinuhe » Sat Jan 31, 2015 1:17 am

Sypheria wrote:until end of the week, we will put research and alliances in NO MATTER WHAT



Yea... lets throw confetti -.-
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Sinuhe » Sat Jan 31, 2015 1:25 am

"I’m going to lead off with what everyone wants to know about:
Persistence, FTL, research, alliances, and working cargo on relog will all be put back into the Live server later this week, no matter what."
*throw confetti now*




I wrote u an PM... no awnser. See, i know u are in a struggle, and almost dead, but wtf? I am an backer - u are ignoring me. For real, if u aint time for me... why noone else could tell me, that "no matter what" 2 weeks ago has been an mistake (a kinda big one... no matter what xD)

Well, i tried to keep it private but since there was no awnser.... i dont believe in u guys anymore, and, still happy to haved backed u, i already lost interest in that game.

Good ideas, really good ideas ;)
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Sypheria » Sat Jan 31, 2015 3:23 am

Both of those are already operational on live; albeit with a few bugs.

Thank you for reminding me to update the message of the day.
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Re: Developer Blog #37 - Major Changes Ahead and Hull Blocki

Postby Therianwolf » Sat Jan 31, 2015 7:16 pm

Sinuhe wrote:Well, i tried to keep it private but since there was no awnser.... i dont believe in u guys anymore, and, still happy to haved backed u, i already lost interest in that game.

Good ideas, really good ideas ;)



Welcome to the world of video game development! The development of Novus would probably make an interesting and enlightening episode of Extra Credit. We are actually seeing backers behave like regular investors. If this was being published by some triple A company the game probably would have been launched already AS IS. And then the assets and what not would have been sold off after the company had made whatever it could. The folly here unfortunately would be the ambition and goals. Was it a little naive to think this game would be done or at least out in the year after kickstarter? With the current number of dedicated staff... Sorry to say but yes. I personally am happy to wait so long as the product is done right and in the end meets all... or most of the promised features and whatever you wanna call the rest
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