Developer Blog #45 - Rebooting the Universe

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Re: Developer Blog #45 - Rebooting the Universe

Postby Dauntless » Fri Oct 30, 2015 4:29 pm

Sucks that you lost that funding, but the new client looks pretty nice. Keep up the good work
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Re: Developer Blog #45 - Rebooting the Universe

Postby ante185 » Fri Oct 30, 2015 5:50 pm

The Gui looks pretty sweet
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Re: Developer Blog #45 - Rebooting the Universe

Postby darkae » Fri Oct 30, 2015 9:25 pm

sypheria might save this project after all eh.. ante nailed it, good looking ui
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Re: Developer Blog #45 - Rebooting the Universe

Postby Sinuhe » Sat Oct 31, 2015 6:43 am

Now this is great news - thanks for the headsUp. And, i think i may speak for the whole community here, thanks for not giving up folks. I highly respect that!
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Re: Developer Blog #45 - Rebooting the Universe

Postby AeroWLF » Sat Oct 31, 2015 8:28 pm

Yay!
So happy i'll get to play with more explosions and get to watch my poorly commanded ships rip to little pieces while i try to get back into the game; looking forward to seeing the new client as well. :D
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Re: Developer Blog #45 - Rebooting the Universe

Postby Vindicator » Sun Nov 01, 2015 1:13 am

well the game looks great on the new engine. Looking forward to testing out the new client

Glad that units can move on a curve otherwise it was just moving forwards or backwards and occasionally sideways ,it was a little dull.

All the improvements so far have been a huge step in the right direction. Keep up the amazing work
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Re: Developer Blog #45 - Rebooting the Universe

Postby ante185 » Mon Nov 02, 2015 7:55 pm

Yeah, they got curved paths, curved paths! Anyhow is everything moving nicely along?
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Re: Developer Blog #45 - Rebooting the Universe

Postby Lord Tyrius » Tue Nov 03, 2015 4:41 am

A question regarding the targeting AI: Will there be customizable behaviour for the different priority levels?
For example when there is a target with the highest possible priority (lets say "1"). Now my front weapons run out of supply. Can I make it so instead of starting to fire at lower priority targets, my ships turn so that any ready-to-shoot weapons on the other sides of the ships can fire at my high priority target?

Also will I be able to set a default "attack side" for my designs? With the old system, upon receiving an attack order ships would automatically turn their front towards the target, no matter the design/distribution of he weapons. If I were to design a ship with lots of weapons on one side, I would like to be able to set that side to be the default side to turn at the enemy.
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Re: Developer Blog #45 - Rebooting the Universe

Postby Sypheria » Tue Nov 03, 2015 9:43 am

Ships don't move at all during attack orders; you have to manually do all the movement.
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Re: Developer Blog #45 - Rebooting the Universe

Postby Therianwolf » Wed Nov 04, 2015 12:38 pm

Lord tyrius, your idea makes me think of a side arm in an fps. Rather then reload you pull out the secondary weapon and then reload both.

@sypheria, could this benefit be "simulated"? Players could program ahead of time to either "use" both (or however many sides the ship has) sides ammunition or not. The effect being if you select "both" then there is a shorter then normal reload (one fore every side of the ship with guns) then once that counter is up the reload time is longer then normal. If that makes sense? Is it too much overly complicated?

Edit: also how do missiles work? Wouldn't missiles that are guided be able to be fired from all sides at once at the same target? Wouldn't the firing arc mean nothing to missiles, all that would matter would be range
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