• Centration - The paranoid, toolbox smashing and monkey throwing space station simulator
    608 replies, posted
[QUOTE=noms;37334584]"Uh oh, a clever person has entered the thread, better insult him, I'll look clever then..."[/QUOTE] Actually, it seems that he is complimenting him, rather than insulting the person.
[QUOTE=Dead snipe;37334601]you hooking up on shit like me saying SS13 instead of Centration makes me wonder if you have anything of value to say, you know very well what i meant.[/QUOTE] Anyway, as amusing as this e-peen festival is, it's really... Actually, it isn't. I've got work in the morning, and before I can get my customary 4 hours of sleep, I need to knock some work out on the electrical engine for Centration. I appreciate your immensely helpful criticism, and sincerely respect the helpful, kind, loving, and tender way in which you have offered it. Should the day come that Centration cross the finish line, I will understand if we don't get to show you appreciation as a valued customer, but that's a sacrifice we'll begrudgingly have to make. Take care, and hey, don't be so humble. You have an immense background of experience, and obviously, the world will be a better and brighter place every time you share it, as you have demonstrated so well here. ~~Toodles!
[QUOTE=Ter13;37334671]Anyway, as amusing as this e-peen festival is, it's really... Actually, it isn't. I've got work in the morning, and before I can get my customary 4 hours of sleep, I need to knock some work out on the electrical engine for Centration. I appreciate your immensely helpful criticism, and sincerely respect the helpful, kind, loving, and tender way in which you have offered it. Should the day come that Centration cross the finish line, I will understand if we don't get to show you appreciation as a valued customer, but that's a sacrifice we'll begrudgingly have to make. Take care, and hey, don't be so humble. You have an immense background of experience, and obviously, the world will be a better and brighter place every time you share it, as you have demonstrated so well here. ~~Toodles![/QUOTE] work on your burns i'm not even singed
[QUOTE=Ter13;37334671]Anyway, as amusing as this e-peen festival is, it's really... Actually, it isn't. I've got work in the morning, and before I can get my customary 4 hours of sleep, I need to knock some work out on the electrical engine for Centration. I appreciate your immensely helpful criticism, and sincerely respect the helpful, kind, loving, and tender way in which you have offered it. Should the day come that Centration cross the finish line, I will understand if we don't get to show you appreciation as a valued customer, but that's a sacrifice we'll begrudgingly have to make. Take care, and hey, don't be so humble. You have an immense background of experience, and obviously, the world will be a better and brighter place every time you share it, as you have demonstrated so well here. ~~Toodles![/QUOTE] Thanks for the input Terrey, sometimes I don't speak so good.
[QUOTE=Ter13;37334671]Anyway, as amusing as this e-peen festival is, it's really... Actually, it isn't. I've got work in the morning, and before I can get my customary 4 hours of sleep, I need to knock some work out on the electrical engine for Centration. I appreciate your immensely helpful criticism, and sincerely respect the helpful, kind, loving, and tender way in which you have offered it. Should the day come that Centration cross the finish line, I will understand if we don't get to show you appreciation as a valued customer, but that's a sacrifice we'll begrudgingly have to make. Take care, and hey, don't be so humble. You have an immense background of experience, and obviously, the world will be a better and brighter place every time you share it, as you have demonstrated so well here. ~~Toodles![/QUOTE] Well, if devs would listen to criticism we would offer, it might improve.
[QUOTE=koekje4life V2;37334689]Well, if devs would listen to criticism we would offer, it might improve.[/QUOTE] There's a difference between criticism, and "YOU'RE RIPPING A GAME OFF HOW DARE YOU TRY AND MAKE MONEY"
[QUOTE=noms;37334715]There's a difference between criticism, and "YOU'RE RIPPING A GAME OFF HOW DARE YOU TRY AND MAKE MONEY"[/QUOTE] All I did was give input on the features discussed in the thread, and so did many others, however there was no response to these posts due to the posting priorities lying elsewhere, evidently.
[QUOTE=koekje4life V2;37334621]However, as you've claimed to attempting to "improve the wheel", yet not wanting to copy features already present in a game previously available for free, it seems that a lot of these statements are quite contradictory.[/QUOTE] Alright, I don't usually want to go into semantics, but I can't let this one slide by. "Copying" gives the intent that you are taking copyrighted material from a source (with or without permission) to use it directly in your own material. In this case, they are "borrowing" game mechanics and themes, because such vaguely defined ideas can't be copyrighted or patented (unless you have a software patent, which would make you an actual massive cunt). Since they are "improving the wheel", of course they have to borrow upon the concept of the wheel, but they can do so without "copying" exactly the previous version of the wheel. Otherwise, they wouldn't be innovating, they'd make the same thing. Though, I can kind of understand why you would have come to that conclusion, so you're still allright by me, koekje.
[QUOTE=koekje4life V2;37334741]All I did was give input on the features discussed in the thread, and so did many others, however there was no response to these posts due to the posting priorities lying elsewhere, evidently.[/QUOTE] My sincerest apologies, your valid questions were obviously drowned out by trolling and shitposting. I will go and look for them and respond accordingly. [editline]21st August 2012[/editline] I can't find any unanswered questions by you in the last 4 pages. Could you repeat them?
[QUOTE=Dead snipe;37334564]because he isn't talking out of his ass[/QUOTE] So you admit then, that we do in fact have a right to charge for our hard work? Developing a game takes a lot of time, dedication, and resources. Most good artists cost money to even get their attention, and programmers are expensive as well although right now we have artists and programmers, we are all working on a volunteer basis on Centration right now and as you can probably assume, it is hard to do. In fact some of my tears are going into the airflow system right now. p.s. I couldn't help but notice your grammar, no offense intended but this slightly offends me as someone who spent many, many years learning, and improving my English, to see someone else never using punctuation, never capitalizing, and most commonly you forget to capitalize the letter "i" when it is by itself. All mistakes made commonly by children. However you do use your/you're correctly usually but you sometimes forget the apostrophe. EDIT: I will not reply to anymore of this pointless shitposting, and I doubt other devs will either. As I shared my oppinion with Aaron earlier, a conversation is pointless when both sides refuse to change their minds, if you know the other person will never change their mind no matter what you say, then you know it is all a waste of time. If anyone has positive questions about the game a dev will be available to reply no doubt.
[QUOTE=djdduty;37334856]So you admit then, that we do in fact have a right to charge for our hard work? Developing a game takes a lot of time, dedication, and resources. Most good artists cost money to even get their attention, and programmers are expensive as well although right now we have artists and programmers, we are all working on a volunteer basis on Centration right now and as you can probably assume, it is hard to do. In fact some of my tears are going into the airflow system right now. p.s. I couldn't help but notice your grammar, no offense intended but this slightly offends me as someone who spent many, many years learning, and improving my English, to see someone else never using punctuation, never capitalizing, and most commonly you forget to capitalize the letter "i" when it is by itself. All mistakes made commonly by children. However you do use your/you're correctly usually but you sometimes forget the apostrophe.[/QUOTE] Oh god, don't bring up grammar on FP. I appreciate your work as a dev on Centration, but you're just asking for dumb ratings.
[QUOTE=hayoye111;37334937]Oh god, don't bring up grammar on FP. I appreciate your work as a dev on Centration, but you're just asking for dumb ratings.[/QUOTE] Sorry, grammar honestly does offend me, and I couldn't resist the urge. Thank you for your appreciation though!
[QUOTE=hayoye111;37334937]Oh god, don't bring up grammar on FP. I appreciate your work as a dev on Centration, but you're just asking for dumb ratings.[/QUOTE] o no some1 raet me boxs i shud fel bad an tink about mi lyfe
[QUOTE=noms;37334369]People will be able to host their own servers - we're not talking about game servers. Do you actually understand the amount of effort and work that needs to go into a multiplayer game? There needs to be an authentication server, to handle player authentication, secured with software that costs money, to protect their data. Then, there needs to be a listener and server listings server, which handles which servers are public and hosted, and lists them for players to be able to find them. THEN, there is the stats server. One of the key things we're hoping to accomplish is persistent stats for characters, which means we need a place to store this securely so they're not messed with by players. That's three servers with fairly high traffic already, not to mention providing official servers for players to play on so they don't join servers where there are silly rules and bad admins. EDIT: We're not trying to take players away from SS13 - in fact our community is going to host nostalgic SS13 events quite often, and we're going to encourage people to play SS13, as well as the remake currently under-way by the goons.[/QUOTE] my £4 VPS could handle that this isnt anything fucking high performance or high traffic at all
[QUOTE=Tobba;37334985]my £4 VPS could handle that this isnt anything fucking high performance or high traffic at all[/QUOTE] It's not really anything to do with performance, my laptop could handle an authentication system, it's about speed, quality of service, uptime, bandwidth and security. I understand and appreciate your perspective, but there's more to systems like that than just hardware/software performance.
Even if the general concept is based on another game, it is not nearly as silly, and seemingly much more effort is being put into this rendition of the idea. If they make a fun, pretty game then they deserve a reward back. I, for one, have no problem with the request of currency. Shine on you crazy diamond.
Right, I forgot about the #1 one rule of Face-Fight-Punch-Club: don't mention the ratings. I had it coming. I think Dead snipe is just disappointed that he won't be able to bandodge in this game, unlike in SS13. I mean I admire his capacity as a griefer in SS13, but I thought he would have been excited for a new playground to be the most devious traitor in.
oh god table face-smashing is fun in 2d, but in 3d?
Will you be able to do a Cuban Pete in Centration?
[QUOTE=Mbbird;37319493]I bet anyone who has played Space Station 13 has rather vivid images of what they'd like a more grim games' combat based around the same premise to be like. I certainly do. I don't know what to reasonably expect but a game on the UE3 engine inspired by SS13 sounds fucking great. [editline]19th August 2012[/editline] this is relevant[/QUOTE] We're using state-based combat mechanics, which play out somewhat similarly to Quick-time events. Hand to hand combat, and the use of weapons are defined by the weapon's behaviors themselves. Grappling/wrestling are totally different means of combat defined on the player object's state machine. Essentially, we have multiple sets of grappling templated out, standing-front standing-side, standing-rear. And several hotkeys that shift by state. For instance, the kick hotkey, when grappling an opponent, becomes a trip hotkey. When followed up by a secondary grab after the trip, the command turns into a takedown. Once in a takedown position, both players' hotkeys change based on their state. One player is put in the pinned state, while the other is put in the pinning state. Players can continue to attempt to overpower their opponent through escalation grabs, or they can attempt to punch their opponents. The defensive player can attempt to resist with a counter-grab hotkey, which can, when combined with the movement (side to side) keys, wind up flipping dominance (rolling on top.). Since these players are technically a physics object while they roll and grapple, they can begin to roll down stairs, roll off ledges, etc. Throws are used through one of the extraneous action hotkeys in combination with a grab release. Throws can only be done from a standing grapple. Essentially, the player is ragdolled, and forces are applied commensurate with the impact force and the player's weight. Some objects will gib when hit with a certain level of force, while others will merely scoot around a bit, or dent. This is all dependent on individual object behavioral hooks, and what the modelers manage to implement on the subject of gibs and deform meshes. Since we have the scaffolding for a fairly detailed internal medical system in place, we can apply sheer values to bones and tissues, allowing for scrapes, cuts, bruises, fractures, burns, frostbite, punctures, etc. We're also implementing toxins as a form of syndrome. Syndromes are effects attached to health tracker objects that essentially "create" effects. Since our health tracker assumes that the body is in good working order at all times, all systems operate normally, and as such, need no tracking when things aren't damaged. We simply handle breathing every few ticks, exchange gases with the environment, and do the necessary updates infrequently. When a syndrome is added, however, these start to really mess with how the body functions through a set of hooks. The body contains default hooks that call out to syndromes to induce their effects. For instance, the body assumes that it has enough blood to keep circulation and respiration running, but let's say you broke a rib and it punctured your lung. You would have a broken rib syndrome, and a lung puncture syndrome depending on the broken rib syndrome in order to be cured. The lung puncture is attached to the broken rib syndrome so if a doctor tries to heal up your lung with a medical nanite injection, the wound will fail to heal, and reopen until the bone has been put back in its proper place via surgery. Now, of course the internal bleeding is going to cause some problems, and your lungs will begin to fill with blood. We simulate this by hooking breathing behavior to the punctured lung via a callback. In technical terms, this means the lung puncture now defines how your character breathes. Eventually, you will either lose enough blood that you asphyxiate (the effects of asphyxiation are added as syndromes by the events occuring in the lung puncture), or your lungs fill with blood and you drown. (again, lung fluid syndrome added by lung puncture.). In SS13 you had to click on a character portrait to target your attacks, but in Centration, we are working with 3D space. You hit what you aim at in real time. You hit what you hit, and very little chance plays into things. Of course, most strikes are not going to be really dangerous, as the human body yields to forces. The player is really only likely to get fractures and bruised organs from being struck while on the ground, or while against a wall or other surface that restricts their body's ability to mitigate the force of the strike. We also have means of item interaction using extended hotkeys. "Q" "E" "R" and "T". Holding these hotkeys while primary or alternate clicking will modify the way the player interacts with the object, and these behaviors are again based on individual object behaviors. For instance, when dealing with a two-handed assault rifle, the player may wish to replace the clip, or snap on a scope. Doing so would require the use of the extended item interaction system, by holding the "R" hotkey, which will cause the player's camera to look in on the weapon. Clicking on the clip with the right mouse button will then remove the clip into the left hand. The clip can be dropped on the ground with the X+LMB combination, and the player would then open his belt pouch through the "B" hotkey. He would then use the scrollwheel to scroll through the pouch slots, until he reaches the full clip, and right click to pull it out with his left hand. Next, the player would merely right click again to load the empty rifle with the clip, and the empty hand will then go back to holding the weapon's stock. This is one example of the detail, and the complexity of dealing with weaponry is a way to keep the game realistic and intense, while creating an environment in which players can have diverse range of action with simplistic keyboard and mouse shortcuts. We're going to clean it up a bit with player input once we have a beta out, and we determine what works, and what doesn't.
I didn't see fire mentioned. Will there be fire? Specifically [i]flamethrowers[/i]?
[QUOTE=Ter13;37335258] by holding the "R" hotkey, which will cause the player's camera to look in on the weapon. Clicking on the clip with the right mouse button will then remove the clip into the left hand. The clip can be dropped on the ground with the X+LMB combination, and the player would then open his belt pouch through the "B" hotkey. He would then use the scrollwheel to scroll through the pouch slots, until he reaches the full clip, and right click to pull it out with his left hand. Next, the player would merely right click again to load the empty rifle with the clip, and the empty hand will then go back to holding the weapon's stock. [/QUOTE] That seems way overcomplicated
[QUOTE=hayoye111;37335105]Right, I forgot about the #1 one rule of Face-Fight-Punch-Club: don't mention the ratings. I had it coming. I think Dead snipe is just disappointed that he won't be able to bandodge in this game, unlike in SS13. I mean I admire his capacity as a griefer in SS13, but I thought he would have been excited for a new playground to be the most devious traitor in.[/QUOTE] A lot of the reason we've determined that F2P is not an adequate system, is the bandodging and subsequent griefing that goes on in SS13. It was one of the first things we talked about, that unfortunately, free to play is undesirable for what our community envisions the genre evolving into. Mind you, I basically stopped playing SS13 in 2005 when I joined the military. Goonstation is fun, but the community oriented roleplay was what really kept me going back in the early days. Unfortunately, once the engine started to evolve and gain more of a community, it really started to suffer from the problems caused by the free to play aspect of the game. While yes, we'd like to give hosts the ultimate authority over who plays, we'd also like to take quite a lot of burden off of them. Some of us hosted SS13 servers back in 2004-2005, and honestly, keeping the griefers at bay was a full time job. In the end, a P2P model would inevitably solve some of that problem, and it would also help us to mitigate some of the more disruptive cheating/hacking going on. It also permits us to ensure that others who choose to play Centration are able to enjoy their particular style of play on their particular server without having to turn into a banhappy servernazi.
[QUOTE=Ter13;37335342]A lot of the reason we've determined that F2P is not an adequate system, is the bandodging and subsequent griefing that goes on in SS13. It was one of the first things we talked about, that unfortunately, free to play is undesirable for what our community envisions the genre evolving into. Mind you, I basically stopped playing SS13 in 2005 when I joined the military. Goonstation is fun, but the community oriented roleplay was what really kept me going back in the early days. Unfortunately, once the engine started to evolve and gain more of a community, it really started to suffer from the problems caused by the free to play aspect of the game. While yes, we'd like to give hosts the ultimate authority over who plays, we'd also like to take quite a lot of burden off of them. Some of us hosted SS13 servers back in 2004-2005, and honestly, keeping the griefers at bay was a full time job. In the end, a P2P model would inevitably solve some of that problem, and it would also help us to mitigate some of the more disruptive cheating/hacking going on. It also permits us to ensure that others who choose to play Centration are able to enjoy their particular style of play on their particular server without having to turn into a banhappy servernazi.[/QUOTE] Not to mention us developers have to eat, and if we want to keep updating the game we're going to need money to do that.
[QUOTE=latin_geek;37335303]That seems way overcomplicated[/QUOTE] That's the most complicated example because of the fact that firearms aren't really meant to be used by the crew. They are overpowered, and as such, we'd like to give people a chance to go up against them. Players will be able to get the reload time down to a few seconds given enough practice, and we think firearms will still pose a serious danger to the balance of the game. Your average player is never going to *NEED* firearms, as such, we determined that placing obstacles in the way of becoming an even more efficient killing machine wasn't really a concern. If anything in the context of having 20-30 potentially lethal rounds to work with, I cannot envision a better way to maintain some sensible form of balance.
Finally, some tangible information! NGGGGGH! *Nerdgasm* I already have a premium account (the free one you guys distributed), but I think I may just pitch-in 50$-100$ whenever you do the kickstarter.
[QUOTE=noms;37335380]Not to mention us developers have to eat, and if we want to keep updating the game we're going to need money to do that.[/QUOTE] Holy shit! You like to eat too? I knew we had something in common.
[QUOTE=latin_geek;37335303]That seems way overcomplicated[/QUOTE] This was actually determined as one of the simpler ways of doing this. The other ways we discussed were just... well. *shudder*. Essentially, while it may seem complicated on paper, in practice, and once you use it a few times, you get used to it.
[QUOTE=latin_geek;37335223]Will you be able to do a Cuban Pete in Centration?[/QUOTE] Is that anything like a dirty sanchez?
[QUOTE=Ter13;37335258]We also have means of item interaction using extended hotkeys. "Q" "E" "R" and "T". Holding these hotkeys while primary or alternate clicking will modify the way the player interacts with the object, and these behaviors are again based on individual object behaviors. For instance, when dealing with a two-handed assault rifle, the player may wish to replace the clip, or snap on a scope. Doing so would require the use of the extended item interaction system, by holding the "R" hotkey, which will cause the player's camera to look in on the weapon. Clicking on the clip with the right mouse button will then remove the clip into the left hand. The clip can be dropped on the ground with the X+LMB combination, and the player would then open his belt pouch through the "B" hotkey. He would then use the scrollwheel to scroll through the pouch slots, until he reaches the full clip, and right click to pull it out with his left hand. Next, the player would merely right click again to load the empty rifle with the clip, and the empty hand will then go back to holding the weapon's stock. [/QUOTE] Complexity for the sake of complexity is stupid, no one wants to have to push 8 buttons to reload a gun. This isn't "realistic" either, as you can reload a gun without looking at it, without looking for the other mag either.
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