Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
The problem that plagued spacebuild battle servers was that, of the 10 slots, 6 would be building in a safezone, 3 would be AFK, and it was just you left to mope in space.
I hope we can organize a weekly battle where people bring in their already built ships and we just wreck each other's shit for hours. This is my inner nine year old speaking.
[QUOTE=darth-veger;42623454]They said they haven't really started on multiplayer yet. The multiplayer you saw from the trailer was done over LAN.
But yeah they first need to iron out the bugs, increase the performance, replace the placeholder blocks and activate all the other features one by one.[/QUOTE]
LAN gameplay would imply a substantial portion of the game has implemented at least basic networking infrastructure, so while I still believe full internet multiplayer is likely a ways off, I'd be hesitant to agree that they haven't started on it already
and when it is out in some shape or form
then, let the space ship jousting games begin.
[QUOTE=bobsmit;42624800]The problem that plagued spacebuild battle servers was that, of the 10 slots, 6 would be building in a safezone, 3 would be AFK, and it was just you left to mope in space.
I hope we can organize a weekly battle where people bring in their already built ships and we just wreck each other's shit for hours. This is my inner nine year old speaking.[/QUOTE]
Or go with what StarMade did, if you want your ship to be safe, build a station and dock it there. Other than that no safezones. Would have people fly off in a random direction to keep their stuff safe, but the game also needs some sort of coords system so you can log notes of interesting things you come across.
Is there anyway to dock shuttles in hangars or are they doomed to bump against all walls and be thrown hilariously into space?
[QUOTE=matt000024;42624966]Is there anyway to dock shuttles in hangars or are they doomed to bump against all walls and be thrown hilariously into space?[/QUOTE]
Build some blocks around it is currently the only way to keep 'em tight.
Just picked it up. Thank you, Steam Trading Cards, for carving $5 off the price.
EDIT: So, uh, my game refuses to run in anything that isn't red-cyan stereoscopic 3D. Which would be fine, if I wanted to play the game in 3D, but I don't. Help?
[QUOTE]Development update for 9-10/2013
A quick summary of the development during the last two months: September and October 2013.
[B]“Early access” to the Early Access[/B]
A week ago we realized that Space Engineers is in a good shape and so we decided to make it available for purchase during two 3-hour and 24-hour windows. This allowed us to make some people happy and to perform a large scale testing.
We were very surprised and pleased by the response of the players. Not only the interest was 10x bigger than what we hoped for, but also the community “got the game” surprisingly quick and started to create amazing works and post screenshots and videos. The response was really great. You can’t see this from the outside but I can assure you that the already good morale of our team has increased 10 times.
The other positive outcome was the feedback that we started to receive. It appears that 95% of the community suggestions are already in some form in our project plan. This is a good sign because it means that our taste is very similar to what our community wants.
[B]What’s next[/B]
We are preparing the integration of Steam Workshop. I hope it will be available within a few days after Oct 23.
Then we want to look on the max speed of the jet-packs (probably just a temporary hack since we want to do it properly later and with regard to “realism”). We also did some tricks to increase memory limits (also, just a temporary solution).
There are tens of other features that are in progress – the most important is multi-player. We have an internal deadline when we want to release it, unfortunately this is a big and hard-to-estimate feature, so I don’t want to disappoint you if something gets in our way.
Of course, then there’s the manual building, inventory, drilling and harvesting – all is done, we just have to un-disable it, test it, polish it and give it to you.
[B]Localization[/B]
We have set up a crowd-localization project and during the weekend the community managed to translate 8 languages, while 10 more are in good progress. It’s very likely that we will add most of them to the release on October 23. Thank you very much!
More info: [url]www.SpaceEngineersGame.com/localization.html[/url]
[B]Optimizations[/B]
We didn’t have a “full game” optimization phase but we already performed tens of intermediary and very specific optimizations. Mostly during implementing a new feature - we knew that some algorithm will be performance or memory demanding and so we didn’t waste time naively with a brute-force approach. Instead we implemented it with optimization in mind. Sometimes it’s better to implement a new feature already optimized than to postpone it and do it later (when you have forgotten most of the details already).
The players say that they were expecting the game to run poorly but instead it runs very well. This makes us programmers very happy.
Anyway, there are many opportunities for more optimizations in the future.
[B]Testing[/B]
October 1 was the “feature freeze day” (we stopped adding new features and worked only on the important polishing and bug fixing tasks). From that moment on, we focused entirely on making sure that the game is stable and bug free and that Oct 23 won’t be a fiasco.
Testers created a list of testing scenarios: various HW and OS configurations (Windows XP, Vista, 7, 8, 32-bit/64-bit, different language packs), alt-tab, sleep or hibernate computer while game is running, CPU from Intel and AMD, GPU from NVIDIA, ATI, Intel, multi-monitor settings, load tests, game-play tests, etc.
We also ordered some testing at a HW lab – [url]www.quanticlab.com[/url] – where they performed tests on even more HW configurations. I can only praise these guys, great professionals.
During this phase, we caught many HW incompatibilities and so I am glad we did it. If we were testing this on the players, it would be a shame.
BTW, we have an “automatic testing tool” for Space Engineers – we capture mouse and keyboard events while doing something in the game and then we can replay it automatically. This allows us to automate “boring” moments of testing.
[B]Thanks[/B]
I want to thank each and every one of my colleagues, without them we couldn’t get Space Engineers to the stage it is now. Together, we were able to meet all milestones on time and with the expected quality.
I also want to thank our growing community which provides great feedback and gives us more reasons to continue making Space Engineers what it deserves to be.
[B]Conclusion[/B]
Please keep posting your feedback and suggestions to our FB page [url]www.facebook.com/SpaceEngineers[/url] or our forum at forums.keenswh.com/?forum=313735
We can’t reply to every comment, but I can assure you that we read all of them and they will influence how Space Engineers develops. Corrections: actually, after the explosion of interest it’s very hard to keep track of all comments :-)
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Thanks for reading this![/QUOTE]
Well, we'll be seeing drilling and harvesting soon;
that's good to know.
I like these dev's, they tell you everything you need to know of whats to come.
[QUOTE=woolio1;42625002]Just picked it up. Thank you, Steam Trading Cards, for carving $5 off the price.
[/QUOTE]
this is exactly what I'm doing :v: . currently I have $6.21 in my wallet and still a few cards left up for sale.
Someone needs to let me know when multiplayer is added to this game and I'll set up a server on my dedi for you guys.
I am really looking forward to weapons being unlocked. Zipping around in an attack fighter disabling bigger ships' thrusters and watching them careen into asteroids is going to be so much fun.
[QUOTE=darth-veger;42623454]They said they haven't really started on multiplayer yet. The multiplayer you saw from the trailer was done over LAN.
But yeah they first need to iron out the bugs, increase the performance, replace the placeholder blocks and activate all the other features one by one.[/QUOTE]
I can settle with lan + hamachi.
Well here's my first ship ever. Intended to be some kind of pirate boarding ship, guess the front could be used for ramming.
[t]http://i.imgur.com/CTBXGKg.jpg[/t]
[t]http://i.imgur.com/FaDlgTj.jpg[/t]
I've been building a space station into an asteroid in some of my spare time the past few days, the top outside needs paint but is otherwise done, and the inside is just empty rooms atm.
It lags my computer to shit to play it now but I should have it done soon and I'll share the world with yall when I'm done, and pictures will come with it
I wish you could anchor ships down whilst you build them. I'm tired of forever chasing after a ship going 3ms/2 faster than my jetpack can manage.
Also, symmetry is a must! Building things takes way too long. I hope they add the Ctrl + Drag mechanic to also allow platforms to be instantly formed (IE instead of straight lines only, you can also create rectangular areas).
[QUOTE=loopoo;42626148]I wish you could anchor ships down whilst you build them. I'm tired of forever chasing after a ship going 3ms/2 faster than my jetpack can manage.
Also, symmetry is a must! Building things takes way too long. I hope they add the Ctrl + Drag mechanic to also allow platforms to be instantly formed (IE instead of straight lines only, you can also create rectangular areas).[/QUOTE]
Worst is when you test a ship, but built it wrong and it drifts off into endless space after completion.
I think these pictures illustrate why I should not be allowed anywhere near orbital shipyards...
[t]http://i.imgur.com/QGOVF9f.jpg[/t]
[t]http://i.imgur.com/cCnccFV.jpg[/t]
[t]http://i.imgur.com/XGyETja.jpg[/t]
She flies like a brick... But gyroscopes are OP, so it's fine.
I find myself in a loop of constantly coming up with new ideas while in the middle of building which inevitably leads me to making new maps every 30 minutes.
Do the devs know when multiplayer is coming
If anyone is building a really cool looking ship I encourage you post it!
I say this because the ones I've seen so far have been amazing and I'd like to see more of what you guys can do. That and because I know when I pick it up tomorrow, my ships are going to look like ass.
[editline]23rd October 2013[/editline]
I am totally going to build the Valkryie from Titan AE:
[t]http://images.wikia.com/donbluth/images/8/8f/Valkyrie_titan.a.e.png[/t]
For those who want to mine, but don't want to wait for working drills, [url=https://www.youtube.com/watch?v=Ki-lmcXGvdc]check dis out[/url]
Settling on the inside of an asteroid
[T]http://i.imgur.com/d9b5Q9T.jpg[/T]
[T]http://i.imgur.com/hwmuOUl.jpg[/T]
I'm considering buying this.
Is it worth it?
[QUOTE=mattmanlex;42626995]I'm considering buying this.
Is it worth it?[/QUOTE]
At the moment it's really only building things. If you like space and building shit and model deformations it's worth it, but the only thing to do is build.
After playing around with gravity generators, I had an idea for a ship useful in combat. Take a small, highly agile ship, leave it as barebones as possible except rig it with numerous gravity generators. Then fly that towards an enemy base or ship. Completely mess up their own gravity and drag people inside around, and with any luck drag loose people out any openings in the ship either from damage or open doors and hangars.
[QUOTE=darth-veger;42623454]They said they haven't really started on multiplayer yet. The multiplayer you saw from the trailer was done over LAN.
But yeah they first need to iron out the bugs, increase the performance, replace the placeholder blocks and activate all the other features one by one.[/QUOTE]
They mentioned something about steam server browser. This is good, integration into your friends list is one of the best things about Source games. The ability to click on a friend's name and select Join Server is incredibly convenient.
[QUOTE=Hellohmhello;42626092]Well here's my first ship ever. Intended to be some kind of pirate boarding ship, guess the front could be used for ramming.
[t]http://i.imgur.com/CTBXGKg.jpg[/t]
[t]http://i.imgur.com/FaDlgTj.jpg[/t][/QUOTE]
Looks kinda like a Rorqual without the cargo pods.
Also, planning has commenced. Base picture:
[t]http://images3.wikia.nocookie.net/__cb20081117221725/starwars/images/d/de/VSD_egvv.jpg[/t]
Drafting in progress:
[t]http://i.imgur.com/FGjyaue.png[/t]
Aren't the sensors supposed to be in those ball-shaped structures on top of the bridge?
[QUOTE=X6ZioN6X;42627389]Aren't the sensors supposed to be in those ball-shaped structures on top of the bridge?[/QUOTE]
Those are the shield ball things
everyone knows sensors are the hemispherical dishes!
Supposedly the spheres on the bridge level are sensors but also have local shield projectors in them for extra protection, not that they did the Executor any good
[editline]24th October 2013[/editline]
Seriously the Executor was the most useless fucking ship ever if the command deck being wiped out caused the entire ship to stop working and crash into the death star
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