[QUOTE=cartman300;41202016]It's nice and organized, what do you want, pretty flowers on it?
You're not geeky enough for it! :v:[/QUOTE]
Maybe I should have worded that differently.
I think since the gamemode takes such a heavy influence from FTL, that the console should resemble something from FTL. I can see in places where it does, but I'm not getting that FTL feel from it.
Awesome, awesome, awesome,
Multiplayer Co-op at it's finest!
[QUOTE=shoerack;41202546]Maybe I should have worded that differently.
I think since the gamemode takes such a heavy influence from FTL, that the console should resemble something from FTL. I can see in places where it does, but I'm not getting that FTL feel from it.[/QUOTE]
I kind of get what you mean. How this looks more like a modern day space ship console (Like a touch screen tablet) and its housing is a full steel block. This kind of suits the gamemode as its more original than copying directly from FTL and it does look nice and is coded well.
However, judging from this image of a FTL ship layout, the consoles do take on different sizes and shapes and have wall mounted additions (Like in HL2). But hey, its your gamemode so make it how you like it :)
EDIT: Also another thing that sprung to mind from that image. Airlocks! :D
[IMG]http://images4.wikia.nocookie.net/__cb20121012183137/ftl/images/thumb/0/08/Kestrel_upgr.jpg/1000px-Kestrel_upgr.jpg[/IMG]
It's funny, because the consoles, to me, kind of look something from Star Trek: The Next Generation. anyone else get that? I like them, anyway. They look functional.
[QUOTE=GTbrawlers;41195904]Also just to bump the thread up abit, how do you plan on a ships weapons damaging an enemy ship?
Will it be different types of weapons like FTL where missiles have more chance of breaching the hull thus draining oxygen as opposed to laser weapons whire are more likely to heat up the room and damage its components? Or will we be expecting an alternative to this?[/QUOTE]
We'll have a video up soon describing how damaging rooms works, but basically it is similar to FTL in that you can target specific rooms.
I do hope for something like explosive decompression between rooms without enough oxygen or when there are hull breaches.
I've got a few questions:
1. Have you got any plans for any kind of trading system? Buying things from merchants or other ships and selling them for profit seems like it would be fun. Especially if you had to store the cargo around the ship in crates and boxes so it could be nicked by invaders.
2. What are the purpose the hatches that were on the ground in the teleporter video?
[QUOTE=macdoo999;41237744]I've got a few questions:
1. Have you got any plans for any kind of trading system? Buying things from merchants or other ships and selling them for profit seems like it would be fun. Especially if you had to store the cargo around the ship in crates and boxes so it could be nicked by invaders.
2. What are the purpose the hatches that were on the ground in the teleporter video?[/QUOTE]
Also I agree with your idea of having resources stored around the ship to be stolen or traded.
I have no actual idea but I think those metal things on the ground were just the teleporter pads that you stand on to be teleported. (Think of star trek).
Also in other news:
[URL]http://www.rockpapershotgun.com/2013/06/29/awooga-ftl-boarded-garrys-mod/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+(Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS)[/URL]
You got reviewed by RPS!
Jesus christ this looks fantastic.
Maybe being able to sap power (either for your own power systems, or just to mess with them).
It'd be cool if you had multiple gamemodes. Perhaps one gamemode there could be a traitor that has to sabotage the ship, SS13-style.
You should consider using the [URL="http://www.garrysmod.org/downloads/?a=view&id=109436"]Sci-Fi citizens set[/URL] for playermodels, at least temporarily.
[IMG_thumb]http://media.moddb.com/images/members/1/299/298427/dm_cloudcity0027.jpg[/IMG_thumb]
[URL="http://facepunch.com/member.php?u=92548"]LT_C[/URL] is the author of said set if you want to ask permission.
[QUOTE=hogofwar;41240274]Maybe being able to sap power (either for your own power systems, or just to mess with them).[/QUOTE]
Well weapons will use power I assume but I agree with what you mean about stealing power although that would require like a grappled electrical cable to connect (unless you mean an EMP which I still agree with like in FTL).
[QUOTE=richard9311;41241076]-SNIP-
[URL="http://facepunch.com/member.php?u=92548"]LT_C[/URL] is the author of said set if you want to ask permission.[/QUOTE]
They wouldn't really need permission if its already on garrysmod.org but I totally agree that those models would look very nice in this gamemode, possibly depending on your rank or role you get a different suit or you could take it a step further to have some purchasable (rpg style) and have different benefits or just to show off your wealth.
What's your guys plans in the way of a damage system so far? Will we get explosive decompression and entire rooms exploding?
This looks VERY interesting, i'm looking forward to it.
Just a thought: Having some kind of permanent space port where people spawn would be good. It could be a hub for trading and recruiting crew, and would probably remain neutral to make it easier on any mercenaries or pirates. Would also be cool if you wanted to assassinate another crew by getting into the control room, locking them in a chamber and suffocating them >:D
Hi, just found out about this and now Im worried you'll screw it up. So Ill say some things and pretend you're listening.
Please make it simple and comprehensible enough for it to play smoothly and reliably, unlike the pipe dream that is gmod spacebuild.If you don't try to do more things than ftl I can't see why it shouldn't work.
I do think however that you should try to slow the pace down ( not the work pace! ) so that it doesn't just become hl2 deathmatch with a lot of elaborate nonsense.
A good way of doing that could be as simple as slowing down movement speed and it could be as intricate as adding airtime to missiles and such so that the target crew can think out deliberate maneuvers. Other ideas would be to make sure that hacking takes time, that doors open slowly, that temperature/atmosphere kills slowly and so on.
Another problem is to give damage visual feedback without making it too complex. I think you need to put a spacelike skybox as part of the individual ships in order to simulate hull breaches. Just having the console tell you that there is a hull breach would be weird because then you can't have scenarios where internal sensors are down, and you have to be at a console to see damage. Other than that fires are east to make and all, but if you want hull breaches ( you do btw ) this is imo the best way to do it, simple and easy. Nothing needs to look good though, it kind of just has to show up.
I like the cubic ship design it's great and that way players can import their own ships without them looking like shit in comparison. So please don't let people make good looking assets, send it to me instead and I'll slap it together with duct tape ( you can also do this if you're not going to finish it ).
That's my layman's opinion anyway, I don't pretend to know what Im talking about. This is what I'd like to see.
Would be cool to see some back and forth in the thread btw.
[QUOTE=Thecaputres;41243337]--SNIP--[/QUOTE]
I think they know what they are doing and I don't think this is like spacebuild at all. They don't have all that resource distribution shit as that's all maintained in the ships environment which is better for this sort of gamemode.
I also think you may have disregarded the videos and the OP. Hacking does take time and there may be upgrades available in future to increase the amount of nodes in a hack sequence to make it harder. Plus you will be fighting the crew of the ship while hacking as it won't go unnoticed as you can see all people on board through the console.
I also disagree with lowering movement speed (well it could be lowered a little bit but not massively, maybe 210 on walk and 270 on sprint? I think those variables are correct).
Also the airtime to missiles would depend on how fast ships manoeuvre as judging by the navigation walkthrough they move pretty fast so the speed of the ship would have to be decreased and I think the rockets should therefore go faster (like HL2 RPG speed) so that the fighting is fast action. However I do also agree with your statement that there should be time for manoeuvring and real time thinking of the situation.
Then to simplify your idea on visual damage feedback - I imagine that you would be able to actually breach the hull otherwise there would be no use for missiles or the whole life support stuff. It would be extremely stupid to have all of these events only on the console for you to not actually witness.
For your 5th paragraph I don't understand what you mean by importing ships as I imagine you have to built upon a basic ship by buying new modules for your ship. That would be ideal but I don't know for sure as I'm not a dev for this.
And finally I'd like to point out that you cannot make a fire in space...If the hull was breached then all of the oxygen would diffuse into the vacuum that is space and it would be impossible to light a fire. There may be fire for a few seconds but think of it like an aeroplane - If you put a bullet in the hull the air will want to get out as fast as possible thus ripping a huge hole in the side so a fire would last a second at most. However I do think fires should be created from a missile that doesn't breach the hull or from intensive laser use / barrage upon your ship (pretty much raises the temperature to a level which causes a fire).
[QUOTE=GTbrawlers;41243548]I think they know what they are doing and I don't think this is like spacebuild at all. They don't have all that resource distribution shit as that's all maintained in the ships environment which is better for this sort of gamemode.
I also think you may have disregarded the videos and the OP. Hacking does take time and there may be upgrades available in future to increase the amount of nodes in a hack sequence to make it harder. Plus you will be fighting the crew of the ship while hacking as it won't go unnoticed as you can see all people on board through the console.
I also disagree with lowering movement speed (well it could be lowered a little bit but not massively, maybe 210 on walk and 270 on sprint? I think those variables are correct).
Also the airtime to missiles would depend on how fast ships manoeuvre as judging by the navigation walkthrough they move pretty fast so the speed of the ship would have to be decreased and I think the rockets should therefore go faster (like HL2 RPG speed) so that the fighting is fast action. However I do also agree with your statement that there should be time for manoeuvring and real time thinking of the situation.
Then to simplify your idea on visual damage feedback - I imagine that you would be able to actually breach the hull otherwise there would be no use for missiles or the whole life support stuff. It would be extremely stupid to have all of these events only on the console for you to not actually witness.
For your 5th paragraph I don't understand what you mean by importing ships as I imagine you have to built upon a basic ship by buying new modules for your ship. That would be ideal but I don't know for sure as I'm not a dev for this.
And finally I'd like to point out that you cannot make a fire in space...If the hull was breached then all of the oxygen would diffuse into the vacuum that is space and it would be impossible to light a fire. There may be fire for a few seconds but think of it like an aeroplane - If you put a bullet in the hull the air will want to get out as fast as possible thus ripping a huge hole in the side so a fire would last a second at most. However I do think fires should be created from a missile that doesn't breach the hull or from intensive laser use / barrage upon your ship (pretty much raises the temperature to a level which causes a fire).[/QUOTE]
Im sure they know what they're doing to some extent, but as always with gmod, the community is often accustomed with the development process and there should imo definitely be room for some brainstorming. I watched the videos and I saw all that, my concern isn't that it is going to be too complex ( like spacebuild ) or too chaotic (like hl2dm) but rather that it might be a little to complex or a little too chaotic. I do not mean snail speed, small changes can have extreme effect on how enjoyable it turns out I think.
I think you mean missile airtime [B]could[/B] depend on how fast ships move, this is not a given, as far as I have figured there doesn't exist an environment outside the ships ( atleast not a playable one ) and missiles don't exist. So the airtime could be 0 and it could be based on ship speed. But yeah it would be cool if it could change of course, but my concern is that there should be [B]some[/B] time to think.
Also the fire I talk about is the kind of fire that's in ftl, a different kind of ship damage than hull breaches. I just mean that there should be some visual feedback for extreme temperatures, extreme cold, hull breaches, system damage ( sparks from console? ) and so on.
All the best.
[QUOTE=Thecaputres;41243726]--SNIP2--[/QUOTE]
I think I agree with what you're saying whether this gamemode wants to be a deathmatch gamemode or an RPG gamemode or something in between (I hope for the inbetween) so it needs to decide on how fast the gameplay will be.
I understand what you mean now but I assume that the ships will be in an emptyish space map so that ships can move freely so that attacking another ship won't just be point and click as you will have an actual visual on the exterior of the enemy ship (unless you have good sensors) so you have no idea what you are hitting.
And for your final point I agree as stated in my last post. Module damage as opposed to a hull breach should result in increased temperatures which start fires [B]OR[/B] the impact creates a fire which in turn raises the temperature. I don't know how you would visually display extreme cold other than console and door short circuiting (jamming shut). I also imagine that a hull breach will be a very physical / visual thing and system damage can be displayed as you've said, with sparks or possibly with malfunctions e.g. weapons misfire, slower output times on actions or random ship accelerations / decelerations.
Good debate sir.
Oh god where have all these words come from.
Looks like it's coming along very nicely, but right now the rooms seem very bland (Which is understandable as i too am not very good at hammer) Have you thought of color coding them? Or perhaps having colored lines on the floor for finding your way around easier. Other than that it looks great so far! (And a quick facepunch question, whats with the dotted line under my name? (Its been a wicked long time since i was on here actively))
*EDIT*
Was thinking something like this for the lines on the floor:
[IMG]http://i44.tinypic.com/2rdas6v.png[/IMG]
[QUOTE=zombiefox;41249154]Looks like it's coming along very nicely, but right now the rooms seem very bland (Which is understandable as i too am not very good at hammer) Have you thought of color coding them? Or perhaps having colored lines on the floor for finding your way around easier. Other than that it looks great so far![/QUOTE]
I could also help them with this too as I've been using hammer for quite a long time now and I've been told my work is rather blocky so alas, my work may be put to good use.
EDIT: That's if they want any help. Tis totally upto them.
Awesome!!
New vid in OP.
Nice, this looks like its coming along nicely.
FinalFrontierDev 22 minutes ago
"You will find that out in the next video, coming some time* in the next few days."
:o I already can't wait to see what these mystical access hatches hold...probably just ladders, wires and maintenance shafts but I still can't wait :D
This looks so cool! Me and my friends have a youtube channel and whould love to play this on there ;)
[QUOTE=duncandelano;41252934]This looks so cool! Me and my friends have a youtube channel and whould love to play this on there ;)[/QUOTE]
That advertising.
I'm curious of how maps will exactly 'work'
I'm thinking of a large HUB to buy misc items and such, and it leads to alternative ship designs, perhaps 2 of each possible ship each with their own little 'skybox' of space. Though that's my opinion.
I've also got this curious little idea of 'mining' like your crew walking out onto this rock to go dig around for what they can.
(Also if creating map bits for your gamemode is welcome, I'd be happy to make floating rocks for people to dig in.)
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