• Final Frontier
    673 replies, posted
[QUOTE=J_J_McCall;41404383]I could possibly do a Noobice School Of Final Frontier. Enh Enh? I could possibly get the word out about this gamemode and the servers with on 7Grid.net[/QUOTE] I don't think I get what you just said :~| When will the Q&A video be released? :D
[QUOTE=GTbrawlers;41431976]I don't think I get what you just said :~| When will the Q&A video be released? :D[/QUOTE] It will take a while for Jon to edit, so probably next Friday. The engineering one should be uploaded imminently.
Here it is: [video=youtube;afE2KfBD45k]http://www.youtube.com/watch?v=afE2KfBD45k[/video]
[QUOTE=Ziks;41440420]Here it is: [video=youtube;afE2KfBD45k]http://www.youtube.com/watch?v=afE2KfBD45k[/video][/QUOTE] My first impression sense tells me that looks clunky as hell. A slow, mostly automated process isn't really that much fun to work with.
[QUOTE=LimEJET;41440730]My first impression sense tells me that looks clunky as hell. A slow, mostly automated process isn't really that much fun to work with.[/QUOTE] Something more hands on would be more interesting. Engineering should be more bare bones and utilitarian, rust and pipes everywhere. Just my 2 pence.
[QUOTE=LimEJET;41440730]My first impression sense tells me that looks clunky as hell. A slow, mostly automated process isn't really that much fun to work with.[/QUOTE] The automated part lets you spend the time while it's working hunting around the ship for modules to repair / use as templates, or to fit recently repaired modules. It also means understaffed ships don't need someone to be a dedicated engineer, although having one is hugely beneficial if they spend their time working on designing the most efficient module.
[QUOTE=Ziks;41441217]The automated part lets you spend the time while it's working hunting around the ship for modules to repair / use as templates, or to fit recently repaired modules. It also means understaffed ships don't need someone to be a dedicated engineer, although having one is hugely beneficial if they spend their time working on designing the most efficient module.[/QUOTE] Thing is though, no matter what you choose to do it's going to be ineffective. How will you know when a module has finished repairing? What will you do while waiting for splicing to complete if you're "breeding" modules? It seems that the tedium will be there no matter what your strategy. I could definitely see this work in a context where there are dedicated "classes" or "roles" (although I guess dreaming them up yourselves works as well, this is GMod after all), but right now, not really.
Please do not add "classes" or "roles". But i have an idea how this could work, maybe a voice announcement system on the ships that tells when repair is complete, and that tells when shields fall down to 50% or that tells there is a hull breach? That's unique and not done before and could work really well.
[QUOTE=cartman300;41443707]Please do not add "classes" or "roles". But i have an idea how this could work, maybe a voice announcement system on the ships that tells when repair is complete, and that tells when shields fall down to 50% or that tells there is a hull breach? That's unique and not done before and could work really well.[/QUOTE] Oh yeah, because that's not annoying at all. What about everybody [I]not[/I] concerned with repairs? Also, what if someone plays with no sound?
[QUOTE=LimEJET;41444594]Oh yeah, because that's not annoying at all. What about everybody [I]not[/I] concerned with repairs? Also, what if someone plays with no sound?[/QUOTE] Also it's not like you can't play sound just in the engineering room, and it's not like you can add [B]optional[/B] subtitles or [B]optional[/B] hud indicator for the [B]optional[/B] sound you can [B]optionally disable[/B] in the config or something
[QUOTE=cartman300;41444731]Also it's not like you can't play sound just in the engineering room, and it's not like you can add [B]optional[/B] subtitles or [B]optional[/B] hud indicator for the [B]optional[/B] sound you can [B]optionally disable[/B] in the config or something[/QUOTE] That's a lot of options, and a lot of immersion-breaking things. Also, what's the point of only playing the sound in the engineering room if the engineer is out and about?
Hey, it already makes a microwave "ding" when it's done.
I'd bet I'm not the only one who's unhappy with the engineering mechanics. Let's discuss this. Personally, I think that colour changing should be done manually on a per-pixel basis, but not in a way that allows you to trial-and-error your way to a perfect module in a few minutes. Maybe get rid of the pixels (they look great, this is just brainstorming) and use some kind of Pipe Dream-esque mechanic to connect different terminals inside the module? This way, modules could be customized and improved to a degree, but there would still be some kind of "hardware limitation", like obstacles or different numbers of in/outputs. The challenge would then be to find the most effective route for a given block type. This sounds really cool in my head; am I making any sense at all?
[QUOTE=LimEJET;41445855]I'd bet I'm not the only one who's unhappy with the engineering mechanics. Let's discuss this. Personally, I think that colour changing should be done manually on a per-pixel basis, but not in a way that allows you to trial-and-error your way to a perfect module in a few minutes. Maybe get rid of the pixels (they look great, this is just brainstorming) and use some kind of Pipe Dream-esque mechanic to connect different terminals inside the module? This way, modules could be customized and improved to a degree, but there would still be some kind of "hardware limitation", like obstacles or different numbers of in/outputs. The challenge would then be to find the most effective route for a given block type. This sounds really cool in my head; am I making any sense at all?[/QUOTE] I originally had something like this in mind, but more like connecting a circuit with tiles that had wires of different orientations. The current system takes a bit more time and effort to find the optimal pattern than I think you realise. You'll know that the method involves having comparing modules that differ by only one tile to ascertain which colour that tile should be, a process that must be repeated for each tile. The main problem is that you can't selectively remove a single tile to be replaced by a specific colour; the tile(s) that get removed when a module is damaged is random. This is fine for the first few tiles you test, because it is unlikely that the tile that gets removed is one that you have already tested. As you go along, it will take more attempts to break the tile you wanted to replace. The alternative is to use transcribing; build up a library of 16 modules that each have one tile broken in a distinct place. This library of templates will be kept to selectively break a specific tile from a module to be replaced, speeding up the process in the long run. An additional problem is that for each tile you want to compare you need to find a source for the second colour you want to test. When a ship spawns, all of its modules initialize with the same pattern, and so it is impossible to construct any other pattern without scavenging from other ships. It will take several ships to find counterparts for each tile. From testing, it seems like it will take about 45 minutes of constant work to engineer the perfect module for only one module type, and that's with counterparts for each tile readily available. The process seemed interesting enough for me, as there was always something to do to work towards the effort, with many emergent sub-problems encountered that could be solved more efficiently with a bit of thought, like ways of determining the better module when they differ by two tiles when additional information is known etc. I'd be happy to implement a different system if it is thought out in its entirety and has enough depth and emergence, but I think this mechanic is adequate for now.
I'm still not convinced. 45 minutes would be a good amount of time if it didn't involve idle periods. I think the main thing I'm averse to is the amount of repetition involved. That said, there are definitely worse systems out there. I'm glad that you're willing to take suggestions. I'll try to flesh out my idea a bit.
I quite like this system! It's certainly unique, and has an easy to use but difficult to master vibe to it which makes it accessible to both casual and more serious players. Another well thought out feature in my opinion! With regards to alerts, maybe the engineer class could be equipped with a PDA style item (or if classes are a no-go, just have them stored on the ship somewhere so people can grab one if they want). This could alert them when comparing/splicing/transcribing is done if they're elsewhere, and also perhaps show a brief overview of the ship so they're able to see if any systems need repair? Maybe that last part would negate the use of the consoles a bit. I dunno, just brainstorming!
Any news?
I think the engineering is a fresh new look on the matter. I don't know how much interaction you want to get from something but this is pretty interactive indeed. They even pointed out in the video they didn't want a welding gun that fixed things in 5 minutes as that's just common and pretty unreal. Maybe that can be used with something to repair hull breaches... Other than that, yes I assume it will get repetitive if you're sitting there for half an hour trying to master a module and yes I'd find it boring. That's why you won't find me doing that, I'll give that job to someone I don't particularly care about like a stranger or new crew member, as it is said in the video.
I like the idea of announcements, but only for things that are of concern to most if not all people on the crew such as being attacked, ship nearly destroyed and stuff like that. Since engineering is to do with repairing modules, is the responsibility of engines moved somewhere else or forgotten completely?
How about you use a sort of wrist-mounted screen for a hud?
Thinking about it, you wouldn't probably need an announcement for getting attacked if there is enough feedback in sound effects or visual effects. Announcements of the percentage of hull integrity would work though.
I'd agree to make the HUD as minimalistic as possible or as Ott has said, to have it mounted on your wrist or something, abit like how it is in Dead Space where your health bar / oxygen level is on the back of your suit. The guns from the morbus gamemode would be very suitable also (not the guns themselves but the style where the ammo is a holographic dispaly). And about announcements, engineering isn't important enough to have announcements, I'm sure you can estimate how long it will take and come back when its done. Announcements for things like hull breaches, power cuts to certain areas and whether you have been attacked would be nice.
If there are portable energy weapons, it would be cool if you had to recharge them in the engineering area/reactor.
Hey guys; you look like you're doing an amazing job on this, I love FTL and I can't wait to play this! Just skimming through the last few pages, there was a little talk of classes? I was thinking about this before - classes would run against the style of the game, but I really like the idea that players can pick up a few different items to help them perform roles. e.g. An oxygen tank (personal oxygen supply for x minutes, slows movement and impares vision) A hazmat suit (no damage from fire or temperature, but removes jumping and sprinting) Personal Shield Unit (gives you an armour layer ala hl2, but means you can't be teleported and makes you glow to enemies) As for a PDA, how about being able to link it to any one console you have access to? You can use it to check information on that system, but not to actually control it. Also, the real reason I came here; if you guys get to the point where you start looking for modellers, feel free to give me a shout. Since I last posted on this site, I've become a freelance 3D artist in Manchester and would be happy to help you guys out!
Just to clarify, we never intended to include character classes. We would maybe have different races that have different abilities, but no fixed jobs or ranks. As I said before, I'm going to have to put development on hold for a while because of my job, but that will only be for a couple of months. I might be able to do some work at weekends, and I'll keep you all up to date.
[video=youtube;c1TZPRecp-E]http://www.youtube.com/watch?v=c1TZPRecp-E[/video]
Good to see that you are still able to answer the communities' questions even though you have to deal with both IRL job's and development of the gamemode.
Nice! I agree with the above; it's great that you're finding the time to listen and respond to the community despite your busy schedules. Is there an ETA on the second part of the video?
I'm insanely greedy.
You know, I freaking love this gamemode, but honestly I wouldn't care if it was crap, because watching you two mess about is just so much entertainment in itself.
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