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 Post subject: November Progress Update
PostPosted: Thu 26 Nov, 2015 7:40 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Hi everyone.

It has been another busy month. This month there were 354 checkins, and here are the highlights.

- Making the loot menu more presentable, shows part overlay as well. Presentable treasure!
- Fixing code rot in multiplayer code. Big game + time = broken stuff
- Animated levelup bar so you can delta xp when you kill something
- Color setting on ships propagating properly in multiplayer, so you can see their pink and purple monstrosities
- Added a computerized ship voice to tell player whats going on, reloading, target locked etc...
- Fixed the sneaky trixy fighters in multiplayer. Die when you are told!
- Moved Strike Craft to a flight path above the motherships but still on a plane. They feel like fighters now and the motherships like battleships.
- Tonnes of chatter work
- Collision avoidance work for Strike craft and for battleships. Also when to use the shields as a battering ram and not evade.
- Dialog Dialog Dialog, Music Music Music
- New shield mechanic. You can boost their regen speed and damage mitigation at the cost of capacitor and weapons being able to fire (All power to shields sort of thing)
- New afterburner power reservoir and super Rockford 5000 system. Engine boost now increases maneuverability as well as speed. Its very nice.
- Re-tuned all strike craft
- Relations system on starmap now uses faces to indicate that captains saw something they liked or didn't like, live. (6 faces)
- Multiplayer allows setting a perk preset so can play with technologically superior or inferior ships as desired (great for testing)
- Captain's log converted to more readable text, not just enumerations anymore
- THE BATTLEWAGON! Special combat mode where the AI takes control of all weapons and you fly. Less efficient than doing it yourself, but great for hitting multiple small targets.
- Upgraded battlewagon to still accept player input
- Teaching battle wagon not to do dumb things, like shoot at exploding ships, or shoot through friends.
- Battle wagon fully definable in the weapon config menu (can set which weapons can become automated)
- Ion weapons made smarter. Will not fire at rocks or ships without shields up.
- Starmap warning system when you are going to do something that makes the owner of that something mad
- Converted the tractor beam to a single contextual button.
- Objective reminder system. Will ping the starmap every so often as a reminder of the next target location
- Inventory level layout system. All parts from inventory spawn in a matrix to make snapping them on and finding them easier. Sorted by value as well.
- Main menu fight system. Huge ships killing each other during the main menu, fun to watch, great for testing.
- New resource and powerup crates that show whats in them so they can be strategically used in combat.
- Logic upgrades for the starmap objective helper arrow. Points to the best thing to go after if you need some help.
- AI ships get mad when you are friendly in combat then start shooting them. AKA Combat douchery checker.
- Scaled XP rewards based on threat assessment and your contribution to the fight. So if a level 100 and level 100 are fighting and you join at level 1, you don't get a lot of XP since you contributed very little to the fight.
- Combat comms system. So other captains can talk about what's up during the battle and how they are feeling about it
- Lots of combat/weapon turning
- Ships now require a minimum number of crew to keep the ship working, else they take damage over time on starmap. Makes goon resource much more meaningful, but watch out, goons consume rez too...
- Big presentation pass. All starmap entities get interaction fx and sounds to indicate when they are in use.
- Threat tuning for AI ships to evaluate each other. Trying to make simulated battles as close to the same outcome as possible to real player battles.
- More difficulty sliders for sandbox mode.
- Game speed slider for sandbox mode
- Taught AI when to boost shields and engines (a little better at least)
- Leech beams only fire at ships with active capacitors (not reloading)
- Fighters now have an internal ammo count and must return to their hangar every so often to resupply.
- Gui scale system. Set the size of the Gui on a slider.
- AI captain messaging system. They send mail instead of interrupting you with comms when you aren't expecting it.
- Ship warp in presentation. Cuz its sexy.
- New Depth of Field system.
- The word tweak appears many many times. ...tweak.
- Missile intercepting a moving target logic upgrade for when there is a miss and they need to retarget at enough range to make a sensible second pass.
- Starbase stores stock themselves better at the beginning of the game.
- Strike craft spaw in in formation on warp in, cuz its even sexier.
It had been a great month. We are changing fewer and fewer systems and now are much more into the presentation and tuning mindset. SPAZ 2 is starting to really take shape and we like its shape :)

Thanks for sticking with us everyone!


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 Post subject: Re: November Progress Update
PostPosted: Thu 26 Nov, 2015 8:50 pm 
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Scout
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Joined: Fri 25 Feb, 2011 8:12 pm
Posts: 36
Location: 127.0.0.1
We are watching ... from the shadows ... and playing Fallout in the meantime :D

GJ on the updates

_________________
Fighting for peace is like fucking for virginity.


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 Post subject: Re: November Progress Update
PostPosted: Fri 27 Nov, 2015 10:43 am 
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Dart

Joined: Sun 01 Mar, 2015 9:38 am
Posts: 22
OMAGAD OMAGAD !

Cant wait to see its shape :D
RELEASE IT ! :D


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 Post subject: Re: November Progress Update
PostPosted: Fri 27 Nov, 2015 12:49 pm 
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Scout

Joined: Sat 22 Nov, 2014 6:01 pm
Posts: 45
Shiny new news. :lol:

I'm happy that the game takes finaly the shape you like and looking forward for the day we can play it and look if we like the shape too. ;) And now i wish you all a nice weekend, enjoy it. ^o^


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 Post subject: Re: November Progress Update
PostPosted: Fri 27 Nov, 2015 9:04 pm 
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Scout
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Joined: Sat 14 Jan, 2012 12:49 am
Posts: 42
- The word tweak appears many many times. ...tweak.

At least you didnt say Twerk.

Keep up the work guys.


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 Post subject: Re: November Progress Update
PostPosted: Sun 29 Nov, 2015 12:39 am 
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Dart

Joined: Sat 28 Jan, 2012 2:36 am
Posts: 20
Awesome update, GREAT anticipation here as I play Rebel Galaxy while I wait...hurry every chance you get :ugeek: :ugeek: :ugeek:


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 Post subject: Re: November Progress Update
PostPosted: Mon 30 Nov, 2015 11:38 am 
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Dart

Joined: Wed 22 Feb, 2012 1:05 pm
Posts: 14
good to read :) nice update


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 Post subject: Re: November Progress Update
PostPosted: Tue 01 Dec, 2015 5:43 pm 
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Dart

Joined: Tue 04 Mar, 2014 6:00 pm
Posts: 21
holy crap that's a long list of great updates. sounds like you're almost ready to brush off that alpha test....


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 Post subject: Re: November Progress Update
PostPosted: Tue 01 Dec, 2015 8:59 pm 
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Dart
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Joined: Wed 07 Nov, 2012 9:05 pm
Posts: 22
Location: Finland
These progress reports are always fun to read. New features, changes and what not!


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 Post subject: Re: November Progress Update
PostPosted: Fri 04 Dec, 2015 10:41 pm 
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Shortbus

Joined: Fri 10 Apr, 2015 8:14 am
Posts: 7
Awesome news game reads like its gonna be a blast to play


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 Post subject: Re: November Progress Update
PostPosted: Tue 08 Dec, 2015 5:32 pm 
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Dart
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Joined: Sun 30 Jun, 2013 2:21 am
Posts: 10
Epic work you both are doing. I can't wait to see the finished product!


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