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 Post subject: We did stuff! April 9th to June 3
PostPosted: Fri 05 Jun, 2015 6:45 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Originally posted by Blorf.


Here are the highlights from April 9th to June 3 2015. In that time there have been 412 checkins. Most are boring, so here is the good stuff you will care about.

-Taught AI how to retreat
-New province discovery system (exploration is back!)
-Lots of stuff to do with not seeing things beneath unknown provinces, awarding xp for exploration etc. took a while to work out the kinks.
-controller work for the menu system. So you can navigate complex menus with controller if you wish (thankfully a Richard task!)
-Adding a player faction (locked me down for a while)
-New bandit base art for the different tiers
-Lots of callout system work on the starmap.
-Added the "click stack" if I had not, you would have hated me. Its a system to click on an object and to be able to select and see info on any overlapping object (happens a lot)
-lol checkins like "click stack getting smarter" "click stack getting useful" "feelin fairly intuitive now" :)
-Added skirmish system (method for faction neighbors to conduct border disputes based on relations)
-Objective framework (a missions system, mostly used for story flow)
-Starmap event log tracking and menu
-Added a whole new class of ship parts.
-Added Scrap yard raiding for crappy ship parts on respawn
-Added special ship parts for transports to look cooler.
-Objective button system. Working like contextual tutorials, have dialogue too.
-Ahh heck, story flow work begins...
-Building the intro fight level. (some of this may be spoilery beware) We have now started to add the story flow (It acts as a tutorial for the sandbox mode)
-Part destruction system (for zombie and scrap parts)
-Flow into intro junkyard works, yay! (where we teach you how to put ship together)
-AI ship refit logic (time to go shoppin!)
-Repair at starbase (vs just repair in the field)
-AI is tracking junkyard raids and getting angry
-Added tactical overlay
-Flow all the way into the starmap now works
-Started building the weapon definable weapon grouping system
-Implemented new soft targeting system. (no hitting T to cycle targets) worked out very well!
-Added variable speed projectiles due to soft targeting. lots of new weapons possibilities.
-Can now change resolution in game (long time pet peve)
-New starbase explosions
-New zombie doodads (doodad is an accessory we add to a ship)
-Converted new aiming system to multiplayer
-f**king sexy missiles (checkin label) some track target, others track cursor.
-fixed weapon mount blocking detection (cant shoot through own ship)
-added a hint system to combat (what button to press to do what, and progress trackers)
-Starmap tutorial started
-System to force specific level props to spawn based on province state
-new zombie egg life system
-bunch of story mission implementation
-texture life states for zombie infections (Richard shader magic)
-zombie fetuses
-advanced tutorial system (if people want to know detailed info)
-new resource ransacking system (quick and dirty theft)
-Added speech synthesizer for dialogue testing (hilarious)
-revised starmap fleet speed calculation, also added indicator
-Added sandbox mode (Story mode is tutorial for this)

That brings us up to date for interesting stuff till June 3 2015. This section has mostly been all about getting the story flow in, but doing so has revealed some issues, and we have been fixing them as we go. It has been a good couple of months.


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Sat 06 Jun, 2015 4:08 am 
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Dart

Joined: Sat 28 Jan, 2012 2:36 am
Posts: 20
O wow am I the 1st one to read this??? This progress is awesome!!! Can't wait!! :lol: :lol: :lol: :lol:


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Sat 06 Jun, 2015 4:12 pm 
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Scout
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Joined: Sat 14 Jan, 2012 12:49 am
Posts: 42
\o/... Update.... Devs are ALIVE and working..... Phew... we was worried :)


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Sat 06 Jun, 2015 4:51 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Quiet is good. It means we have our heads down working ;)


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Mon 08 Jun, 2015 6:46 pm 
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Dart

Joined: Tue 04 Mar, 2014 6:00 pm
Posts: 21
Wow, that's a ton of stuff. Thanks for the update!


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Tue 09 Jun, 2015 7:08 am 
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Shortbus

Joined: Mon 15 Aug, 2011 9:26 pm
Posts: 1
Excellent news! Happy to see you are making good progress!


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Tue 09 Jun, 2015 6:19 pm 
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Shortbus

Joined: Fri 10 Apr, 2015 8:14 am
Posts: 7
Awesome each time i come back to these boards i always get excited for SPAZ 2 so far the looks like its going be incredible while i would love to play asap do not rush get the game how you want it before release oh and don't forget to take a break now and then all work and no play makes developers cranky or so i have heard

*wanders off to Galactic Civilizations 3*


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Tue 09 Jun, 2015 6:42 pm 
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Dart
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Joined: Sun 30 Jun, 2013 2:21 am
Posts: 10
Amazing work you two! All of the new features sound epic. :3


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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Thu 18 Jun, 2015 8:13 pm 
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
In the meantime I have been on Hiatus. I will now return to keep these forums somewhat clean, or at least try to, of spambots.

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 Post subject: Re: We did stuff! April 9th to June 3
PostPosted: Mon 17 Aug, 2015 2:44 pm 
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Shortbus
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Joined: Fri 09 Jan, 2015 5:57 pm
Posts: 7
Location: Germany
Nice list! :)

-new zombie egg life System: Can we catch eggs, hatch them and raise our own Zombie pets? :D

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