To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Hey DC - is it ten years now?
Hello captain! Yes the game has an FTL jump but personally I'm traveling the Infinite Coding Universe in a row boat 🚣♂️ 😂
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Awesome work as ever DC, look forward to seeing the finished game. 😎Β
I love what I'm seeing! Have you considered setting up a steam page? It can look intimidating but is worth it if you are releasing it on PC. The earlier a page gets put up the longer it has to accumulate wishlists (which are really useful when you launch), even if you're years away from release.
@classyk I'll have to inquire about this indeed. One topic in particular is whether I can do this as an individual and then transfer it to the company I'll need to set up for the release 🤔
Hello SSC!
Here's the latest dev log featuring the missions' system and the associated UI:
To sum-up the goal is to have an internal module generating "orbital police" tasks as a base for the career progression, and also to enable more complex missions and campaigns to be designed externally and then imported into the game.
Fly safe πΒ
Impressive as ever, DC. Hope I can get my eyes fixed sometime soon.
Mission system is looking great, I kinda see a little of EVE Online in this type of mission flow with how this is setup. 👍Β
Impressive as ever, DC. Hope I can get my eyes fixed sometime soon.
Hello Cody, I'll need a fix soon too but so far I've been able to manage with "corrective devices" 🧐
Take good care of yourself 😌
@aki Thanks! The issue with the UI is that I tend to use too much text fields and tables 😣 At least on that one the map naturally balances things and it was not too much work (I could reuse a dedicated renderer for the galaxy)
Mission system is looking great, I kinda see a little of EVE Online in this type of mission flow with how this is setup. 👍Β
Hello D1, thanks for the info I'll look into this! 🔎 The layout is inspired from one of the testers who designed some missions and shared them in pdf format. And hopefully the underlying implementation should provide enough freedom for external contributors to define pretty advanced stuff.
Hello SSC,
Very quick update: to sum-up ASG can now import user-created missions. That's certainly a bit early but this should help developing the internal generator, and which is the main objective currently.
Nice, any plans to allow mods of the game.
Nice, any plans to allow mods of the game.
That API could be an entry point actually: for instance it will very likely feature commands to spawn customizable NPC ships and other agents into the game.
Hello SSC!
Docking in - a bit late - for the quarterly report 🙂
The internal mission generator is in place with a basic set of ferry AβB missions. Nothing revolutionary for sure but that was necessary to help implement the underlying system, and will at least provide some operations for beginners and peaceful players more into space trucking.
The "personnel transport" set adds a bit of drama because the life support systems were seriously nerfed, meaning that trying to host a wedding ceremony with 200 guests in the ship will turn ugly very fast (more precisely: very stuffy then rapidly lethal ^^). Nothing that can be solved with the good old "install better equipment" career gameplay loop of course.
Fly safe!
Ant news of a release date for the game DC?.
Hi @pinback, following the missions the ship's sensors are the last mandatory feature I want to add before the initial release. This should enable the core "submarine in space" gameplay with surveillance and patrolling ops. So hopefully not in a too distant future now 👨🔧
Hello SSC!Β
Speaking about the sensors above, here's a preview of what the feature should look like. Still not much code behind the panels but I had to fix some structural issues since the last devlog.
The vid also presents the decision to go full "laser gunboat" for orbital warfare in the sim.
Fly safe!
Excellent as always DC 😎Β
What counter measure will their be, would the player be able to go dark by turning the power off or eject some sort pod which would attract the sensors for example.
Hello @pinback 👋
Well there's that "no stealth in space" saying for this kind of sci-fi settings, and the more I do the math the more I'm a believer too.
Turning the reactor off would considerably limit the telltale radiations for sure, but even so the remaining radiated heat could still be detected at very long range. There's also the fact that the nearby star will illuminate you at all times except during the brief eclipses from a nearby celestial body. One could suggest that the ship would "look like a rock" in such situations but a spectrometric analysis of the signal would tell the difference in surface materials. And there's the general issue that turning the reactor off makes you a sitting duck for the half hour needed to restart at best.
So if hiding is very difficult deception and coordinated tactics will be the way to go I think. For instance elaborating on your example, drawing attention from some sensors (or getting fired at) means that some ennemi equipment is out of cover (from protection doors), and is then open for an effective counter attack.Β
This makes me think about fencing with feints, dodges, attacks... but TBH I'm exploring on the fly too!