Dangerous: a 3D space combat RPG (EVE meets X3)
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Just remembered the Lightspeed games they did something similar to Sundog shunts might be worth a look as well.http://en.wikipedia.org/wiki/Lightspeed_%28video_game%29It's easy enough to change the setting in steam you just need to go into the option page of Steam, click on Rom and change it to the 1.02 rom
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CaptainKal
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RE: Dangerous: a 3D space combat RPG (EVE meets X3)
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Never did the chance to play with Ataris since they were more expensive than the Commodore 64 and Ti-994a way back then, so will have to check out that game and simulator after we release our game.
Even a Commodore 64 was too expensive for me, back then.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Good news! After almost 3 years of development, our game is finally live on the app store:http://itunes.apple.com/us/app/dangerous/id351211190?mt=8It's a universal build for iPhone/iPad, discounted launch price of $4.99We also have PC and Mac builds you can purchase directly from our website:http://whoisdangerous.com/buy.htmlAlso discounted launch price of $14.99Android version will come later this week.If you get a chance to play it, We'd love to hear your thoughts. Thanks,LinhBinaryHelix.comWhoIsDangerous.com
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Congratulation on getting the game out guys.
Couple of questions about the PC/Mac version, how big is the download and what payment method are you using.
Oh and what control methods are supported on the PC/Mac versions.
Minimum System Requirements
Got any screen shot of it. 
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
PINBACK wrote:
Congratulation on getting the game out guys.
Thanks! It's a been a long development road, and now the marketing begins. Ugh. The download is about 130 MB and uncompresses to 184 MB. The minimum requirements are very basic. I was able to get it running on an ancient laptop. It has been heavily optimized for the mobile devices (so doesn't need much resources), but looks great at full resolution on today's rigs. I think you'll have to trawl long and hard to find something that can't run the game. I'll try to update the minimum specs just for grins though.Payment is processed through Paypal. No credit card info is touched by our servers.You can see the trailer and screenshots (from iPad) at: http://whoisdangerous.com/press.html The game will scale up to whatever resolution you can throw at it as far as I can tell. Looks gorgeous on my 1920 x 1080 widescreen monitor.The control methods are primarily mouse with keyboard shortcuts. Manual flight of the craft is done with arrow keys or WASD. I suspect most people will be comfortable playing it with a mouse with the occasional keyboard shortcut, but we'll probably add other options like joystick and gamepad relatively soon. (We'll send email notifications of any updates.)
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Excellent news definitely going to try and sort out about getting a copy for the PC. 
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Just got the game downloaded.
Going to have a play around over the next couple of days.Is there a manual that can be download for it. 
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
PINBACK wrote:
Just got the game downloaded.
Thanks for your support!
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Ok just a few brief thoughts about the PC version.Some what confusing interface (not all of us have played Eve) but I think it will become more familiar with more use, as there are a lot icons it might have been nice to be able to turn on tool tip when hovering the mouse over the icon.Would have like to be able to increase/decrease speed with the keyboard.the arrow speed indicator on the left probably works well on a touch device but I found that its in the wrong position for the mouse, maybe an option to flip the speed/ distance indicators over to the right side of the screen. Miss not having a radar at the bottom of the screen, I know the red and green dot do the job but a radar screen gives you more awareness on who where at glance.Roll keys funny how you miss them when they are not there.Combat still confusing, firing the laser pretty straight forward but I will have to go through the turret and missile tut a couple of time more as both seem to require the use of an auto pilot. Not sure if there an audio ping for when the missile has lock on, if its not there maybe its something which can be added.Saving the game I take it, it can only be done at the station and can you change save game slots.Would like to have seen the engines on the ship glow when increasing/ decreasing speed.Not sure if this is a bug or it meant to be a day/night termination line on the planet.The local and galaxy Map seem to be a bit lacking in information as there nothing but a green cross, inless these maps are added to later in the game. They should have there own screen as well and not be on top of the quarter screen as it’s looks messy.Being enjoying the game despite dying numerous times,
still have lots of features to explore.
Like the idea of the trading where goods command a higher price the further away they are traded (the hop). 
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
PINBACK wrote:
Ok just a few brief thoughts about the PC version.Some what confusing interface (not all of us have played Eve) but I think it will become more familiar with more use, as there are a lot icons it might have been nice to be able to turn on tool tip when hovering the mouse over the icon.Would have like to be able to increase/decrease speed with the keyboard.the arrow speed indicator on the left probably works well on a touch device but I found that its in the wrong position for the mouse, maybe an option to flip the speed/ distance indicators over to the right side of the screen. Miss not having a radar at the bottom of the screen, I know the red and green dot do the job but a radar screen gives you more awareness on who where at glance.Roll keys funny how you miss them when they are not there.
You can use the V and B keys to change thrust (in manual flight) or distance (in autopilot F/O/K modes). Short of a UI overhaul where you can drag elements to place them (in planning stages), we're going to add a new UI layout that is more conducive to mouse and keyboard players. Let me know what changes would work best for you. Will have to think about adding in roll keys. Would be useful in manual or Newtonian flight mode I think.The main issue I have with radar displays like Elite's is that it is less immersive that having on-screen indicators. The radar blips at the edge and the Contacts list gives you quite a bit of situational awareness. But I do see how a radar could give you even more situational awareness. Will have to see if it's feasible. There's definitely more room for it on the PC screens.
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Combat still confusing, firing the laser pretty straight forward but I will have to go through the turret and missile tut a couple of time more as both seem to require the use of an auto pilot. Not sure if there an audio ping for when the missile has lock on, if its not there maybe its something which can be added.
You can fly manually and still use the missiles and turrets. We'll definitely be adding locking sounds in a future update to help augment the visual lock display.
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Saving the game I take it, it can only be done at the station and can you change save game slots.Would like to have seen the engines on the ship glow when increasing/ decreasing speed.
Yes, saving happens automatically when you dock, undock. Currently there's no way to switch save slot during a game, but if there's enough demand for it, it is something we can look into. When we add the cloud save feature, it can sort of accomplish the same thing.
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Not sure if this is a bug or it meant to be a day/night termination line on the planet.
Yikes, I haven't seen that before. What kind of graphics card do you have? Did you pick the "most beautiful" display setting when starting the game?
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The local and galaxy Map seem to be a bit lacking in information as there nothing but a green cross, inless these maps are added to later in the game. They should have there own screen as well and not be on top of the quarter screen as it’s looks messy.
The galaxy map fills out with each system you visit. The idea was to give players an incentive to explore as your corporate pilots can only travel through systems you've visited. Maybe one compromise here is letting the player buy a map that exposes all the system, but then the player will no longer receive experience for visiting each locale like you currently do.
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Being enjoying the game despite dying numerous times,
Glad to hear that! We are planning relatively frequent updates to fix any bugs and also to add new content periodically.The economic model we employed was the wholesale/retail concept. It doesn't make sense to me to have prices fluctuate so radically as you're buying an item like in X3. Also feels strange for relatively common items to be so scarce from system to system as in other space sims. Our plan, by the way, is to eventually add in the ability to buy, destroy, or take over space stations to add another layer of possibilities. And maybe even a stock market.Thanks for your feedback! It definitely helps to hear other perspectives.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
swiftest wrote:
we're going to add a new UI layout that is more conducive to mouse and keyboard players. Let me know what changes would work best for you.
Definitely like to be able to drag UI elements around. Also at the moment the weapon icons are obscuring part of the ship, had a fiddle with the screen setting but made no difference to it.
swiftest wrote:
Yikes, I haven't seen that before. What kind of graphics card do you have? Did you pick the "most beautiful" display setting when starting the game?
It’s an old graphic card Nvidia geforce 6600. The game set on fantastic tried some of the other setting but they are the same.
swiftest wrote:
The galaxy map fills out with each system you visit. The idea was to give players an incentive to explore as your corporate pilots can only travel through systems you've visited. Maybe one compromise here is letting the player buy a map that exposes all the system, but then the player will no longer receive experience for visiting each locale like you currently do..
I think in regards to the map it more about presentation/game immersion, I don’t think theirs any need to give player a full map part of the fun of Freelancer was finding out what was there.Remember in Elite by clicking on a star it would take you an information screen about that system. Just a bit of background info about each system.The game does not have any collision detection is it ment to be like that because at the moment you can fly through the ship, stations and planets ect.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
PINBACK wrote:
Definitely like to be able to drag UI elements around. Also at the moment the weapon icons are obscuring part of the ship, had a fiddle with the screen setting but made no difference to it.
If you mean the weapon modules which are displayed on the bottom left, those could be moved to the middle right via an option. Inside the station/system/options area, you can change the "button layout". It's a little tricky because some ships can have upwards of 10 slots in a given row, so it's hard not to obscure something with so many buttons. But we are also considering a way to merge similar buttons together so that a single icon represents all those weapons.
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It’s an old graphic card Nvidia geforce 6600. The game set on fantastic tried some of the other setting but they are the same.
I have a feeling it is a shader problem. We'll try to include more shader options, so maybe there's a shader that works with your card? Or maybe a no-shader option, too.
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I think in regards to the map it more about presentation/game immersion, I don’t think theirs any need to give player a full map part of the fun of Freelancer was finding out what was there.Remember in Elite by clicking on a star it would take you an information screen about that system. Just a bit of background info about each system.The game does not have any collision detection is it ment to be like that because at the moment you can fly through the ship, stations and planets ect.
The map could definitely use some sprucing up. We have that on our to do list. You can collide with asteroids, just not other ships. We actually want to bring it back at some point (we had it in the game in the beginning, but collisions were frequent when docking/undocking and caused aggro) and also add a "ramming" type module. That way, ramming could be a valid combat tactic.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
By the way, in light of some feedback from a review, we're considering making these changes. The goal is to remove impediments to fun:- You'll be able to start a warp at any distance, so you won't have to transit to the "warp limit" of 10 km. The Warp Navigation skill will control how close you can get to your target (like it does now). The NPCs won't have this skill/ability.- The whole map will be viewable at start. You'll get experience still for actually visiting those locations, and you can only route your corporate pilots to places you've visited.- All ships will be available for purchase/sale from the start. Your skill and wallet will be what determines if you can get them. - The headquarters loyalty quests which used to give out a ship license will instead give out elite-level gear.Pick a perk when you start a game. You'll be able to choose after you arrive at the hub station.* Fighter Ace: start out with Warp Navigation maxed* Trade Genius: start out with Master Trader maxed* Space Explorer: start out with Scan Probe maxed* Mr. Independent: no starting bonusesPlease let us know if you have any ideas on making the game more accessible. Also of note, we've added PC and Mac demos. Pick it up at the website http://whoisdangerous.com
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
swiftest wrote:
- You'll be able to start a warp at any distance, so you won't have to transit to the "warp limit" of 10 km. The Warp Navigation skill will control how close you can get to your target (like it does now). The NPCs won't have this skill/ability.
I don’t have any problem with 10km zone in fact I like idea of having to fly out 10km before warping, what might be better is to have that 10km as a safe zone around the stations and jump gates. As on more than one occasion I have attacked by pirates just after exiting a station or gate. A few more comments Would be nice to have a picture or a rotating ship model of the ship you are buying in the market. In fact that would go for every thing in the market, including modules, ammunition and commodities should have a pic, looks like theirs room for it on the right hand side of the screen.Like to see the modules in the market put into their categories low. medium and high. As it would make finding the right module for vacant slot easier.They could also do with a bit more of a description of what the item does.Not sure how the ammunition works in the game, as I don’t appear to have run out of anything yet, in fact I seem to have infinite ammo.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
PINBACK wrote:
I don’t have any problem with 10km zone in fact I like idea of having to fly out 10km before warping, what might be better is to have that 10km as a safe zone around the stations and jump gates. As on more than one occasion I have attacked by pirates just after exiting a station or gate.
Hmm, maybe what makes sense is an easy mode where the warp limit is short or 0, and a normal or hardcore mode where it works like now.
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Would be nice to have a picture or a rotating ship model of the ship you are buying in the market. In fact that would go for every thing in the market, including modules, ammunition and commodities should have a pic, looks like theirs room for it on the right hand side of the screen.Like to see the modules in the market put into their categories low. medium and high. As it would make finding the right module for vacant slot easier.They could also do with a bit more of a description of what the item does.
We do plan to add in the sample ship models and module images in a future update. Priority right now is to fix bugs and improve accessibility.
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Not sure how the ammunition works in the game, as I don’t appear to have run out of anything yet, in fact I seem to have infinite ammo.
The modules are supposed to stop running when you run out of ammo. Worked when we tested it, so we'll have to dig to figure this one.
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Is there is any damage done to the ship in combat or equipment destroyed as there does not appear to be anything.
Shields recharge at some rate. In theory, when you damage shields and armor, it stays until you dock. Then all is repaired for free. The thinking was that repairing armor damage is more of a time & money sink since you could just equip an armor repair module, undock, repair for free. Maybe normal/hardcore mode might make players pay for it...
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Would like to see a few different backgrounds when docked at the station.What’s that green square for, the one on top of the ship which is still there even when you are docked at the station and looking at the other screens.
Yup, we eventually plan to get more art painted or possibly model the interiors in 3D. The future plan calls for walking in stations, boarding enemy ships, and exploring planets on foot. So 2D art would be mostly temporary, I think.
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The map screens needs a key to the icons on the local map, it could also do with an indicator to tell the player where they are both in the local and galaxy maps.(got lost a couple of times
Yup, the map screen definitely needs some love. Will try to spruce it up soon.
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For the PC version I would like to be able to click on the screen to target a ship, station ect as I have found myself firing missiles at the station by mistake a few times when engaging in combat.Also it would be good to have the names of the stations, gates and planets on screen maybe as an option so they can be turned on and off.
Good suggestions. You can click on the ship icon or lock icon next to the ship to select or lock already. There were some technical issues with clicking to directly select a ship in space due to some touch slide control schemes. But it's a reasonable request, so we'll see about adding that feature down the road.
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The game could do with a few more sound effects and a much better laser sound as the present one sound like a duck quacking.
Yup, would have liked to have hired a sound guy. Hopefully some publicity and revenue will let us bring on additional talent.
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The ships cargo screen could with being broken up into different areas for cargo, ship equipment and ammunition. Would make it easier to tell what’s what’s
The other idea we had was to make it more visual, like Diablo. You would be able to drag and drop, for example. Lots more work to do this, but eventually we'll get around to it.
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I have talked to the data thief and been told to take a probe to the Sola Fide headquarter in washbo, when I goto Sola Fide nothing happens. What I am missing here.
Hmm, are you sure you accepted the quest? Are you sure you're at the right station? The quest complete takes about 5 seconds or so once you're inside the station after you talk to Astra. If you're not seeing that, try loading the save game, accepting the quest, and trying it again. Might be a bug, but we haven't had any other reports.
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How do the dynamic quest work
Yes you should equip a remote armor repair module on your ship to do the breakdown quests. Useful for the escort and hijacked ship quests to have that or the remote shield recharger. But broken down ships need remote armor repairer. Also, if you get Cali as a wingman, you can order her to repair.
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Like to have the game save when you go thought the jump gates as it’s a bit of an nuisance when you just traveled through two of three system only to be killed before you can get to a station to save the game.
Since we don't save quest acceptance, only quest completion, it would make it harder on you if we saved at gates. For synchronization issues, we save at stations only. Maybe down the road, we could look at a save anywhere approach.
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It’s a bit strange that you can cancel a mission without any penalty maybe you rating with the faction you do the mission for should go down.
Actually, the courier and transport quests will make you pay a credit penalty and hit you with standings loss if you cancel those freelance quests. We might add a standings loss to the others. Just have to be careful we don't make it too onerous for people to experiment with quests without too much fear of setbacks.Thanks for the feedback! You're still very very early in the epic quest line (well, the Data Thief is the first "epic" quest). Hopefully you get a chance to finish that, get the wingmen, and even get to the romance part.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Thanks for the answer swiftest.Been thoroughly enjoying the game just wandering about and exploring the different systems in the game and trying out some of the different features.
So I have not really been playing the quest missions, found the wingman Akio and going to follow up on some his threads. When I get back around to Washbo I will have another go at it at the first quest mission.Got to grip with the interface now and been happily blowing pirates to bit and as I have a wing man now they do seem to getting a bit tougher, so any suggestions on buying a new ship as I feel the need for some more firepower.Theirs some great music in the game really like the main theme very Pirates of the Caribbean.
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Hmm, maybe what makes sense is an easy mode where the warp limit is short or 0, and a normal or hardcore mode where it works like now.
Probably best if you did as an option, make the default the no warp limit then player can change it themselves.
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Yup, we eventually plan to get more art painted or possibly model the interiors in 3D. The future plan calls for walking in stations, boarding enemy ships, and exploring planets on foot. So 2D art would be mostly temporary, I think.
Do like the 2d artwork gives the game a unique look
but if you are going for the walking on station ect then I guess it won’t fit in anywhere.
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The other idea we had was to make it more visual, like Diablo. You would be able to drag and drop, for example. Lots more work to do this, but eventually we'll get around to it.
Very nice look forward to seeing it.
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Actually, the courier and transport quests will make you pay a credit penalty and hit you with standings loss if you cancel those freelance quests. We might add a standings loss to the others. Just have to be careful we don't make it too onerous for people to experiment with quests without too much fear of setbacks.
Now you mentioned it, I have just noticed the credit penalty on the cantina screen, but trying out the courier, transport mission then cancelling the mission does not have any effect on my credits.
It also seems by cancelling the mission I have acquired some unwanted passengers/ tourist.Pity you can’t sell into slavery as there does seem to be any means of getting rid of them once they are there apart from putting them in storage.
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Hmm, maybe what makes sense is an easy mode where the warp limit is short or 0, and a normal or hardcore mode where it works like now.
Probably best if you did as an option, make the default the no warp limit then player can change it themselves.
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Yup, we eventually plan to get more art painted or possibly model the interiors in 3D. The future plan calls for walking in stations, boarding enemy ships, and exploring planets on foot. So 2D art would be mostly temporary, I think.
Do like the 2d artwork gives the game a unique look
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The other idea we had was to make it more visual, like Diablo. You would be able to drag and drop, for example. Lots more work to do this, but eventually we'll get around to it.
Very nice look forward to seeing it.
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Actually, the courier and transport quests will make you pay a credit penalty and hit you with standings loss if you cancel those freelance quests. We might add a standings loss to the others. Just have to be careful we don't make it too onerous for people to experiment with quests without too much fear of setbacks.
Now you mentioned it, I have just noticed the credit penalty on the cantina screen, but trying out the courier, transport mission then cancelling the mission does not have any effect on my credits.
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
swiftest wrote:
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I have talked to the data thief and been told to take a probe to the Sola Fide headquarter in washbo, when I goto Sola Fide nothing happens. What I am missing here.
Hmm, are you sure you accepted the quest? Are you sure you're at the right station? The quest complete takes about 5 seconds or so once you're inside the station after you talk to Astra. If you're not seeing that, try loading the save game, accepting the quest, and trying it again. Might be a bug, but we haven't had any other reports.
Just tried the game out on my net book works perfectly no problems with the graphics or the data thief quest, guess the problem some thing to do with my computer.
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celticfang
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RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Just wondering how long it takes aftellr ordering, bought three copies earlier for friends and didn't get any emails at a
RE: Dangerous: a 3D space combat RPG (EVE meets X3)
celticfang wrote:
Just wondering how long it takes aftellr ordering, bought three copies earlier for friends and didn't get any emails at a
You be better off posting this question on Dangerous forum Celticfang.It will probably be answered quicker. http://whoisdangerous.com/discussions.html
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celticfang
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RE: Dangerous: a 3D space combat RPG (EVE meets X3)
Tried to register, got no email from that either on either of my accounts, weirdness is out in force today....EDIT: Have I gone mad or was there a demo on the site and it's now vanished? I'm pretty sure I clicked onto it around Christmas time and saw a demo link, I checked yesterday, no demo at all.