Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Impressive as ever, DC. Hope I can get my eyes fixed sometime soon.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Mission system is looking great, I kinda see a little of EVE Online in this type of mission flow with how this is setup.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @cody
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
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
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
@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)
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @sscadmin
Mission system is looking great, I kinda see a little of EVE Online in this type of mission flow with how this is setup.
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.
Mission system is looking great, I kinda see a little of EVE Online in this type of mission flow with how this is setup.
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.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
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.
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.
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Nice, any plans to allow mods of the game.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Posted by: @pinback
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.
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.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Hello SSC!
Docking in - a bit late - for the quarterly report
The internal mission generator is in place with a basic set of ferry A→B 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!
Docking in - a bit late - for the quarterly report
The internal mission generator is in place with a basic set of ferry A→B 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!
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Awesome as ever, DC.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Ant news of a release date for the game DC?.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
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 
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Hello SSC!
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!
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!
RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
Excellent as always DC
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.
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.
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D.C.Elington
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RE: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!)
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.
This makes me think about fencing with feints, dodges, attacks... but TBH I'm exploring on the fly too!
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.
This makes me think about fencing with feints, dodges, attacks... but TBH I'm exploring on the fly too!