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RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Dec 30, 2015 12:48 pm
by McAule
Bloody hell, these are some beautiful gifs :) Don't worry they look splendid even in gif format.Any chance for those neutron stars to go super nova and blast everything in the sector including a player? :) And any way to prevent this? Or is it going to be like a random doomsday event of sorts? Don't forget to implement solar winds which effect comets etc. Love the suns and their coronas, a lot, actually. Any way to add solar flares too? Powerful enough to EMP player and npc ships?Also, isn't black hole supposed to suck everything, including light? And iirc it expands, also it slows time too. Tractor beam asteroid, then propel into enemy which goes straight into black hole, how cool is that :) Don't forget drones, mining, stealth, scouting, combat and salvaging ones. I love to watch a swarm of drones doing the hard work, mining moons, planets, comets, asteroids, gas clouds etc. and tearing enemies to shreds while I'm supporting them from afar :) But, I guess, that's in the future, for now focus on galaxy and it's celestial objects :) P.s. check this star size comparisons on youtube find it extremely interesting :)Especially this one

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Dec 30, 2015 4:44 pm
by DroneLocker
Bloody hell, these are some beautiful gifs :) Don't worry they look splendid even in gif format.Any chance for those neutron stars to go super nova and blast everything in the sector including a player? :) And any way to prevent this? Or is it going to be like a random doomsday event of sorts? Don't forget to implement solar winds which effect comets etc. Love the suns and their coronas, a lot, actually. Any way to add solar flares too? Powerful enough to EMP player and npc ships?Also, isn't black hole supposed to suck everything, including light? And iirc it expands, also it slows time too. Tractor beam asteroid, then propel into enemy which goes straight into black hole, how cool is that Don't forget drones, mining, stealth, scouting, combat and salvaging ones. I love to watch a swarm of drones doing the hard work, mining moons, planets, comets, asteroids, gas clouds etc. and tearing enemies to shreds while I'm supporting them from afar But, I guess, that's in the future, for now focus on galaxy and it's celestial objects P.s. check this star size comparisons on youtube find it extremely interestingEspecially this one  McAule. How do you do it? Every time I get an notification in my gmail inbox about your reply to this thread - it puta smile on my face :)I have no idea how are you doing it - but you are ruining every surprise I try to come up with haha!Yes. I was thinking about supernovas. That would be an interesting thing. But then again - I hate being rushed in games. I know the tension is great but tension can easily turn into frustration. So when the idea is there - its all about the execution. But I do have couple of vialable methods orbiting my mind. Like a 1-2 time use artifact that:a )makes the sun go supernova but alsob ) shields you from the destructive powers.So suddenly there's no sun, no planets, no enemies - only debris, asteroids and black holes. I have to play with the idea further.Solar wind - the main fuel in game is energy. As is. You use "energy" for everything. From traveling across the sector, to igniting warp drive, to firing energy weapons or doing orbital scan. But energy, beside the obvious amount generated by your reactors - can also be collected from stars and sun and solar winds. Takes some time but hey - its free! :DSolar flares - also thought about them but then again I don't want the player to be scared to leave his game on AFK for more then 5 minutes, just to find out that his huge spaceship turned into space-scrap due to stray roids, solar flares, supernovas etc. You catch my drift. If anything - that would be more of a visual matter, a decoration. Rather then something that can blow planets like candles.Black holes - not sure is it visible on the gif - but if you take a closer look you can see that this bad boy is actually warping and distorting even the "map" and stars below it! :D As for time - its relative, so the player would not feel any time slow down - the world would suddenly start running faster. Just as you cross the event horizon of the Black Hole - you start seeing things on "Fast forward" because you are trapped in time.Tractor beam + roids + black holes = that's my plan. Also - rigging/hacking enemy ship instead of direct combat and locking their thrusters to fly into nearest sun... <3Drones - checked, mining - 1 of 6 main game modules, stealth - partially, scouting - yup, spy drones ready, combat - you just wait for that :3, salvagin g- you mean the whole space hulk or getting on board with a team of space marines and scavanging the corridors of alien starcraft? I got both :DVideos - I got them al in my bookmarks! :DDDNow... something nice for a "good sleep". Because shit is just about to get real. Remember the name Aule. Remember...[/url] http://www.stellarflux.com/[/url]

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Thu Dec 31, 2015 8:40 am
by DroneLocker
Small Update ""Black Holes Suck!"So I was just about to FINALLY start adding resources (mineable roids, gas clouds crystals) to the game when I've noticed I had to do something wrong in the sector generation code. Exactly Black Holes placement and collisions detection. Its quite important because we don't want our Black Holes to spawn in the middle of sector's sun or on a planet, right? Would look stupid. So couldn't find a fix right away and I am still working on it. But before finding a bullet proof solution - I thought about some extra measures to avoid such nasty situation and... Well, now the Black Holes actually EAT planets! :O They slowly suck them in. Then, at closer distance, the planet starts getting shredded and bits and pieces of the planet fall into the Black Hole with the mother planet still getting closer. When the Planet reaches the "Point of No Return" its crust losses integrity and the planet core explodes. Bottom line - more interactions! :D Or as the guys from good old Black Isle used to say:"Its not a bug - its a feature!" :DD

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Thu Dec 31, 2015 9:34 am
by McAule
 McAule. How do you do it? Every time I get an notification in my gmail inbox about your reply to this thread - it puta smile on my faceI have no idea how are you doing it - but you are ruining every surprise I try to come up with haha! It's simple, because I've seen a lot, read a lot, played a lot, so I know things you can make in games with a scifi theme. Remember, we share the same taste in scifi so it's a bit easy to deduce your way of thinking :) Yes. I was thinking about supernovas. That would be an interesting thing. But then again - I hate being rushed in games. I know the tension is great but tension can easily turn into frustration. So when the idea is there - its all about the execution. But I do have couple of vialable methods orbiting my mind. Like a 1-2 time use artifact that:a )makes the sun go supernova but alsob ) shields you from the destructive powers.So suddenly there's no sun, no planets, no enemies - only debris, asteroids and black holes. I have to play with the idea further. If by "artifact" you mean some kind of unknown mechanical device from some long lost alien race then it sounds nice. I don't think any shield would be able to stop the amount of exploding energy spewn from a sun going nova and you wouldn't be able to absorb it either, not with a ship at least. So it should be something like a small moon sized starbase (Star Wars Death Star?) which should be advanced enough and which had enough power to make the sun go nova.After the nova, there's only one thing - send in salvage drones and vessels to collect loot :) Solar wind - the main fuel in game is energy. As is. You use "energy" for everything. From traveling across the sector, to igniting warp drive, to firing energy weapons or doing orbital scan. But energy, beside the obvious amount generated by your reactors - can also be collected from stars and sun and solar winds. Takes some time but hey - its free! Stargate Universe? Like when Atlantis goes near the sun to refuel? :)Going to add a Dyson Sphere, Swarm, Ring, Bubble or Shell around suns?Also take a look at the comets when they fly past suns, their tail trail is moving away from suns solar wind, not following the comets trajectory. Solar flares - also thought about them but then again I don't want the player to be scared to leave his game on AFK for more then 5 minutes, just to find out that his huge spaceship turned into space-scrap due to stray roids, solar flares, supernovas etc. You catch my drift. If anything - that would be more of a visual matter, a decoration. Rather then something that can blow planets like candles. Why not? It would make the game truly alive. I mean, space is a dangerous place, dangers everywhere so you ought to be careful. Wanna be safe? Dock in the station. Well, there's pause button too. Imagine you warp into a sector, full of roids, or exactly at the moment whe the sun lashes an emp flare, or going nova. That would make players blood boil from adrenaline, I know mine would, trying to stay alive or helpless after an emp flare, unless you're prepared for it :) Black holes - not sure is it visible on the gif - but if you take a closer look you can see that this bad boy is actually warping and distorting even the "map" and stars below it! As for time - its relative, so the player would not feel any time slow down - the world would suddenly start running faster. Just as you cross the event horizon of the Black Hole - you start seeing things on "Fast forward" because you are trapped in time. That's exactly what I mean and it depends from the point of view :) Tractor beam + roids + black holes = that's my plan. Also - rigging/hacking enemy ship instead of direct combat and locking their thrusters to fly into nearest sun... <3Drones - checked, mining - 1 of 6 main game modules, stealth - partially, scouting - yup, spy drones ready, combat - you just wait for that :3, salvagin g- you mean the whole space hulk or getting on board with a team of space marines and scavanging the corridors of alien starcraft? I got both Ships hurling roids with tractor beams or using them as shields or a weapon of bombardment and destruction is awesome :)Planet, roid, comet rigging? Plant a powerful enough bomb near the core and then wait for unsuspecting enemies to land for mining or trading etc.Nano drones swarm? Ripping enemy armor and hull apart.Both salvaging parts are good. Ripping exploded, unusable or derelict ships for matterials and equipment with drones or boarding and claiming ship for your fleet or your pocket by selling it are always welcome :) P.S.The name and the logo are just awesome :) P.P.S.Shouldn't the planet collapse being sucked in? I understand the explosion of a core, but instead of planet going "pop" like a balloon it should crumble and then explode into peaces. Of course there should be a landmass separating, the atmosphere burning the surface etc. etc., but that's just too much of a headache to implement in :) So just try to make the planet crumble, explode and all of the pieces to be sucked in if possible :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Thu Dec 31, 2015 4:07 pm
by McAule
Before I "forgot" as I'm celebrating New Years eve check these two games for some nice ideas: Star Nomad 2http://store.steampowered.com/app/414950/[/url] There are some minor features that I like. and Anarkis Unending Galaxyhttp://www.anarkisgaming.com/unending-galaxy-info/[/url] Anarkis UG has some really nice X series features in 2D, fleets, stations, factions etc. which I really like as I'm a big fan of X series. P.S.Happy New Year mate!

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Sat Jan 02, 2016 5:05 am
by DroneLocker
If by "artifact" you mean some kind of unknown mechanical device from some long lost alien race then it sounds nice. I don't think any shield would be able to stop the amount of exploding energy spewn from a sun going nova and you wouldn't be able to absorb it either, not with a ship at least. So it should be something like a small moon sized starbase (Star Wars Death Star?) which should be advanced enough and which had enough power to make the sun go nova.After the nova, there's only one thing - send in salvage drones and vessels to collect loot Exactly that. I mean artifacts in Stellar Flux are are like some of the items from Weird Worlds 2. Only a handful of them are the generic Stats Boosting kind. Most of them are REALLY unique, and do stuff that cannot be done any other means. Some of them unlocks a totally new aspects of the game. For example "God in Box" is an artifact that doesn't do much but it keeps commenting player actions and give hints and warning. Kind a like that talking sword from Baldurs Gate 2. But much more extended. As of supernova - shielding from that is actually quite easy if you let your imagination go wild. Let me elaborate. Troubles can be fixed, but if you can avoid them before they occur - that's even better. So when the sun goes supernova - instead of shielding against the explosion - you just avoid the effect by using an artifact called "Starblink". What does it do? It makes you vanish from the universe to a empty pocket plane. There's noting there to do or to interact with and you can come back any time you want. Sounds kind a lame and useless? Well not when your engines are damaged/out of energy and there's a comet heading your way... Or when the sector's sun goes supernova. But the timing is crucial because artifacts have long cooldowns.In most cases - the player will be warned that the sun will go supernova and a counter will pop on screen. So the player has hurry and leave the sector before that or die. But yes, there are couple of ways to survive that, but I won't make them obvious. Its for the players to figure out and exploit. Stargate Universe? Like when Atlantis goes near the sun to refuel? :)Going to add a Dyson Sphere, Swarm, Ring, Bubble or Shell around suns?Also take a look at the comets when they fly past suns, their tail trail is moving away from suns solar wind, not following the comets trajectory. Yup. But the player has to do this carefully. Because the closer the spaceship is to the sun - the faster energy is collected and absorbed... But he also starts receiving damage and can burn himself. The burnage gets stronger the closer you are to the sun.Dyson Sphere - I love the design and I always wanted to have it in my game but I leave this for later as I have to figure out the Right Way to implement it. It couldn't be the sector's sun, it has to be as something else, something extra. And meaningful. I hate so called "dead content" aka content in games that is there and its fully functional - but never actually used by the players. E.g Master level spells in Skyrim. Flashy, eye candy, powerful and... Totally unusable because of their casting speed and shitty range. I always try to avoid those sort of game elements. If something feels useless - I'd rather just kick it out from the game and replace with something remotely useful.As of comets tails - I might not follow physics here. I mean, most people would think this is a bug or a glitch lol. And I already can see myself going left and right replying to "comet trail bug" reports that its actually realistic hahah. You know what I mean. Imagine Super Mario without jump control. Why not? It would make the game truly alive. I mean, space is a dangerous place, dangers everywhere so you ought to be careful. Wanna be safe? Dock in the station. Well, there's pause button too. Imagine you warp into a sector, full of roids, or exactly at the moment whe the sun lashes an emp flare, or going nova. That would make players blood boil from adrenaline, I know mine would, trying to stay alive or helpless after an emp flare, unless you're prepared for it There is High Difficulty and Unfair/Random Difficulty. If I, as a player, did something wrong or in a wrong way or just "not good enough", then I can make peace with the fact that I lost my game or suffered some sort of penalty. Because I just did not had what it takes. But if its random, based purely on dice roll? That's bullshit. I hate that in games. Because it doesn't give me any chance or opportunity to defend myself. Its like being killed right after respawn. We all are getting our asses handed to us on daily basis in real life. And in most cases we don't have control of the situation. I don't want to mimic this in game. Plus, the game is actually being designed as casual. Like Weird World. I want action only in action related situation, such as combat. Beyond that - I want the player to have time to admire the game world, and make decisions without being rushed. I want the player to actually take time and taste the game, not just run for the finish. Ships hurling roids with tractor beams or using them as shields or a weapon of bombardment and destruction is awesome :)Planet, roid, comet rigging? Plant a powerful enough bomb near the core and then wait for unsuspecting enemies to land for mining or trading etc.Nano drones swarm? Ripping enemy armor and hull apart.Both salvaging parts are good. Ripping exploded, unusable or derelict ships for matterials and equipment with drones or boarding and claiming ship for your fleet or your pocket by selling it are always welcome Exactly that. You know what I love in games? When I am being given various options to deal with the situation. Derelicts are a perfect example of that. You can blow it into pieced and collect plenty but raw resources, or send in a team to check the ship board, or just leave it intact and tow the ship to nearest starport for sale. Shouldn't the planet collapse being sucked in? I understand the explosion of a core, but instead of planet going "pop" like a balloon it should crumble and then explode into peaces. Of course there should be a landmass separating, the atmosphere burning the surface etc. etc., but that's just too much of a headache to implement in :) So just try to make the planet crumble, explode and all of the pieces to be sucked in if possible Oh I will tweak that sequence. Whatcha see now is a total WIP. I won't go as far as dynamic dissolvation of the planet because it might cost more then its worth. But there will be a lot of extending. Just you wait! :D Before I "forgot" as I'm celebrating New Years eve check these two games for some nice ideas: Star Nomad 2http://store.steampowered.com/app/414950/[/url] There are some minor features that I like. and Anarkis Unending Galaxyhttp://www.anarkisgaming.com/unending-galaxy-info/[/url] Anarkis UG has some really nice X series features in 2D, fleets, stations, factions etc. which I really like as I'm a big fan of X series. P.S.Happy New Year mate!Oh I know Star Nomad! :D Both the game and its creator. Silverforce created some incredibly organic and realistic game interactions. The trading system for example. Pure awesomeness.As of Anarkis - Thx! I actually was not aware of this game existence! Looks damn good! :DThank you Aule, sorry for the delay in reply. And a late Happy New year! I strongly believe that this year will bring a lot of joyful moments :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Sat Jan 02, 2016 11:35 am
by DroneLocker
Small Update (Because of the weekend)So because there is another long weekend going on - I cannot work too much on the game. But I did found couple of spare minutes to check something out. I've made a test music(?) for Stellar Flux . It was something new as I've never made space music before. My domain are rather creepy, brainmelting, horror tunes. But this ain't that bad. Give it a listen and tell me what do you think, but don't expect Mozart. Its the result of around 30 minutes of work. So no fireworks.You can listen to/get the music for free from here[/url]

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Sun Jan 03, 2016 10:31 am
by DroneLocker
And ANOTHER update! :D (I am on fire, oh yeah!~ )Ingame VIDEO! :D Finally I am getting my shit kind a sorted after all those holidays and I have something that's in motion. There is not that much to do ingame, but there will be. For now - its more of a showreel of how the in game looks and feels. I am trying my best to make the game world feel and be both interactive and alive. So nothing is pure "decoration". Stray roids can be catched. They smash into sun, spaceships, planets and each other. Planet can collide, black holes sucks everything in, suns burns. And I am adding new elements each day. Hope you'll like it. I am doing my best.

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Tue Jan 05, 2016 8:58 am
by DroneLocker
UPDATE! :DOkay guys, you've seen a lot of space vistas. But what about spaceships and stuff? Well I got that covered for you. Of course its all still Work In Progress so everything will be polished and might change. So take this more as a early design rather then final graphics. Hope you like it.[CLICK THE PICTURE TO ENLARGE][/url]

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 4:21 am
by McAule
UPDATE! :DOkay guys, you've seen a lot of space vistas. But what about spaceships and stuff? Well I got that covered for you. Of course its all still Work In Progress so everything will be polished and might change. So take this more as a early design rather then final graphics. Hope you like it.[CLICK THE PICTURE TO ENLARGE][/url] Can you write under the ships their name and type (Drone, Miner, Fighter, Destroyer, Cruiser, Carrier, Dreadnaught, Station etc.) P.S. Nice updates mate :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 4:24 am
by McAule
And ANOTHER update! :D (I am on fire, oh yeah!~ )Ingame VIDEO! :D Finally I am getting my shit kind a sorted after all those holidays and I have something that's in motion. There is not that much to do ingame, but there will be. For now - its more of a showreel of how the in game looks and feels. I am trying my best to make the game world feel and be both interactive and alive. So nothing is pure "decoration". Stray roids can be catched. They smash into sun, spaceships, planets and each other. Planet can collide, black holes sucks everything in, suns burns. And I am adding new elements each day. Hope you'll like it. I am doing my best. Nice, but I hope sectors are going to be bigger, or borderless, more open space :) Because, sun, blackhole and planets seem too close to each other. Add ships near them and they'd look similar in size :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 4:25 am
by McAule
Small Update (Because of the weekend)So because there is another long weekend going on - I cannot work too much on the game. But I did found couple of spare minutes to check something out. I've made a test music(?) for Stellar Flux . It was something new as I've never made space music before. My domain are rather creepy, brainmelting, horror tunes. But this ain't that bad. Give it a listen and tell me what do you think, but don't expect Mozart. Its the result of around 30 minutes of work. So no fireworks.You can listen to/get the music for free from here[/url] Background music? Not bad and calming to say the least :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 5:19 am
by DroneLocker
Nice, but I hope sectors are going to be bigger, or borderless, more open space :) Because, sun, blackhole and planets seem too close to each other. Add ships near them and they'd look similar in size :)A LOT bigger. The player starts with access to small sectors but as he warps from sector to sector the size of the Sectors are getting dynamicly bigger. This sector is Size 10. And Sizes goes from 10 to 60. Where the number indicates how many tiles are there one each X/Y axis. So a Size 10 sector is actually a grid of 10 x 10 tiles. Which gives us 100 tiles. In the other hand Size 60 means the sector has 60 x 60 tiles. Which is 3600. Thats 36 times bigger then the smallest. Background music? Not bad and calming to say the least :)Some new stuff has happen and I won't be making the music for Stellar Flux anymore. I've found someone else. Far better then I will ever be. And that person is capable of making music the caliber of e.g Inception or Interstellar. But *hush!* for now. Very soon I will present you my new "partner in crime :)Oh and about the ships I still need to work on them. They look good but are too dark. Thats because I am experimenting right now with a dynamic lighting. So they have to be that dark for the Light source to actually shine on them. If I fail to do so - I will just make the graphics lighter.

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 9:06 am
by McAule
A LOT bigger. The player starts with access to small sectors but as he warps from sector to sector the size of the Sectors are getting dynamicly bigger. This sector is Size 10. And Sizes goes from 10 to 60. Where the number indicates how many tiles are there one each X/Y axis. So a Size 10 sector is actually a grid of 10 x 10 tiles. Which gives us 100 tiles. In the other hand Size 60 means the sector has 60 x 60 tiles. Which is 3600. Thats 36 times bigger then the smallest. Some new stuff has happen and I won't be making the music for Stellar Flux anymore. I've found someone else. Far better then I will ever be. And that person is capable of making music the caliber of e.g Inception or Interstellar. But *hush!* for now. Very soon I will present you my new "partner in crime :)Oh and about the ships I still need to work on them. They look good but are too dark. Thats because I am experimenting right now with a dynamic lighting. So they have to be that dark for the Light source to actually shine on them. If I fail to do so - I will just make the graphics lighter. Good, bigger sector size means more exploration, exploitation and extermination ;)Glad to hear, you've got a music composer in your team it'll ease some of the stress and work on your project.No worries about the ship sprites as they're still WIP, bud I'd like to know their role so people could give feedbacks and suggestions what to improve, change etc. :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 10:28 am
by DroneLocker
Good, bigger sector size means more exploration, exploitation and extermination ;)Glad to hear, you've got a music composer in your team it'll ease some of the stress and work on your project.No worries about the ship sprites as they're still WIP, bud I'd like to know their role so people could give feedbacks and suggestions what to improve, change etc. :)Aaaand you just gave me another awesome idea.Oh and...Polished and upgraded the starship sprites a bit. I think this is as close as it gets to what I had in mind. And thats the last update for Stellar Flux for couple of days... I got food poisoned and I am barely seing what I type. Plus my kid got fever so we all be staying home for next couple of days.[CLICK TO ENLARGE][/url]

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Wed Jan 06, 2016 11:00 am
by McAule
Aaaand you just gave me another awesome idea.Oh and...Polished and upgraded the starship sprites a bit. I think this is as close as it gets to what I had in mind. And thats the last update for Stellar Flux for couple of days... I got food poisoned and I am barely seing what I type. Plus my kid got fever so we all be staying home for next couple of days.[CLICK TO ENLARGE][/url] Well they look much better now, good job on those sprites :) The 1st on second row looks like a skull, is it a pirate ship of sorts? :) What about shadows? If planets have them ships should have them too. Engine needs trails or glow too :)All of your ships are a bit round, some pointy ships with corners are needed (imagine heavy armor plated ships), bio-organic, crystal type, well I think you get the drift. Well, I hope there's going to be a bigger sort of ships with different factions, races etc. Also no need to add wings, tails, fins for aerodynamics as it doesn't exist in space :) P.S.I hope you and your child will get better soon ;) P.P.S.That music composer of yours is he EricMatyas perhaps? :)He's got some great music and sounds for all theme types free for commercial and non-comercial purposes in his website.Or Przemyslav (Przem on youtube)?He's got some nice music on his youtube channel :)

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Sat Jan 09, 2016 9:53 am
by DroneLocker
Okay this is as good as it gets. Plus I really just want to move forward and get this over with. I'll reply later when I'll catch a breathCLICK TO ENLARGE[/url]

RE: Stellar Flux - Firefly/Battlestar inspired space game

Posted: Sat Jan 09, 2016 12:00 pm
by McAule
Nicely done, keep up the good work mate :)