Development Update #18: June 2014

Read and discuss the latest big updates in the development process.

Re: Development Update #18: June 2014

Postby aspman » Wed Jul 02, 2014 8:40 am

Its looking great Josh keep up the fantastic work. I for one am glad you are taking a few more months to complete - so the game is everything you and we want from it.
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Re: Development Update #18: June 2014

Postby fraggdya » Wed Jul 02, 2014 11:03 am

Josh, the ship looked good, and the AI (especially the big vessel) doing its thing looked amazing - really impressed so far and I can wait for this, its worth it. Keep going. :monkey:
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2. A replica of the Icarus II ship
3. A shrubbery
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Re: Development Update #18: June 2014

Postby vfxguy » Wed Jul 02, 2014 12:47 pm

Superb update Josh as always! Those shiny nebulas.. You nailed them! Your updates inspired me to make some space art. Here is one piece that I cooked up at my spare time:
http://forums.ltheory.com/viewtopic.php?p=56247#p56247
Last edited by vfxguy on Wed Jul 02, 2014 1:48 pm, edited 2 times in total.
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Re: Development Update #18: June 2014

Postby Rabiator » Wed Jul 02, 2014 1:32 pm

Very nice update :)

Of course it makes some things obvious:
  • Colonies need some models too. Preferably procedurally generated ;)
  • An AI that is less than perfect at shooting might help some players. A variable degree of imperfection would also be a way to model NPC skill levels :angel:
More about the latter coming soon in the suggestions. Unless I find an existing thread where this was already discussed to death :silent: .
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Re: Development Update #18: June 2014

Postby Lum » Wed Jul 02, 2014 1:45 pm

Ah yay, that was pretty epic taking the second exit towards legendary. We're almost there :lol:

One thing I found a little odd was the light in the middle of the planet when Josh was flying through the asteroid belts. It looked almost like some star light residue or something? When he aproached the planet to land on the colony, the planet was way darker and the light was proper showed. Maybe is a side effect of zoning or it has more to do with ambience light? Anyway, I found it a little odd.

This new type of ships were cool. The behemoth in the first seconds of the video was like a big submarine! Loved the trails and the sense of immersion provided by the flight model and the zoning.

And it was very nice to be again on the surface!!
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Re: Development Update #18: June 2014

Postby dragonfiret18 » Wed Jul 02, 2014 4:01 pm

Absolutely incredible work so far! Totally in love with this game! Keep working hard, we're all cheering you on!
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Re: Development Update #18: June 2014

Postby Talvieno » Wed Jul 02, 2014 4:07 pm

dragonfiret18 wrote:Absolutely incredible work so far! Totally in love with this game! Keep working hard, we're all cheering you on!

^-- all of this. :)
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Re: Development Update #18: June 2014

Postby XergesXSX » Thu Jul 03, 2014 12:43 am

Looks great as usual. One suggestion for the next update is to show more zone shapes and types. That sounds interesting.
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Re: Development Update #18: June 2014

Postby mcsven » Thu Jul 03, 2014 1:02 pm

Only two pages? I guess the announcement about the delay has sucked the oxygen out of this thread.

Josh: great job as usual dude! Keep it up. The game is clearly starting to come together and it really does look like we're going to get Freelancer 2, for which I am extremely excited.
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Re: Development Update #18: June 2014

Postby InfelixTurnus » Thu Jul 03, 2014 4:59 pm

@Talvieno... but I liked the spinny reticle thing.... :( I was sad to see it go.
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Re: Development Update #18: June 2014

Postby Talvieno » Thu Jul 03, 2014 5:48 pm

InfelixTurnus wrote:@Talvieno... but I liked the spinny reticle thing.... :( I was sad to see it go.

The issue I had with it is that while it was clear that it meant something, it wasn't entirely clear what. I'm fairly sure it was a speedometer at this point, but it's hard to judge your speed from something spinning around.
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Re: Development Update #18: June 2014

Postby InfelixTurnus » Thu Jul 03, 2014 5:52 pm

To me it gave a really strong impression of movement... even with dust etc it doesnt really seem like you're getting closer or around things in LT because of the scale. I was able to link the spinning speed with my speed and visualise the movement more easily.
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Re: Development Update #18: June 2014

Postby Soranya » Fri Jul 04, 2014 1:06 am

Somehow i have the feelings the Engine trails are not "quite right" - i Think it might be b.c. the acctual "exhaust/Fire" still seems to be straigt back from the ship and the trails dont reall seem to appear at the end of those Flame but somewhere else.
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Re: Development Update #18: June 2014

Postby madjo » Fri Jul 04, 2014 6:15 am

p2k wrote:The update is amazing. Take your time to create your dream game. The good thing about the "delay" is that I now keep reading the dev-logs for some more month. I think my <F5> key will be damaged at the end... :D

At least you still have an F5 key. I've resorted to ctrl+R, or at least I think it's an R.
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Re: Development Update #18: June 2014

Postby madjo » Fri Jul 04, 2014 6:18 am

InfelixTurnus wrote:To me it gave a really strong impression of movement... even with dust etc it doesnt really seem like you're getting closer or around things in LT because of the scale. I was able to link the spinning speed with my speed and visualise the movement more easily.

The spinning reticle seems to have been replaced by the two inner lines on either side of the reticle, which feels more natural to me, personally.

More mystifying for me is the 'radar' thing in the lower left corner. It doesn't seem to have any purpose so far, it doesn't show asteroids, nor ships that I can see.
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