Development Update #19: July 2014

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

Re: Development Update #19: July 2014

Postby Dinosawer » Sun Aug 03, 2014 4:25 am

I agree, although I think they could do with a bit more colour - everything is black and white now.
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Re: Development Update #19: July 2014

Postby Lum » Sun Aug 03, 2014 4:26 am

Not black and white: black and metal ;)

Edit: It's just me or the YT video had better quality this time? Maybe that's the source (or at least on of the sources) of the syncro problem? :problem:

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Re: Development Update #19: July 2014

Postby HowSerendipitous » Sun Aug 03, 2014 4:44 am

Heee, anyone else notice the name of the pilot?

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Re: Development Update #19: July 2014

Postby Nomad » Sun Aug 03, 2014 4:46 am

blackmetal, there's nothing to say against XD

Seriously, you're right, ships looking rly well compared to other games. I wonder how big can Josh go with ships (and maybe stations too?^^), before fps drop significantly. It seems to be an elegant way to avoid time consuming ship creation and modeling with some expensive 3D program.
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Re: Development Update #19: July 2014

Postby Lum » Sun Aug 03, 2014 5:19 am

+/- 1000 meter long ships was the goal. The smallest ships (fighters, probably) should be +/- 10 meter and Josh stated that the biggest ships could reach x100 that size. For stations is a little difficult to say, maybe 1000x1000x1000 meter max. What we don't know is of a number of stations could be joined together to make bigger ones (a chain of stations, so to speak).

I have no idea who that could be, but the image says something about Trent... ??? :lol:
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Re: Development Update #19: July 2014

Postby Cornflakes_91 » Sun Aug 03, 2014 5:44 am

Stations have no practical size limits, as they share planets advantage in using full 64 bit fidelity and having no physics attached to them (as they are static)

josh said somethin about a planet sized staion which took 15 minutes to fly through.

but that was for testing purposes only and will likely not be in game
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Re: Development Update #19: July 2014

Postby fraggdya » Sun Aug 03, 2014 6:02 am

I really liked this update - when i first saw the ship i thought mm thats OK, then a seed number change and i thought 'wow' - also looks like we are in for an exciting few months, LTSL is amazing :D
Nice Josh - keep going man, and have a good day off :mrgreen: :monkey:
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Re: Development Update #19: July 2014

Postby rickisen » Sun Aug 03, 2014 6:17 am

Awesome!
Can't wait to play around with ship generation! And station generation. And everything generation!

Was a bit disapointed with the layered layout of the UI though. I generally dislike when UI's are on top of eachother.
tend to get cluttered very fast. Tiling is better. And more Nodes, less windows :)

But overall awesome month I think. Too bad we didn't get to see any imposters or colonies.
But I'm sure they'll be ready in a couple of days. Maybe a screenshot then? :squirrel:
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Re: Development Update #19: July 2014

Postby Talvieno » Sun Aug 03, 2014 6:33 am

YESSSSSS it's out! And it finished downloading! *runs to watch*
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Re: Development Update #19: July 2014

Postby Rabiator » Sun Aug 03, 2014 6:42 am

rickisen wrote:But overall awesome month I think. Too bad we didn't get to see any imposters or colonies.
But I'm sure they'll be ready in a couple of days. Maybe a screenshot then? :squirrel:

I'm pretty sure we have seen the imposters. They took the place of faraway asteroids. That they were not recognizable as imposters is a success.
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Re: Development Update #19: July 2014

Postby Sendrien » Sun Aug 03, 2014 7:07 am

I would have loved to see an example of an asymmetric ship in the video. Of course, symmetry is beautiful, but more often than not, due to module placement you would imagine that many smaller ships would be designed asymmetrically, and certainly that would add to the diversity of the universe.
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Re: Development Update #19: July 2014

Postby darkhorizon » Sun Aug 03, 2014 7:24 am

very impressive looking :clap: and totally off topic but how "procedurally generated" will ai battle strategy be? will they go Russian or will they have formations and finesse?
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Re: Development Update #19: July 2014

Postby Idunno » Sun Aug 03, 2014 7:33 am

darkhorizon wrote:very impressive looking :clap: and totally off topic but how "procedurally generated" will ai battle strategy be? will they go Russian or will they have formations and finesse?

The idea of 'going Russian' with spaceships is horrifying and, yet, beautiful. :shifty:
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Re: Development Update #19: July 2014

Postby rickisen » Sun Aug 03, 2014 7:39 am

Rabiator wrote:I'm pretty sure we have seen the imposters. They took the place of faraway asteroids. That they were not recognizable as imposters is a success.


Well I was under the impression that they would replace pretty much all far away asteroids, So that way you could also see the small ones, not just the big ones from far away. And I also though they would pretty much remove the asteroid-popping issues.

I think the performance optimizations Josh talked about in the update was something else than imposters.

Or am I wrong?
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Re: Development Update #19: July 2014

Postby Lum » Sun Aug 03, 2014 7:49 am

You're wrong. The imposters were there. The imposter fading wasn't. You should watch the video with closed eyes, just attending what Josh are talking about. Really. So much eye candy can be distracting. So separate eye candy from ear candy and there you go. :thumbup:
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