Development Update #20: August & September 2014

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

Re: Development Update #20: August & September 2014

Postby Zanteogo » Mon Oct 06, 2014 2:51 pm

I just finished watching update #20; here is my take on it.

First it certainly feels like forever since the last update, longer than the actual time. This is a good thing I guess, it means I look forward to seeing them.

Now I will be honest; I didn't dislike #19, but didn't think #19 was as good as updates before it. I think it's because though I find how Josh get's to where he's going interesting, the time we get to see his stuff is limited. This means I would rather see the results and not how he gets to his results.

This of course means the last half of #20 wasn't as appealing to me as much as the first half. Still interesting, but again, I would rather see more of the results of the last two months, not how he's going to get to the results of the next two.

The UI shows a bunch of new polish, this is great. The more limit theory looks like a game and less like a work in progress the better. I really don't like the spinning circle thing in the middle. If it makes it to the final it will be the first thing I turn off. I actually found I was getting a weird stress headache trying to look at it. I'm not sure if it actually has any function. I also find the space flecks effect too strong still. Other than that, visually it's looking great.

We didn't get to see much of the actual game play this month. Most of it was Josh clicking on stuff and showing the same menus over and over. Don't get me wrong, I'm glad this part of the game is shaping up, I just would have liked to have seen some other aspects of the game also. The colony personality trait thing was nice to see. It's actually the first time we have seen the traits that will govern the AI.

I am assuming there is a ton more Josh has done but isn't showing us. The problem with showing how quickly new things can be added, is that some people will ask themselves, "Well, if it's that easy, where is all the other stuff you have been doing?". Again, I am going with the assumption that there is just a bunch of stuff where not shown. I hope anyways.

Overall if I had to rate this update out of 10 it would get a 7.5, not bad over all.
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Re: Development Update #20: August & September 2014

Postby telboy007 » Mon Oct 06, 2014 2:56 pm

Some interesting optimisation work going on, you see some of the asteroids turning wire frame as they zoom out of view. So behind the camera is one big wire frame? :)
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Re: Development Update #20: August & September 2014

Postby Haron » Mon Oct 06, 2014 2:56 pm

Really great job, Josh. And for me as a programmer it will be very interesting to work with all the power provided by LTSL. Waiting for beta...
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Re: Development Update #20: August & September 2014

Postby Talvieno » Mon Oct 06, 2014 3:21 pm

Baile nam Fonn wrote:A screenshot sans UI of the 18 minute mark setting would definitely oust my current Limit Theory wallpaper (which has reigned almost unchallenged for around 9 months now).

Thank you so much for this gift, Mr. Parnell. Stunningly beautiful. :)

So... some quick fixer-upper stuff. It's not that great of quality, but, in my defense... doing the best I can with what I have. :P

http://img.ie/nslm9.png
http://img.ie/j8obm.png
http://img.ie/s4usl.png
http://img.ie/zwgv7.png
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Re: Development Update #20: August & September 2014

Postby aspman » Mon Oct 06, 2014 3:39 pm

Awesome. Well done Josh. It is a pity you feel stress from certain elements of the community sometimes with relation to producing these videos, shame on them for that. The game is looking really good. I back your stance to step back a bit to create LTSL in order to move forward quicker and your demonstration of this in action adding those scanner signatures - I am going to have to go back and watch that bit again as I couldn't believe my eyes at the first viewing, simply incredible.
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Re: Development Update #20: August & September 2014

Postby Gazz » Mon Oct 06, 2014 4:00 pm

I really like what I'm seeing!

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I've been modding (and generally messing with =) a lot of games but this one takes the cake with it's near-instant refresh of any changes.

When editing the AI I don't suspect things to be quite so seamless because an actor has a lot of stats and current conditions that may not carry over so well when you pull the rug... but we'll see. =)
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Re: Development Update #20: August & September 2014

Postby Godz » Mon Oct 06, 2014 4:18 pm

No words can describe how much i loved the update....
Thank you Josh is all i can say
:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:
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Re: Development Update #20: August & September 2014

Postby Slymodi » Mon Oct 06, 2014 4:24 pm

I really like what I am seeing, these keep getting better, just one question, what fonts and widgets are you using for awesome wm, it looks really slick :thumbup:

keep it up :clap:

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Re: Development Update #20: August & September 2014

Postby N810 » Mon Oct 06, 2014 4:29 pm

Great job Josh :clap: :thumbup:
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Re: Development Update #20: August & September 2014

Postby light487 » Mon Oct 06, 2014 4:52 pm

One thing I've seen in the Youtube comments and in comments here on the forums is minor complaints about the UI and what it looks like and what the function of things are.. I think people missed the point of the update in that what it was really about is that everything, every last little tiny itty bitty thing you saw as part of the interface can now be EASILY changed, on the fly. I think that is really the point of the UI segment and other segments of the update.. how easily it can all be changed and modded to suit the tastes of EVERY ONE. Normally you can't please all of the people, all of the time but with LTSL you basically can..

At least that's what I got out of it all.
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Re: Development Update #20: August & September 2014

Postby FormalMoss » Mon Oct 06, 2014 5:23 pm

I loved the update vid.

I found myself agreeing with Josh's moment where he really appreciated the "whole procedural universe thing" at 7 mins 45 secs.

I even whimpered wishing I could play it now - which to me, is a great motive for Josh to keep doing what he's doing.

Now I know what my exploring will entail:
- finding out the racial aspects of every colony until I find that perfect colony to settle down and setup my mining empire
- then work on researching better engines (like that ship which Josh couldn't shoot at, 18 mins 18 secs)

Possible suggestions:
- A *ship* lock window that shows the orientation of the targeted ship in relation to your own
(said tiny ship at 18 mins, Josh spent some time tracking to find out where it was)
(this could be automatic based on where the target reticle is pointing when multiple targets are selected)
YAY PYTHON \o/

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Re: Development Update #20: August & September 2014

Postby pulsar9 » Mon Oct 06, 2014 5:48 pm

That was a fantastic update. I really liked the chapter format of the video. The system around the 15 minute mark was gorgeous, especially the nebulae. Great job! :clap: :clap:

I eagerly await the hi-res torrent.
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Re: Development Update #20: August & September 2014

Postby Triggerhappy » Mon Oct 06, 2014 6:37 pm

Sits infront of a meter by two meter screen and throws 100$ bills at it.
Every minute in the US, 120 bottles of vodka pass in russia.
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Re: Development Update #20: August & September 2014

Postby Baile nam Fonn » Mon Oct 06, 2014 7:12 pm

Talvieno wrote:
Baile nam Fonn wrote:A screenshot sans UI of the 18 minute mark setting would definitely oust my current Limit Theory wallpaper (which has reigned almost unchallenged for around 9 months now).

Thank you so much for this gift, Mr. Parnell. Stunningly beautiful. :)

So... some quick fixer-upper stuff. It's not that great of quality, but, in my defense... doing the best I can with what I have. :P

http://img.ie/nslm9.png
http://img.ie/j8obm.png
http://img.ie/s4usl.png
http://img.ie/zwgv7.png

Good effort! :thumbup:
Unfortunately, the resolution is too low. :(
You've inspired me to attempt this on the torrent version. :monkey:
"omg such tech many efficiency WOW" ~ Josh Parnell
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Re: Development Update #20: August & September 2014

Postby Charley_Deallus » Mon Oct 06, 2014 7:15 pm

Now, I know that Josh is probably use to this by now...but damn I liked it. Just the fact that HE is as excited or more excited than I is pretty awesome too.
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