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Re: [Lindsey] Friday, January 5, 2018

#31
Please be kind, folks, even if others aren't always. It doesn't cost anything.

outlander wrote:
Wed Jan 10, 2018 3:25 pm
this 'art project' doesn't really bite into dev time as Josh and Adam keep working on the core systems, planet/nebulae/asteroid-ice-debris field/whatever generation algorithms, as well as gameplay logic such as flight model, economy, AI, and general integration of various systems into the game.

Exactly.

I never really gave much thought to ship appearance in all this time. My main interest is functional dynamics: how will systems behave?

But seeing Lindsey's work has gotten me more interested in PCG for ships (and, presumably, stations). Now I'm thinking space will look a lot more interesting when filled with ships that are thematically similar but still individually distinctive. It'll be a nice bit of world-dressing.

I'm looking forward to seeing what Lindsey does for her follow-up contribution to LT!
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Re: [Lindsey] Friday, January 5, 2018

#32
Flatfingers wrote:
Thu Jan 11, 2018 5:29 pm
But seeing Lindsey's work has gotten me more interested in PCG for ships (and, presumably, stations). Now I'm thinking space will look a lot more interesting when filled with ships that are thematically similar but still individually distinctive. It'll be a nice bit of world-dressing.

I'm looking forward to seeing what Lindsey does for her follow-up contribution to LT!
I'm not going to lie, seeing what Lindsey has been doing, and knowing how she is doing it, and the absurd potential of such a process, my mind has gone FAR beyond PCG ships and stations, into far out abstractions, and the seeds of entirely new aesthetic styles, and I'm positively itching to try out some of my ideas! I'm fully aware though that PCG Ships and stations are the top priority, and increasing their diversity and quality will likely remain the top priority well after launch, but having seen what is possible, I'm confident that these are only the very beginning, and that the mods which are made for LT 5 years down the line will blow all of this out of the water.
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Re: [Lindsey] Friday, January 5, 2018

#33
I'm not going to lie either. I'm just glad that Lindsey is part of the team and providing what I consider to be a very necessary element of the game. I was never a fan of the flying brick and I've probably worn out my welcome several times over with my adverse comments about how much I disliked the ship designs of Mr. Parnell. Sorry, Josh!

True, some of the designs I've seen have been pushing the envelope a little but it's obvious from comments made by Lindsey and others that LT ships are still in the process of development.

I'm still in love with the universe the team as a whole are creating. To some, the creative process of PCG is the delight of this project but to me the game is everything. I'm not overly concerned with how the final result is achieved as long as Freelancer 2 becomes a reality. :angel:
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Re: [Lindsey] Friday, January 5, 2018

#34
I have teased Josh on several occasions with the phrase "block porn", in relation to his previous ship designs. :lol: He has reprimanded me for doing so and I'm not allowed to call it that anymore - at least to him. :ghost:

Honestly, Lindsey has already proven herself as far as I'm concerned. I'm no longer worried about the quality of LT ships and stations. They'll be shiny, and very sci-fi. :) Adam has done an outstanding job in helping Josh polish up the engine, and implemented things Josh couldn't quite get his head around... so now it's just up to Josh to deliver the real "meat" of the game - the gameplay. I'm completely confident he can manage that too. This year will be exciting - the "year of LT", I'm fairly sure. All Josh really needs to do is convert the old-LT gameplay to Lua and then fill in the missing areas from before, and we'll have a game.
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Re: [Lindsey] Friday, January 5, 2018

#35
Talvieno wrote:
Fri Jan 12, 2018 11:10 am
I have teased Josh on several occasions with the phrase "block porn", in relation to his previous ship designs. :lol: He has reprimanded me for doing so and I'm not allowed to call it that anymore - at least to him. :ghost:
lol
Honestly, Lindsey has already proven herself as far as I'm concerned. I'm no longer worried about the quality of LT ships and stations. They'll be shiny, and very sci-fi. :)
Agreed. Lots of good stuff, all quality, and constant improvements. Can't ask for more.
Adam has done an outstanding job in helping Josh polish up the engine, and implemented things Josh couldn't quite get his head around...
Would LOVE to see another Adam dev log. *cough* 8-)
so now it's just up to Josh to deliver the real "meat" of the game - the gameplay. I'm completely confident he can manage that too. This year will be exciting - the "year of LT", I'm fairly sure. All Josh really needs to do is convert the old-LT gameplay to Lua and then fill in the missing areas from before, and we'll have a game.
This is what it's all about/for. Hopefully we start seeing some real gameplay soon! I mean this as a positive, in that I think we WILL see real gameplay soon. I really do hope we hear less about the engine in the next update, and more about the game. But I would assume, after Pax, there will be bugs/issues found that need attention. This will take a few weeks/a month at least to work out. Then some work on gameplay, which will kick out a few more bugs, and so on... so it's months (I think) before gameplay dev logs come out.

Or I'm talking outta my rear. What do I know :).
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Re: [Lindsey] Friday, January 5, 2018

#36
Talvieno wrote:
Fri Jan 12, 2018 11:10 am
This year will be exciting - the "year of LT", I'm fairly sure. All Josh really needs to do is convert the old-LT gameplay to Lua and then fill in the missing areas from before, and we'll have a game.
I'm excited, too. I agree things are looking better now than ever before.

However... can I be That Guy for a second, and suggest that there's still some new but important work still to be done before "it's a game?"

  • Player-centric combat/research/mining/production/missions/fleet-management all working and balanced
  • Ship/colony/faction/economic/project AI fully working in one star system
  • Dynamic star system generation and connectivity fully working as gameplay
  • Ship/colony/faction/economic/project AI fully working across entire dynamic universe with LOD
  • All of the above polished and integrated and tuned and balanced for maximum Freelancer 2.0 fun

Being able to import existing LTSL gameplay code will be a huge advantage. It's one of the reasons why I think shipping LT 1.0 in 2018 is a real possibility. (The other reason is the brainpower of the Procedural Reality team.)

But just putting individual pieces together doth not a game make. ;) There's no substitute for actually connecting all the bits and seeing if the whole thing is fun to play for any length of time.

To my knowledge, this step hasn't happened yet. But it's a vital phase of the game development process, and it's not like anything Josh has done with Limit Theory so far.

So while like you I'm also optimistic, I hope it's helpful to point out that there's still some challenging work ahead... and Perfectionist Josh has not been exiled, he's just hiding. :D

LT 1.0 in 3Q 2018 would be amazing. I suspect 4Q 2018 is more likely... and that's fine by me.
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Re: [Lindsey] Friday, January 5, 2018

#44
ResultsMayDiffer wrote:
Tue Jan 16, 2018 10:07 am
Sorry all I just believe in coding gameplay before art.
And yet you provide Elentor as a positive example when he has basically no gameplay to show (from what i can see on his development log thread) but a lot of art.

Which is what silver pointed out.


Also, what do you think are Josh and Adam doing while Lindsey works on art?
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Re: [Lindsey] Friday, January 5, 2018

#45
Hey y'all, we're back from PAX, and I'll be posting a devlog (on schedule) this Friday! We have lots of photos to share (although not much footage :cry:), and we'll be doing a PAX recap soon! ^^
(soon = within the next week or so, as we all need a couple of days to recover... XD)
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