[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
Grognak
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Re: [MOD][WIP] FTL: Overdrive

Postby Grognak » Sun Sep 30, 2012 4:49 am

Cooly568 wrote:Wait, so Overdrive is a complete rework to the system which allows people to mod things they never could before?
(More sectors per play-through, more races, more than 9 ships, new race art, race abilities.)

That about sums it up!
fox mccloud
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Re: [MOD][WIP] FTL: Overdrive

Postby fox mccloud » Sun Sep 30, 2012 12:57 pm

Hi everyone Im new at this game, actually i haven't even started playing yet because i dont wanna ruin the experience as my screen resolution is 1240x600. I seen the screen shot with the option to shange the screen in the OP and I was wondering if it was possible to download the mod yet? I did the the command " git clone https://code.google.com/p/ftl-overdrive/" anyways it seems like a god game ty
Darkfrost
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Re: [MOD][WIP] FTL: Overdrive

Postby Darkfrost » Sun Sep 30, 2012 1:01 pm

Cooly568 wrote:Wait, so Overdrive is a complete rework to the system which allows people to mod things they never could before?
(More sectors per play-through, more races, more than 9 ships, new race art, race abilities.)


I think that's the aim of it, but I don't quite get why they're not waiting to see if the devs will just make stuff like that moddable in the actual game first :-/
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Kieve
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Re: [MOD][WIP] FTL: Overdrive

Postby Kieve » Sun Sep 30, 2012 2:06 pm

Darkfrost wrote:
Cooly568 wrote:Wait, so Overdrive is a complete rework to the system which allows people to mod things they never could before?
(More sectors per play-through, more races, more than 9 ships, new race art, race abilities.)


I think that's the aim of it, but I don't quite get why they're not waiting to see if the devs will just make stuff like that moddable in the actual game first :-/


Well the impression I get from Justin is that they're still not wholly comfortable with the game being modded at all. GMM meets their criteria for not distributing assets so they don't see anything technically wrong with it, but "for a few reasons [he] won't get into (but mostly time constraints...)," it doesn't look like they're going to actively support modded content, at least "in the foreseeable future."*

Ah well. 'Least we have our own little corner of the forums now, right?

*quotes from private message, though I was asking more specifically about the ability to add custom races and "loosen up" the code for more mod flexibility.
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Re: [MOD][WIP] FTL: Overdrive

Postby Justin » Sun Sep 30, 2012 3:40 pm

Kieve wrote:Well the impression I get from Justin is that they're still not wholly comfortable with the game being modded at all. GMM meets their criteria for not distributing assets so they don't see anything technically wrong with it, but "for a few reasons [he] won't get into (but mostly time constraints...)," it doesn't look like they're going to actively support modded content, at least "in the foreseeable future."


We soon have to decide how to balance our time between: solving performance & system specific bugs; working with press & going to conferences (i.e. IndieCade if anyone's in LA next week); porting the game to tablets(??); making some sort of updates for the game; trying to prepare the game for localization to other languages; discussing with other potential digital distributors; trying to help with modding; working on other projects that we've wanted to for a while; and taking a break after months of crunching (since we are kinda burnt out...).

Sorry if it sounds like I'm complaining, I'm just trying to give you a perspective on why preparing modding tools has been lower on our priority list. There's just a lot for us to do right now (plus this is our first game so a lot of this is a learning process).

TLDR - For now, don't wait for us if you think you can do things yourself (as long as you're not encouraging the mass distribution of our game's data files, I guess that's our only golden rule).
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
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Kieve
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Re: [MOD][WIP] FTL: Overdrive

Postby Kieve » Sun Sep 30, 2012 4:28 pm

Justin wrote:We soon have to decide how to balance our time between: solving performance & system specific bugs; working with press & going to conferences (i.e. IndieCade if anyone's in LA next week); porting the game to tablets(??); making some sort of updates for the game; trying to prepare the game for localization to other languages; discussing with other potential digital distributors; trying to help with modding; working on other projects that we've wanted to for a while; and taking a break after months of crunching (since we are kinda burnt out...).

Sorry if it sounds like I'm complaining, I'm just trying to give you a perspective on why preparing modding tools has been lower on our priority list. There's just a lot for us to do right now (plus this is our first game so a lot of this is a learning process).

TLDR - For now, don't wait for us if you think you can do things yourself (as long as you're not encouraging the mass distribution of our game's data files, I guess that's our only golden rule).


Ah, my apologies for the misunderstanding then. The way you phrased it, I thought it sounded like a "variety of reasons" were personal ones, but put in that context I can see where you've got your work cut out for you. :lol:
I knew bug-fixes were on the list, and the notion of mobile platforms has cropped up a few times in GD that I saw (but didn't know if you two were planning to follow up on those at all or not). The burn-out is also completely understandable, and I don't think anyone on these boards is going to fault you guys for taking a few days to unwind...

As to my original statement, I wasn't actually asking for modding tools - just hoping to see game content (like races, playable ship count, augments, etc) shift from being hardcoded in the engine to being script-defined, even if it's not as easily accessible as the .XML files. I expect even that would constitute a pretty significant chunk of time, and it sounds like your schedule's booked through to the end of the world - at least on a Mayan timescale anyway. :roll:
Darkfrost
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Re: [MOD][WIP] FTL: Overdrive

Postby Darkfrost » Sun Sep 30, 2012 5:02 pm

Aha :) That makes sense! Honestly, I'm absolutely floored by how involved you guys are - I've never seen any game devs this responsive to the community, especially with support/bug issues :) You guys definitely sound like you're busy though!

I'm really glad to hear you guys are okay with mods though :) And don't worry about mod tools, we can make those! Would just be nice to have a few more things loaded from the data files, that was all ;)

But yeah, keep doing whatever is that you guys want to do, because you're doing awesome so far!
Love FTL? Wish you could fly around in the USS Enterprise, the Tardis, or a ship that looks just like your own face? Check out FTLEdit, a ship editor for FTL, so you can create your own custom ships and play them!
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DiEvAl
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Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Sun Sep 30, 2012 8:01 pm

I was working on door rendering. I noticed that outer doors on my Kestral had a few extra black pixels. Then I Alt-tabbed to FTL, and I saw this: ;-)
Image


EDIT: Door rendering is mostly done:
Image
gigimoi
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Re: [MOD][WIP] FTL: Overdrive

Postby gigimoi » Mon Oct 01, 2012 12:39 am

Dear god, don't use Google Code, Github is far superior. (Hell, even Bitbucket is superior)

An IRC channel would be nice as well.
I'll be sitting in #FTLOverdrive on irc.freenode.net (http://webchat.freenode.net)

Edit: Needs some documentation as well
Omndra
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Re: [MOD][WIP] FTL: Overdrive

Postby Omndra » Mon Oct 01, 2012 4:33 pm

Development The project is open source and written in C# using SFML 2.0. I am looking for programmers to help me out with both the engine itself and the "Vanilla" Lua scripts. (Also if someone could make me a new logo )


New Logo huh? Let me see what I can do.

EDIT: DING!
Last edited by Omndra on Mon Oct 01, 2012 9:42 pm, edited 1 time in total.

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