Hurray! Another multiplayer clone project. :)

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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Mon Oct 17, 2016 4:40 pm

kcd.Spektor wrote:I still don't get, why you pointed everyone to those images that I forgot to delete?

REEEEEEEE, you just forgot to delete them?

kcd.Spektor wrote:Not completely true. ;)

REEEEEEEE x2, i have nothing else to confirm it with besides Skype chat history which i don't want to send.
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Fri Oct 21, 2016 8:00 am

So a type of crystal is named after me, cool :)
This is a bad signature. :|
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Oct 26, 2016 10:01 am

Small update:

Added the "Ion" weapons mechanic.
When it hits a system, that system becomes inaccessible for some time.
If you hit a shield, then shield system gets hit with ion.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu Nov 03, 2016 7:30 pm

Small update:

Since I don't have much to do in terms of game development while I'm looking for artists.
I decided to improove the rendering logic a bit.

As you may have noticed, weapons are rendered on the ship at the angle pointing towards their current target.
Up till now weapon images would be rendered with that angle only if they fully fit on the screen:
Image

if a weapon is only partially visible on the screen - it would always be rendered as pointing forward:
Image

Now this is fixed and weapons are always rendered with their aim angle:
Image

Thanks to Jrb0001 for the tips on how to do this.

Also when weapons rotate/aim it looked a bit ugly, because it would change the angle with jumps of several degrees at the same time.
Now the angle changes smoothly.


Also I have a new idea on how to implement the mob to mob combat mechanic:
1. Player presses X to toggle the combat mode.
2. In that mode the sprite looks as holding a weapon, and mooves a bit slower.
3. When in this mode - player can left click any other player/mob to select it as target.
4. Whenever player has clear line of sight of selected target(and he is facing the target) and the target is within the weapon's range - player auto shoots the target.
5. Delay between shots depends on the used weapon, as is the shooting range, damage, clip size and reload speed.

Your thoughts and feed back on it is, as always, very much appreciated. :)
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Fri Nov 04, 2016 7:58 am

kcd.Spektor wrote:Small update:

Since I don't have much to do in terms of game development while I'm looking for artists.
I decided to improove the rendering logic a bit.

As you may have noticed, weapons are rendered on the ship at the angle pointing towards their current target.
Up till now weapon images would be rendered with that angle only if they fully fit on the screen:
(image)

if a weapon is only partially visible on the screen - it would always be rendered as pointing forward:
(image)

Now this is fixed and weapons are always rendered with their aim angle:
(image)

Thanks to Jrb0001 for the tips on how to do this.

Also when weapons rotate/aim it looked a bit ugly, because it would change the angle with jumps of several degrees at the same time.
Now the angle changes smoothly.


Wew lad, now weapons aren't so ugly.

kcd.Spektor wrote:Also I have a new idea on how to implement the mob to mob combat mechanic:
1. Player presses X to toggle the combat mode.
2. In that mode the sprite looks as holding a weapon, and mooves a bit slower.
3. When in this mode - player can left click any other player/mob to select it as target.
4. Whenever player has clear line of sight of selected target(and he is facing the target) and the target is within the weapon's range - player auto shoots the target.
5. Delay between shots depends on the used weapon, as is the shooting range, damage, clip size and reload speed.

Your thoughts and feed back on it is, as always, very much appreciated. :)


Cool idea. But clip size should derermine how much times in a row it shoots. Or how much shots will it shoot before reloading, which will take a few seconds.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Nov 05, 2016 7:39 am

I've updated the tutorials a bit.
Anyone want's to move them to the wiki?
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Nov 07, 2016 4:18 pm

Here's another small update:

Added music support.
There's now a music.cfg file where you can specify 2 music files for each level type.
It looks like this:

Code: Select all

-- [SECTOR TYPE]:[NAME OF THE AMBIENT TRACK]:[NAME OF THE BATTLE TRACK]
0:SPACE_A:SPACE_B
1:ASTER_A:ASTER_B
2:ASTER_A:ASTER_B
3:ASTER_A:ASTER_B
4:ASTER_A:ASTER_B


Though apparently libgdx has a very poor sound library.
At least I wasn't able to find an easy way to get the length of a music track.
Also when I try to transition from Ambient to Battle track using battle.setPosition(ambient.getPosition()) it causes a massive lag every time.
So I had to drop this idea :(
There still is a ambient/battle crossfade, but it doesn't go with the same position.
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Wed Nov 09, 2016 4:43 am

Hi all, I haven't posted in a while so this will be a long post...
kcd.Spektor wrote:Here's another small update:

Added music support.

What were you trying to say here it was a bit unclear, did you add music support but not the blending of the tracks?
kcd.Spektor wrote:I've updated the tutorials a bit.
Anyone want's to move them to the wiki?

I updated the Gen Ship guide.
kcd.Spektor wrote:Small update:

Also I have a new idea on how to implement the mob to mob combat mechanic:
1. Player presses X to toggle the combat mode.
2. In that mode the sprite looks as holding a weapon, and mooves a bit slower.
3. When in this mode - player can left click any other player/mob to select it as target.
4. Whenever player has clear line of sight of selected target(and he is facing the target) and the target is within the weapon's range - player auto shoots the target.
5. Delay between shots depends on the used weapon, as is the shooting range, damage, clip size and reload speed.

Your thoughts and feed back on it is, as always, very much appreciated. :)

This is probably the best way for this but, if you select a mob that is moving, when you shoot at it it would have moved out of the way by the time the shoot reaches it.
kcd.Spektor wrote:Small update:

Added the "Ion" weapons mechanic.
When it hits a system, that system becomes inaccessible for some time.
If you hit a shield, then shield system gets hit with ion.

YAY a new mechanic, I have LOTS of ideas for new mechanics, as you will see soon.

Now, my ideas:
  1. An event with R̶o̶g̶u̶e̶ ̶A̶I̶ ̶a̶n̶d̶ ̶P̶i̶r̶a̶t̶e̶s̶ two different factions fighting over an abandoned station.
  2. An Abandoned claimable cruiser event.
  3. An event with an 'abandoned' 'claimable' station that is being controlled by Rouge AI and attacks you when you try to claim it.
  4. Radar becomes unavailable in a nebula type sector.
  5. An item or system for an MMO server that is worth fighting over.
  6. An event that you get given a free system.
  7. Ships can jump onto asteroids to collect scrap, missiles and drones, but they take hull damage on impact.
  8. Ability to decorate rooms inside of your ship with furniture etc.
  9. Race related prices (once races are implemented).
  10. Ships can dock with stations, outside doors connect with each other (This is not very plausible).
  11. Boarding drone/in-ship turret. + Drone control room/system.
  12. Resurrect dead players/npcs. Using a one-time use item that can be stored in the ship and picked up from the med bay.
  13. Cloaking system like in FTL, ship image becomes n% transparent and every shoot fired at the ship misses for a short time.
  14. Zoltan-like shield.
  15. Worm holes like Bear has mentioned before.
  16. Freeze ray as an option instead of a hand-held blaster that freezes people for n seconds.
  17. The ability for players and npcs if possible to mine asteroids instead of shooting them, I believe this would sometimes be funner.
That is all, sorry for the long post.
This is a bad signature. :|
jrb00001
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Re: Hurray! Another multiplayer clone project. :)

Postby jrb00001 » Wed Nov 09, 2016 6:11 pm

Hak86 wrote:[*]An item or system for an MMO server that is worth fighting over.

One or more claimable / boardable stations with a bonus (1 scrap per minute? Free repair? Anything else?) would allow KotH games on an MMO server.
Manters
Posts: 62
Joined: Thu Jul 17, 2014 2:28 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Manters » Wed Nov 09, 2016 11:32 pm

My goodness. Weeks now.

I'm so bloody unreliable. One job, didn't I, and I couldn't even do that.
*Sigh*

Still really want to help, just so busy as if late; School, Youtube, Ptah. Enough excuses.

What can I do?