Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Postby The_Bear » Mon Feb 22, 2016 6:10 pm

Now there is only Basic world generation before alpha 0.3.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Feb 22, 2016 7:13 pm

The_Bear wrote:Now there is only Basic world generation before alpha 0.3.

True :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Feb 24, 2016 10:37 am

NarnKar wrote:If you need ship art for your game, you are welcome to use anything I've made (except the Aegir Kronos, though that's more because it probably wouldn't fit with your game's art style), as long as you ask first and give credit.


Can I use these?

viewtopic.php?f=11&t=26912
viewtopic.php?f=11&t=26776
viewtopic.php?f=11&t=26640
http://41.media.tumblr.com/e2d8dec3dadd ... o4_500.png
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Feb 24, 2016 10:53 am

Hi all. :)
It's been a bit quit here(apart from some posts by me and The_Bear).
So here's a small update:
Lots of things have been added to the upcomming 0.3 version.
Currently I'm working on adding the first basic version of world generation,
What it will do, is just add a bunch of (dumb)AI controlled ships to random sectors.
So we can at least try out some basic coop PvE action.
I have removed almost all the ships from the basic pack, and added the ones that were provided by NarnKar and The_Bear.
I've somewhat split them between the new races, and for the Pirate ships I have created some(32) default layouts.
These layouts will be used by the world generator.

Hope that people haven't lost interest in the project yet. :)
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Postby The_Bear » Wed Feb 24, 2016 2:02 pm

When do you think the next version will be done?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu Feb 25, 2016 7:43 am

NarnKar wrote:Go ahead! Thank you for asking.

Thanks. :)

The_Bear wrote:When do you think the next version will be done?

Hopefully by the end of the week.


Small update:
The world generator is working, but adding ships to 1000x1000 sectors, at least 1 per sector will take around 20 hours :?
So I have reduced the default size of the universe to 300x300, so that makes 90000 sectors.
But still filling all of them takes about 2 hours.
Ofcourse in later versions I will think of a way to improove this.
Also it is not a default option to fill all sectors with ships.
But for now I think it will have to do, - spend 1-2 hour for generating an MMO like server.
personman61
Posts: 15
Joined: Mon Jan 18, 2016 6:23 pm

Re: Hurray! Another multiplayer clone project. :)

Postby personman61 » Fri Feb 26, 2016 6:45 am

kcd.Spektor wrote:

The world generator is working, but adding ships to 1000x1000 sectors, at least 1 per sector will take around 20 hours :?
Ofcourse in later versions I will think of a way to improove this.


LoL, Its not a alpha game if it does not lag and take years to load. :D
Soap
Posts: 8
Joined: Mon Feb 08, 2016 5:58 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Soap » Fri Feb 26, 2016 1:40 pm

Why not 50% of chance to find a random ship when you arrive in a system ?
You could let the server spawn it if the rand roll is positive.
Like FTL, we don't encounter a ship in each system, and it could be more light for the server than fill each system with a ship no ? :oops:
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri Feb 26, 2016 3:29 pm

Soap wrote:Why not 50% of chance to find a random ship when you arrive in a system ?
You could let the server spawn it if the rand roll is positive.
Like FTL, we don't encounter a ship in each system, and it could be more light for the server than fill each system with a ship no ? :oops:


Yes, this is something I was thinking on how to improve the issue.
But I will need to plan and balance this out.

And for now, so that the alpha 0.3 is not delayed even more, I will leave it as it is.

Probably this will go into alpha 0.4.

There is basically just one big thing left to do before I can release alpha 0.3.(some code refactoring)
I really hope I will manage to do it this week, but I have some doubts.

Also, there were a couple of people offering to help with mob sprites.
Any luck on that?