[MOD][WIP]Infinite Space 2

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Ora_unit_SR388
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Re: [MOD][WIP]Infinite Space (Adopted)

Postby Ora_unit_SR388 » Sun Feb 23, 2014 3:35 pm

Dangit, I was contacting Templar to see if he would give it to me. Good luck dude.
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Metzelmax
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Re: [MOD][WIP]Infinite Space (Adopted)

Postby Metzelmax » Sun Feb 23, 2014 3:54 pm

I hope you let the rebel fleet pursuit in. I always found IE boring for the lack of them. I find it more fun to be hunted forever! Especially if now the crystalsector is on 7 so that the rebels hunting you from that point can be insanely strong.
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
English Narwhal
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Re: [MOD][WIP]Infinite Space (Adopted)

Postby English Narwhal » Sun Feb 23, 2014 10:01 pm

Metzelmax wrote:I hope you let the rebel fleet pursuit in. I always found IE boring for the lack of them. I find it more fun to be hunted forever! Especially if now the crystalsector is on 7 so that the rebels hunting you from that point can be insanely strong.

That will be an alternate version of the mod.
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English Narwhal
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Re: [MOD][WIP]Infinite Space (Adopted)

Postby English Narwhal » Mon Feb 24, 2014 4:25 am

This mod is now a collaboration between myself and Ora_unit_SR388.
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English Narwhal
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Re: [MOD][WIP]Infinite Space 2

Postby English Narwhal » Mon Feb 24, 2014 3:36 pm

Infinite Space 2.0 released.
It's very messy, sorry! :D
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MightyKebab
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Re: [MOD][WIP]Infinite Space 2

Postby MightyKebab » Mon Feb 24, 2014 4:40 pm

English Narwhal wrote:Infinite Space 2.0
2.0 UPDATE!
In Infinite Space 2, you actually get to travel through sectors 1-7, and you have the option of going to the Last Stand if you really want to.

As I have not changed much, I will essentially quote what DrkTemplar said.

*No Rebel Fleet, No Rebel Boss, No hard stop end of game.






Suuuuure....... No rebel boss........



Though,I'd actually be an interestingconcept if you pulled it off. The flagship wouldnt exist in Last stand and would canonically be fighting on another frontier, So you'd have to battle it out yourself.Taking out a rebel ship at a rebel controlled beacon would allow room for your federation wingmen to come in and recapture it. There would be 3 mini bossess stationed in the sector and you'd have to defeat them.



Man.... And suddenly the hardcoding cockblocks us at some point :( It just has to.
English Narwhal
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Re: [MOD][WIP]Infinite Space 2

Postby English Narwhal » Mon Feb 24, 2014 4:45 pm

Infinite space 2 has been removed due to huge, gamebreaking bugs I somehow missed.
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Ora_unit_SR388
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Re: [MOD][WIP]Infinite Space 2

Postby Ora_unit_SR388 » Thu Mar 06, 2014 4:42 pm

Hi guys,

So recently I was brought onto this mod to do cool things with the UI (because why not). Just for fun, here is a small sample of lots of somethings that was made for this mod:

Image
(the image compression.....)

Needs work, but we ARE DOING SOMETHING!
English Narwhal
Posts: 402
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Re: [MOD][WIP]Infinite Space 2

Postby English Narwhal » Thu Mar 06, 2014 5:49 pm

Ora_unit_SR388 wrote:Hi guys,

So recently I was brought onto this mod to do cool things with the UI (because why not). Just for fun, here is a small sample of lots of somethings that was made for this mod:

Image
(the image compression.....)

Needs work, but we ARE DOING SOMETHING!

Of course, I see this after I message you about progress, so ignore that message if/when you read it.
Last edited by English Narwhal on Thu Mar 06, 2014 6:09 pm, edited 1 time in total.
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English Narwhal
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Re: [MOD][WIP]Infinite Space 2

Postby English Narwhal » Thu Mar 06, 2014 6:08 pm

UPDATE:
I am now requesting/accepting people's ideas for Infinite Space. I know for sure that we need the following:
Ship Sprites/Designs (Enemy ships)
Weapon Sprites/Designs (What would Infinite Space be without a bunch of cool new weaponry?)
Events

If any spriters out there are interested, I'm looking for a Collaborator to do Weapon & Ship Sprites or designs. By designs I mean the actual stats of the weapon or the layout/systems of a ship.
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