[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Thu Sep 27, 2012 3:46 pm

I'm working on Ship List gui. It's almost done, but I have to figure out how to make locked ships darker.

EDIT: Finished it. Can you please pull my changes?
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Thu Sep 27, 2012 7:35 pm

Done. Thanks for the contributions!
slyscorpion
Posts: 15
Joined: Mon Sep 10, 2012 3:36 pm

Re: [MOD][WIP] FTL: Overdrive

Postby slyscorpion » Thu Sep 27, 2012 8:29 pm

1024 x 600 resolution?

Please let me download this and try it out :D
icepick
Posts: 344
Joined: Fri Aug 10, 2012 11:18 pm

Re: [MOD][WIP] FTL: Overdrive

Postby icepick » Thu Sep 27, 2012 8:32 pm

I feel like this effort is a couple years too early. It feels... weird to start this before the devs have had a chance to even attempt a proper mod rework.

(shrug)

That said I wouldn't be surprised to see this grow into something much different than ftl.
swixel
Posts: 80
Joined: Mon Sep 17, 2012 6:08 am

Re: [MOD][WIP] FTL: Overdrive

Postby swixel » Thu Sep 27, 2012 8:34 pm

icepick wrote:I feel like this effort is a couple years too early. It feels... weird to start this before the devs have had a chance to even attempt a proper mod rework.

(shrug)

That said I wouldn't be surprised to see this grow into something much different than ftl.


I'm wondering why this is trying to use the base files and isn't just moving on into its own opensource game ...
DaFranker
Posts: 2
Joined: Thu Sep 27, 2012 4:07 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DaFranker » Thu Sep 27, 2012 8:40 pm

I've been toying around with a few design ideas (on paper) for the past few days, with the underlying intent of starting a project somewhat similar to this (though more on the side of private project stuff that never gets finished because laziness). If there's a good place for it, I can throw around some ideas that I hope are a bit more practical than "Wouldn't it be nice if you could hack drones and shit?" (Electronic Warfare was one of the ideas I was toying with, yes, but it's also one of the least fleshed-out ideas and I'll probably regret even mentioning it here, but whatever).

I've also started looking at the code, with the mindset of making contributions aimed towards maximum modder-friendliness. I've also got a few ideas that are much more technical for this, but I'd like to run them by other coders before I start throwing diffs and code around.


icepick wrote:That said I wouldn't be surprised to see this grow into something much different than ftl.

That does seem like the natural course of events if the project does stay alive. However, I'm compelled to think of Overdrive possibly becoming to FTL as Onlink was/is to Uplink. If you liked Uplink but have no idea what Onlink is, you're definitely missing out on lots of awesomeness.

Of course, Onlink had the tiny teeny minor little difference (and perhaps advantage, arguably?) that they had actual access to Uplink's source and were working from it as a base, while Overdrive builds up from scratch with a completely different architecture and a big new design goal.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: [MOD][WIP] FTL: Overdrive

Postby dalolorn » Thu Sep 27, 2012 8:58 pm

thomasfn wrote:It's not like I'm stealing the assets and trying to make a profit off a clone or something, the idea is to provide modders a means to add new content to the game (which I'm sure most people here will agree is a good thing) and to allow players to play said content. The devs don't lose out on anything, since the end user still has to have bought the game in order to use Overdrive (and the prospect of modding and lots of community added content might bring in more players so it's a win-win situation!). As I mentioned, if the devs don't like it, I will close the project.


Actually, celozzip has a point.

The end user can just as easily download the game assets from somewhere or get them from a friend without having to get the game .exe file. This effectively means that your rebuild allows easy piracy, unless it's attached to the .exe or is somehow validating it.
icepick
Posts: 344
Joined: Fri Aug 10, 2012 11:18 pm

Re: [MOD][WIP] FTL: Overdrive

Postby icepick » Thu Sep 27, 2012 9:00 pm

Meh. If they pirate a non-drm game, this isn't going to change anything.
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Thu Sep 27, 2012 9:15 pm

dalolorn wrote:
thomasfn wrote:It's not like I'm stealing the assets and trying to make a profit off a clone or something, the idea is to provide modders a means to add new content to the game (which I'm sure most people here will agree is a good thing) and to allow players to play said content. The devs don't lose out on anything, since the end user still has to have bought the game in order to use Overdrive (and the prospect of modding and lots of community added content might bring in more players so it's a win-win situation!). As I mentioned, if the devs don't like it, I will close the project.


Actually, celozzip has a point.

The end user can just as easily download the game assets from somewhere or get them from a friend without having to get the game .exe file. This effectively means that your rebuild allows easy piracy, unless it's attached to the .exe or is somehow validating it.


If the end user can just as easily download the assets then they can just as easily download the original game exe (which has no DRM on it). I was thinking of adding some kind of exe validation, though it wouldn't be hard to bypass (especially as it's open source). I don't think it will become a problem.

Does it count as piracy if they're using a program written by a third party rather than the game itself? It's an interesting question.
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Thu Sep 27, 2012 9:25 pm

dalolorn wrote:Actually, celozzip has a point.

The end user can just as easily download the game assets from somewhere or get them from a friend without having to get the game .exe file. This effectively means that your rebuild allows easy piracy, unless it's attached to the .exe or is somehow validating it.

The end user can just as easily download the whole game from the pirate bay. There are like 10 different torrents there.





Here is the screenshot of ship selection screen:
Image

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