Re: [MOD][WIP] FTL: Overdrive
Posted: Sun Jun 16, 2013 1:18 pm
Hi guys !
I did read the 33 pages of this thread and am interested in the project (although my interest in things sometimes fades quickly). I could code stuff. My favorite language is python, but all languages are kind of alike, so whatever.
It's cool that the project did not fall into oblivion and that some people take matters into their hands. I kinda agree with the choices so far, except the idea of using float numbers for hull life. It seems like the opposite of simplicity, as float numbers are tricky, and the only reason to use them would be for the sole beam weapon, which is one type of weapon among many. The original game did without float numbers cleverly, and I think people like calculating the trajectory of the beam so that it hits the most rooms. It's kinda fun.
Anyway, good luck guys, let's keep in touch if you have something for me.
I did read the 33 pages of this thread and am interested in the project (although my interest in things sometimes fades quickly). I could code stuff. My favorite language is python, but all languages are kind of alike, so whatever.
It's cool that the project did not fall into oblivion and that some people take matters into their hands. I kinda agree with the choices so far, except the idea of using float numbers for hull life. It seems like the opposite of simplicity, as float numbers are tricky, and the only reason to use them would be for the sole beam weapon, which is one type of weapon among many. The original game did without float numbers cleverly, and I think people like calculating the trajectory of the beam so that it hits the most rooms. It's kinda fun.
Anyway, good luck guys, let's keep in touch if you have something for me.