Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Psoma_Brufd
Posts: 1
Joined: Sat Mar 25, 2017 5:52 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Psoma_Brufd » Sat Mar 25, 2017 6:00 pm

A very interesting idea, I would recommend putting it on Steam. Either for free, or for a small price. Would bring other people who can test it and help out. You could release it as Alpha, Beta, early access etc.


P. S. You might want to get FTL dev. permission first as the game is so similar.
User avatar
Marinealver
Posts: 55
Joined: Thu Jan 24, 2013 1:20 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Marinealver » Thu Mar 30, 2017 9:08 pm

Yeah, this isn't a multiplayer mod. This is a whole new game using FTL engine (if such a thing could exist). Still looks good, after all one of the earlier concept builds of FTL had ship positioning and such.

Now when I think FTL Multiplayer I think of some co-op counter op where you could meet another ship, and either trade or have a full out battle with traditional FTL gameplay as moving crew targeting weapons deploying drones and managing systems. Not moving ships, however again I don't think FTL has a balanced mechanic for multiplayer. It would be the first to knock out the weapon systems usually is the winner if no sides have teleporters.
Warp Drive or Hyperspace?
zooperz
Posts: 2
Joined: Sun Jan 01, 2017 6:41 pm

Re: Hurray! Another multiplayer clone project. :)

Postby zooperz » Wed Apr 05, 2017 6:43 pm

I very much enjoyed the WASD controls. I hope there is at least an option in later releases. I understand click controls make it more similar to it's sister game, FTL, however they work differently with this engine. Since you are only controlling one person, and you are right-clicking. It would also make it more immersive to me, alas i have no idea how others feel. (other than my crew mates)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Apr 22, 2017 6:51 pm

Version a0.8.7 - Release notes:

Trailing mode bug fixed(essential for final boss in the story mode).
(For modders) Modify ship event can now rename ships.
(For modders) Sector_ships_present/absent conditions now have the ignore_class field, to ignore certain ship classes
Chickengames
Posts: 341
Joined: Mon Jul 04, 2016 3:24 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Chickengames » Sat Jun 17, 2017 4:27 am

Is this dead?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jun 19, 2017 6:36 pm

Chickengames wrote:Is this dead?

The Tachyon comunity mostly moved to Discord.
Link is in the first post.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Oct 23, 2017 2:42 pm

Version a0.8.8 - Release notes:

Multiple bugs fixed(clients should no longer loose server connection)
Improved network performance
Improved "Downloading server data" time.
For modders: ​​in config.cfg of the server
UNIVERSE_SIZE is now replaced with
UNIVERSE_WIDTH and UNIVERSE_HEIGHT
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jan 15, 2018 12:31 pm

Version a0.8.9 - Release notes:

New features:
  • Added Cloaking system
  • Added Beam weapons system
  • Weapons can now have AOE.
  • You can now toggle the ship's self defense AI on and off, using the /SHIPDEF chat command.
  • Re-implemented the old keyboard movement controls: WASD - move, X - combat mode, SPACE - use system
  • Reactors now receive only 25% EMP damage.
  • Ship's evasion is now = 2% * Current engines charge rate.

Modding:
  • You can now have events that happen when a ship jumps, takes damage, or dies.
  • Modify ship event can now add or remove a range of sectors to be considered as explored ones.
  • Added the new Remove ship event
  • Added a new Random ship generator
  • Removed ship icons from the client folder - now it uses the scaled image of the ship isntead.
  • Weapons in gen ships - removed param #13
  • Added the new Play music/sound event
  • Added events that happen when a projectile hits a ship(can be applied to the shooter or the target)
  • Added the new Peace keeper Ship AI
  • Modify ship event can now install a system onto the ship into a random room(if there is enough space)
  • Life support AI and AntiLifesuport AI now also make sure that the shield system is powered up.
  • Modify sector event can mark a sector to be visible to all players on any ship.
  • In the Spawn ship event you can now specify a ship_model to use instead of a gen_ship_model.
  • Modify ship event can now add_ship_ai to the ship
  • Spawn ship event now has a new parameter chain_events_to_created. If it's set to 1 then all chain events from this Spawn ship event will be applied to the ships that were created by this Spawn ship event.
  • All events now have a new parameter chain_events_to_created_by_children. If it's set to 1 then all chain events from this Event will be applied to the ships that were created by preceding chain events.
  • You can now specify which races are available for choosing, whenever it is necessary to choose a random race for some NPC.

Other improvements:
  • Improved network performance.
  • Dashes ( - ) are now allowed in the Server IP field
  • Teleport system's ShieldsPass param not updated
  • Multiple other small bug fixes.

Also a new story mode is being developed. It will contain a lot more different random events.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jan 22, 2018 9:45 pm

Version a0.8.10 - Release notes:
Bug fixes:​

  • Min requirement for Java is now 8​ or more.
  • Java 9 issue - sun 64 decoder should be fixed now
  • Fixed event when pirates fighting each other would still shoot you​ instead of ignoring you.
  • Fixed a bug when server would majorly lag, if some NPC would get out in space.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri Jan 26, 2018 10:41 pm

Version a0.8.11 - Release notes:

Changes:

  • ​Shops not accessible in combat
  • ​Chat window now stays up a bit longer on incoming messages
  • NPC Life support AI now sends NPCs to heal and replenish O2 while ship is in hyperspace​.

​Rebalancing:
  • Shops not accessible in combat.
  • Evasion per engines power increased to 3%
  • EMP weapons are now more rare
  • More scrap drops
  • Some weapons charge times changed.

Modding:​
  • Evasion per engines power is now configurable in server's config file
  • For each ship system with param BREAK_ON_UNINSTALL=0 a copy is generated with BREAK_ON_UNINSTALL=1, RARITY=100, PRICE=0. These systems will have the same name as the original but with a prefix BOU_

Bug fixes:
  • Players' "Use systems" animation​​ was not working.

Who is online

Users browsing this forum: No registered users and 24 guests