Hurray! Another multiplayer clone project. :)
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Re: Hurray! Another multiplayer clone project. :)
-unintentional double post-
Last edited by Cog on Mon Feb 01, 2016 1:56 am, edited 1 time in total.
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- Posts: 26
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Re: Hurray! Another multiplayer clone project. :)
Huge props for getting this done even to this point.
Initial comments on the alpha:
1. How will power be balanced? I was able to create a new ship with 15+ systems and power them all up with a quantum reactor (12 power max.) Would it be impossible to keep the same general power equivalence with FTL? Players of that game are very familiar with what one reactor power gets you. lvl 1 Oxygen, or a tiny 1 power weapon, or half a shield bar. Would be great to be able to keep that mechanic.
1a. There seems to be a very large power scale difference (I mean in terms of flavor) between fission, fusion and quantum reactor. Probably every ship should just have a quantum reactor, but be able to provide anywhere between 4 and 25 (or 30 or 50) power like in FTL. That was a really great mechanic. 1 power meant something explicit. You could either have a weapon powered, or have oxygen, or have your hacking powered, or have a drone powered, but not all at once.
2. I was able to power all weapons also, and fire like 6 weapons at once.
2a. The capacitor mechanic is a massive change from FTL. It could be good, and I don't mean to rain on the parade of awesome that is your getting this much cool stuff done, but what about leaving the default FTL balance of if you have the power the weapon is on and charging, and if you don't have the power (or system control if it's damaged) then the weapon is unpowered and quickly decharging?
2b. It could be a neat new system in the game, to have a capacitor system that you have to buy like hacking or drones or whatever, which enables you to start a battle with the capacitor charged (like any time you end a sector in passive mode, like by winning a battle, where there's no danger from an asteroid field or nearby star, etc) to either A, more quickly charge your guns from the capacitor than they otherwise would, or B, require no reactor power to be diverted to guns to charge them (though it would be a very temporary advantage.)
2c. I think a capacitor system could be a neat thing to add to the game, but (again, no intent to be rude or take control, just share my opinion) I don't like it as a default for all ships, because I'd like to see the default FTL-like game just with extra additions and mod-ability.
3. The default hull being set to 100? Takes 6 powerful weapons firing on auto-fire a very long time to destroy an enemy ship even without shields. Just for the alpha? Most starting ships have 1 to 2 weapons. Default hull strength of enemies was between 5 and 10 hull points in FTL, sector 1.
4. Radar is not quite what I expected, but works well.
5. How does the pilot move the ship around? Does that matter at all? In FTL it's just assumed you're both flying around rapidly and trying to avoid each other, without requiring any input. Will the pilot have to fly the ship around? How hard will that make the ship to hit?
6. All controls have been made much more fine-grained. Needing to hold R to repair a system is an example, or having to walk the crewman manually into a room to activate the system. Control has been passed from the ship's captain, able to command the entire ship, to now you control only one person. Will that possibly change as the alpha progresses?
7. The hyperdrive seems to offer up nearby stars as destinations.
8. When you go into hyperspace, the weapons control has an ETA of arrival time. It should show that ETA on the main screen so you don't have to be in a room to see it, shouldn't it?
9. I like that you don't need to fully charge the hyperdrive to jump to a destination that's closer.
10. Since everything seems so modular, perhaps a communications room is needed? What if, in a closer to full-version of the game, it had the ability to make use of player microphones, and you could communicate through audio with your teammates, but if the communications room was damaged, the line would fill with static, and if it gets destroyed, the audio communication would cut out?
11. What about pausing? FTL was so frantic, pausing was a very necessary dynamic for most players. This looks to be more complicated, rather than less, so pausing should still be part of the game, right?
12. Currently, free-for-all or team-based pvp seems vaguely possible, but the ideal goal is to be able to have something like a full FTL campaign that more than one person can play together, right? Would it be possible to pull the events data from the base game like other mod-developers suggested? Could this be made compatible with other FTL mods like captain's edition or sml(sp?) polish? The single world map of stars seems to get rid of the idea of 8 sectors, and seems to make using the FTL game data not possible. Just for the alpha, or a permanent design decision?
13. If we have a permanent star map, then you can't end up in Engi space, or Rock space, or Rogue AI space, depending on which direction you chose, nearly as randomly, which was part of the great random nature of the game. It didn't have to be "realistic" it just had to be fun and allow good variety.
14. For the sake of easing control for players, what if crew were constrained to walk only in the room-grid? using the WASD keys to move seems fine to me, but what if you could only move along the grid? This would make it easier for people, especially if they go into space.
14a. In general, the control scheme should be made as simple as absolutely possible without compromising any gameplay possibilities. Most people aren't very technically proficient. It's great for a game to have hotkeys and things so that an expert player can control it better, but there should be room for even poor game players to be able to pick up the game and play it without being frustrated. (I'm thinking of my friend Duncan, for one.)
Server/client/gameplay design:
1. My friend (Duncan) wasn't able to connect to my public IP address. Do all players need to be on a simulated (or real) local area network to connect? I had to connect via my 192.168 IP address, with the server up. How difficult to make it possible to connect over the internet via public IP address?
2. FTL has a very intuitive point and click interface, and then a much more efficient keyboard, hotkey-based control. Could we add more intuitive ways to control all systems? Could there be a client options setting to automatically open doors that you walk into, for instance? Could there be a setting so that you automatically repair a system that's damaged in a room you're in, if you're not doing something else? That should probably be the default, but it would be fine to have a flag to turn it off.
3. How do you see the game developing in the future? Do you see it retaining the rogue-like nature of FTL, with a finite 8 sectors you travel through and a boss-battle? Will it be a more open MMORPG style world where people can connect and level up their permanent ships? (This already seems implied by the needing to create a login on the server... would it be possible to just require you to submit a name for your character upon logging in, instead of requiring a login name and password on startup, since the server is running on your own PC, right now?) What about a captain's edition infinite type game, where you can travel through as many sectors as you want and just delay the end of the game?
4. Ideally, I think it would be awesome if the .exe itself was moddable enough to support all of those options. How much work would be involved in doing something like an FTL remake, supporting all original code and including lua scripting or something like that, like others have suggested? Outside your goals? Just asking.
5. As far as universe generation ideas, I could have a lot, but I need to know more where this is going. I know where I'd love to see it go, but I don't know if that's what you intend.
6. If it's an FTL engine remake, with additional mod-ability and new stuff like multiplayer, new systems, new game control options added in, where the exe grabs assets from the FTL directory to avoid copyright issues (an ideal goal, in my opinion) then I would have all kinds of neat ideas for new races, new events, algorithms for store generation, for sector generation, for ship generation, etc. I just need concrete ideas where the alpha is going and what I can/should work on.
That's probably enough for now.
Would it be possible to skype at some point?
Initial comments on the alpha:
1. How will power be balanced? I was able to create a new ship with 15+ systems and power them all up with a quantum reactor (12 power max.) Would it be impossible to keep the same general power equivalence with FTL? Players of that game are very familiar with what one reactor power gets you. lvl 1 Oxygen, or a tiny 1 power weapon, or half a shield bar. Would be great to be able to keep that mechanic.
1a. There seems to be a very large power scale difference (I mean in terms of flavor) between fission, fusion and quantum reactor. Probably every ship should just have a quantum reactor, but be able to provide anywhere between 4 and 25 (or 30 or 50) power like in FTL. That was a really great mechanic. 1 power meant something explicit. You could either have a weapon powered, or have oxygen, or have your hacking powered, or have a drone powered, but not all at once.
2. I was able to power all weapons also, and fire like 6 weapons at once.
2a. The capacitor mechanic is a massive change from FTL. It could be good, and I don't mean to rain on the parade of awesome that is your getting this much cool stuff done, but what about leaving the default FTL balance of if you have the power the weapon is on and charging, and if you don't have the power (or system control if it's damaged) then the weapon is unpowered and quickly decharging?
2b. It could be a neat new system in the game, to have a capacitor system that you have to buy like hacking or drones or whatever, which enables you to start a battle with the capacitor charged (like any time you end a sector in passive mode, like by winning a battle, where there's no danger from an asteroid field or nearby star, etc) to either A, more quickly charge your guns from the capacitor than they otherwise would, or B, require no reactor power to be diverted to guns to charge them (though it would be a very temporary advantage.)
2c. I think a capacitor system could be a neat thing to add to the game, but (again, no intent to be rude or take control, just share my opinion) I don't like it as a default for all ships, because I'd like to see the default FTL-like game just with extra additions and mod-ability.
3. The default hull being set to 100? Takes 6 powerful weapons firing on auto-fire a very long time to destroy an enemy ship even without shields. Just for the alpha? Most starting ships have 1 to 2 weapons. Default hull strength of enemies was between 5 and 10 hull points in FTL, sector 1.
4. Radar is not quite what I expected, but works well.
5. How does the pilot move the ship around? Does that matter at all? In FTL it's just assumed you're both flying around rapidly and trying to avoid each other, without requiring any input. Will the pilot have to fly the ship around? How hard will that make the ship to hit?
6. All controls have been made much more fine-grained. Needing to hold R to repair a system is an example, or having to walk the crewman manually into a room to activate the system. Control has been passed from the ship's captain, able to command the entire ship, to now you control only one person. Will that possibly change as the alpha progresses?
7. The hyperdrive seems to offer up nearby stars as destinations.
8. When you go into hyperspace, the weapons control has an ETA of arrival time. It should show that ETA on the main screen so you don't have to be in a room to see it, shouldn't it?
9. I like that you don't need to fully charge the hyperdrive to jump to a destination that's closer.
10. Since everything seems so modular, perhaps a communications room is needed? What if, in a closer to full-version of the game, it had the ability to make use of player microphones, and you could communicate through audio with your teammates, but if the communications room was damaged, the line would fill with static, and if it gets destroyed, the audio communication would cut out?
11. What about pausing? FTL was so frantic, pausing was a very necessary dynamic for most players. This looks to be more complicated, rather than less, so pausing should still be part of the game, right?
12. Currently, free-for-all or team-based pvp seems vaguely possible, but the ideal goal is to be able to have something like a full FTL campaign that more than one person can play together, right? Would it be possible to pull the events data from the base game like other mod-developers suggested? Could this be made compatible with other FTL mods like captain's edition or sml(sp?) polish? The single world map of stars seems to get rid of the idea of 8 sectors, and seems to make using the FTL game data not possible. Just for the alpha, or a permanent design decision?
13. If we have a permanent star map, then you can't end up in Engi space, or Rock space, or Rogue AI space, depending on which direction you chose, nearly as randomly, which was part of the great random nature of the game. It didn't have to be "realistic" it just had to be fun and allow good variety.
14. For the sake of easing control for players, what if crew were constrained to walk only in the room-grid? using the WASD keys to move seems fine to me, but what if you could only move along the grid? This would make it easier for people, especially if they go into space.
14a. In general, the control scheme should be made as simple as absolutely possible without compromising any gameplay possibilities. Most people aren't very technically proficient. It's great for a game to have hotkeys and things so that an expert player can control it better, but there should be room for even poor game players to be able to pick up the game and play it without being frustrated. (I'm thinking of my friend Duncan, for one.)
Server/client/gameplay design:
1. My friend (Duncan) wasn't able to connect to my public IP address. Do all players need to be on a simulated (or real) local area network to connect? I had to connect via my 192.168 IP address, with the server up. How difficult to make it possible to connect over the internet via public IP address?
2. FTL has a very intuitive point and click interface, and then a much more efficient keyboard, hotkey-based control. Could we add more intuitive ways to control all systems? Could there be a client options setting to automatically open doors that you walk into, for instance? Could there be a setting so that you automatically repair a system that's damaged in a room you're in, if you're not doing something else? That should probably be the default, but it would be fine to have a flag to turn it off.
3. How do you see the game developing in the future? Do you see it retaining the rogue-like nature of FTL, with a finite 8 sectors you travel through and a boss-battle? Will it be a more open MMORPG style world where people can connect and level up their permanent ships? (This already seems implied by the needing to create a login on the server... would it be possible to just require you to submit a name for your character upon logging in, instead of requiring a login name and password on startup, since the server is running on your own PC, right now?) What about a captain's edition infinite type game, where you can travel through as many sectors as you want and just delay the end of the game?
4. Ideally, I think it would be awesome if the .exe itself was moddable enough to support all of those options. How much work would be involved in doing something like an FTL remake, supporting all original code and including lua scripting or something like that, like others have suggested? Outside your goals? Just asking.
5. As far as universe generation ideas, I could have a lot, but I need to know more where this is going. I know where I'd love to see it go, but I don't know if that's what you intend.
6. If it's an FTL engine remake, with additional mod-ability and new stuff like multiplayer, new systems, new game control options added in, where the exe grabs assets from the FTL directory to avoid copyright issues (an ideal goal, in my opinion) then I would have all kinds of neat ideas for new races, new events, algorithms for store generation, for sector generation, for ship generation, etc. I just need concrete ideas where the alpha is going and what I can/should work on.
That's probably enough for now.
Would it be possible to skype at some point?
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- Posts: 26
- Joined: Sat Jan 30, 2016 4:09 am
Re: Hurray! Another multiplayer clone project. :)
Additional comments:
1. When oxygen hits 0%, the player should start losing HP, rather than die instantly, probably.
2. When the player is inside an airlock, it should take x seconds to put their helmet on to go outside, and when they come in, it should take x seconds to take the helmet off and be able to breathe the internal atmosphere.
2a. The oxygen tanks should still need to be recharged at the O2 station, even though with helmet off, the player isn't losing more o2 from tanks.
2. Will rooms eventually have a vacuum/oxygenated state like in FTL?
3. Recharging your oxygen tanks at the O2 station makes sense, but it should be faster. About the same rate as medbay heal in FTL, for level 1, 2 and 3 respectively.
4. When you get shot in space or in vacuum, your O2 should go down much faster, because your suit is punctured (unless you have an adaptive gel suit augmentation maybe)
5. I seem to not be able to pierce the shields on the spawn station. Intentional because it's the spawn station, or limitation of the alpha right now?
6. Weapons require very different amounts of power than FTL does for the same weapons.
7. They don't seem to do the same amount of damage as they do in FTL or have their special abilities (like pierce lasers not piercing 1 shield bar.)
8. It would be nice to be able to spawn extra crew, and be able to issue them orders like in FTL, from the captain's perspective. Or maybe AI crew... it definitely seems like the number of crew shouldn't be limited to the number of people connected to the server. That would be an extreme handicap, because crew are needed for all systems, and in particular, since there are more systems that need crew control in this alpha.
9. I was able to do a jump in-system. Didn't work quite as expected. Why is that powered by the engines? What benefit would that be? (Maybe it would require guns to be re-aimed, but that makes it a penalty only to actual players, since AI could do so instantly.)
10. When the game resizes due to scrolling in and out, it would be great if the re-sizing algorithm was something higher quality than nearest neighbor. Would be great if it was something higher than bilinear too, though I have no idea how costly that would be in terms of cpu cycles, to do bicubic/spline/lanzcos resize)
11. Could the radar window be bigger? Maybe the game itself could be higher resolution, or be made resolution independent.
12. All of these are just suggestions/thoughts/comments, not meant to be complaints.
Some compliments:
1. I like that rooms are more modular, and can be any shape, as well as systems being able to fit even in the same rooms. Would be nice for the graphics to be higher quality.
2. I'm impressed how well everything works. Haven't encountered any bugs so far.
3. The fact that you get sight of room blocks that are line of sight from your character on ships without sensors is AWESOME by the way.
1. When oxygen hits 0%, the player should start losing HP, rather than die instantly, probably.
2. When the player is inside an airlock, it should take x seconds to put their helmet on to go outside, and when they come in, it should take x seconds to take the helmet off and be able to breathe the internal atmosphere.
2a. The oxygen tanks should still need to be recharged at the O2 station, even though with helmet off, the player isn't losing more o2 from tanks.
2. Will rooms eventually have a vacuum/oxygenated state like in FTL?
3. Recharging your oxygen tanks at the O2 station makes sense, but it should be faster. About the same rate as medbay heal in FTL, for level 1, 2 and 3 respectively.
4. When you get shot in space or in vacuum, your O2 should go down much faster, because your suit is punctured (unless you have an adaptive gel suit augmentation maybe)
5. I seem to not be able to pierce the shields on the spawn station. Intentional because it's the spawn station, or limitation of the alpha right now?
6. Weapons require very different amounts of power than FTL does for the same weapons.
7. They don't seem to do the same amount of damage as they do in FTL or have their special abilities (like pierce lasers not piercing 1 shield bar.)
8. It would be nice to be able to spawn extra crew, and be able to issue them orders like in FTL, from the captain's perspective. Or maybe AI crew... it definitely seems like the number of crew shouldn't be limited to the number of people connected to the server. That would be an extreme handicap, because crew are needed for all systems, and in particular, since there are more systems that need crew control in this alpha.
9. I was able to do a jump in-system. Didn't work quite as expected. Why is that powered by the engines? What benefit would that be? (Maybe it would require guns to be re-aimed, but that makes it a penalty only to actual players, since AI could do so instantly.)
10. When the game resizes due to scrolling in and out, it would be great if the re-sizing algorithm was something higher quality than nearest neighbor. Would be great if it was something higher than bilinear too, though I have no idea how costly that would be in terms of cpu cycles, to do bicubic/spline/lanzcos resize)
11. Could the radar window be bigger? Maybe the game itself could be higher resolution, or be made resolution independent.
12. All of these are just suggestions/thoughts/comments, not meant to be complaints.
Some compliments:
1. I like that rooms are more modular, and can be any shape, as well as systems being able to fit even in the same rooms. Would be nice for the graphics to be higher quality.
2. I'm impressed how well everything works. Haven't encountered any bugs so far.
3. The fact that you get sight of room blocks that are line of sight from your character on ships without sensors is AWESOME by the way.
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Re: Hurray! Another multiplayer clone project. :)
Great Start.
The game over all is okay for now, Its alpha. I am really missing all the different types of trouble your ship gets into when traveling to random locations. Like the danger of a environment trying to kill you. Your next releases should really try making the game scary. FTL is scary. There fires, giant spiders, rocks, and etc. I want to tell my crew, my bros, that "we're going to live." Then die the next jump from a sun or black hole. Also, more combination of ship strategies besides weapons and invading. Having ships that dodge and teleport all over the map would be funny, or drones. I know your adding all of that, can not wait
.
Wish List ( I played for only 15 minutes)
-Turn down the hull of all ships to be less then 50. ( this makes fights super drawn out and dumb.)
-Giant spiders ( to get pay back for all the crew I lost in FTL)
- Maybe the chance to walk on planets? Like have the planet be like a ship, but have no doors some how. Probably not worth the effort compare to other need feature.
- Inventory
- all the danger of FTL + black holes , space, and more space.
Questions
-I didn't get a friend on, but how does fighting players work?
-can your ship have hull holes and fires yet? I walked back and forth between firing ships and saw none.
- explain power better( I just powered everything and hope it works, I'll reconsider after I play more)
- O2 seems odd, please add the red o2 less rooms back. I really didn't pay attention to O2 during the play through. Did it really matter?
THANK YOU FOR ALL YOUR GREAT WORK
The game over all is okay for now, Its alpha. I am really missing all the different types of trouble your ship gets into when traveling to random locations. Like the danger of a environment trying to kill you. Your next releases should really try making the game scary. FTL is scary. There fires, giant spiders, rocks, and etc. I want to tell my crew, my bros, that "we're going to live." Then die the next jump from a sun or black hole. Also, more combination of ship strategies besides weapons and invading. Having ships that dodge and teleport all over the map would be funny, or drones. I know your adding all of that, can not wait

Wish List ( I played for only 15 minutes)
-Turn down the hull of all ships to be less then 50. ( this makes fights super drawn out and dumb.)
-Giant spiders ( to get pay back for all the crew I lost in FTL)

- Maybe the chance to walk on planets? Like have the planet be like a ship, but have no doors some how. Probably not worth the effort compare to other need feature.
- Inventory
- all the danger of FTL + black holes , space, and more space.
Questions
-I didn't get a friend on, but how does fighting players work?
-can your ship have hull holes and fires yet? I walked back and forth between firing ships and saw none.
- explain power better( I just powered everything and hope it works, I'll reconsider after I play more)
- O2 seems odd, please add the red o2 less rooms back. I really didn't pay attention to O2 during the play through. Did it really matter?
THANK YOU FOR ALL YOUR GREAT WORK
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- Joined: Mon Jan 04, 2016 5:57 pm
Re: Hurray! Another multiplayer clone project. :)
When I run the SpaceTeam.rar__17768_il52049 I just get this message.

What do I do?
And is the server supposed to be blank?

What do I do?
And is the server supposed to be blank?
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- Joined: Thu Nov 26, 2015 8:21 am
Re: Hurray! Another multiplayer clone project. :)
To me it looks like the archive wasn't downloaded propperly.The_Bear wrote:When I run the SpaceTeam.rar__17768_il52049 I just get this message.
What do I do?
You don't need to run or install SpaceTeam.rar
You just extract it.
Yes.The_Bear wrote: And is the server supposed to be blank?
Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
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- Posts: 225
- Joined: Mon Jan 04, 2016 5:57 pm
Re: Hurray! Another multiplayer clone project. :)
Were can I find the server ip?
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- Posts: 586
- Joined: Thu Nov 26, 2015 8:21 am
Re: Hurray! Another multiplayer clone project. :)
Thankspersonman61 wrote:Great Start.

Thats just what I have in mind.personman61 wrote: The game over all is okay for now, Its alpha. I am really missing all the different types of trouble your ship gets into when traveling to random locations. Like the danger of a environment trying to kill you. Your next releases should really try making the game scary. FTL is scary. There fires, giant spiders, rocks, and etc. I want to tell my crew, my bros, that "we're going to live." Then die the next jump from a sun or black hole.
It's all on the way.
Drones, boarding, etc... it's on the list.personman61 wrote: Also, more combination of ship strategies besides weapons and invading.

That is possible. Just keep your ship lightweight(small, not many installed systems).personman61 wrote: Having ships that dodge and teleport all over the map would be funny,
Charge up the engine system and start local jumping.
Can't jump as fast as a rabbit, but I think that would be too much

Also I think I will add the heaviness of each ship room cell, and installed system weight to the server config file parameters.
Mee toopersonman61 wrote: can not wait.

The hull size is to be balanced, I think the initial hull of a ship will be configurable in the ship editor, for each model. And later on you could increase it some how(augmentations maybe?)personman61 wrote: Wish List ( I played for only 15 minutes)
-Turn down the hull of all ships to be less then 50. ( this makes fights super drawn out and dumb.)
Not too soon but I am definitely going to do thispersonman61 wrote: -Giant spiders ( to get pay back for all the crew I lost in FTL)![]()

I was thinking about making planets, but this is something big and will be done(if ever) after the release.personman61 wrote: - Maybe the chance to walk on planets? Like have the planet be like a ship, but have no doors some how. Probably not worth the effort compare to other need feature.
It's on the listpersonman61 wrote: - Inventory

Them toopersonman61 wrote: - all the danger of FTL + black holes , space, and more space.

It's not in yetpersonman61 wrote: Questions
-I didn't get a friend on, but how does fighting players work?

It's on the list
It's on the listpersonman61 wrote: -can your ship have hull holes and fires yet? I walked back and forth between firing ships and saw none.
Power management is going to be verry hard to balance.personman61 wrote: - explain power better( I just powered everything and hope it works, I'll reconsider after I play more)
But I think proper power management will be an essential part of the game.
I will make a separate post to explain how it works right now.
It's on the listpersonman61 wrote: - O2 seems odd, please add the red o2 less rooms back. I really didn't pay attention to O2 during the play through. Did it really matter?
Thank you for your feedback.personman61 wrote: THANK YOU FOR ALL YOUR GREAT WORK

Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
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- Posts: 586
- Joined: Thu Nov 26, 2015 8:21 am
Re: Hurray! Another multiplayer clone project. :)
It's the IP of the PC where you have started the server application.The_Bear wrote:Were can I find the server ip?
The port number can be configured in the config.cfg file in the server folder.
By default I think it's 30303
Try using: ipconfig.
Tachyon:
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
TODO list, news and alpha server parameters, download link
TUTORIALS: Ship models, Gen Ships, Sfx Projectiles Systems, Events
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- Posts: 201
- Joined: Fri Jan 15, 2016 2:22 pm
Re: Hurray! Another multiplayer clone project. :)
It is written in Java, right? Why do you release only a Windows version? I use linux and I do not want to start a VM for a game which would otherwise be platform independent.