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Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 17, 2016 11:24 am
by kcd.Spektor
Mini update:

I just had small break from writing the events and dialogue xmls for the main scenario.
And me and my son sat together and played out, on the board, the Fleet control mechanic, that I have planned for later.
Maaaan that was soooo cool.
I don't want to make any false hype or anything, maybe it's just us.
But we liked it so much that I even decided to make a post about it.

We played out this small scenario:
1. First we had 1 ship
2. Then we bought another one,
3. Then we installed remote control system on ship #2 and a fleet command system on ship #1
4. Then we hired NPC crew for ship #2 (without crew the ship would not fly)
We hired a pilot that can pilot the ship and extinguish fires, a marksman that can control weapons and ext. fires,
and 2 repairmen that can fix broken systems and extinguish fires.
5. Then we hired a repairman NPC for Ship #1(just so we don't fly alone :))
6. Then we connected from ship 1 to ship 2 and ordered it to folow ship #1 and defend it.
7. Then we've flown to an asteroid belt to fight a pirate ship 2 vs 1.
8. Then we've folwn to another sector and there we killed all the crew on a pirate ship(using some fire lasers and aimed shots at the med bay :P),
hacked into it, and took control of it.
9. Then we left ship #2 to defend Ship #3. And flown ourselves on ship #1 to a trading station to buy another remote control system and hire another NPC pilot, and another repairman.
10. Then we transported the pilot and repairman to the sector with ships #2 and #3 and told them to go and work on ship #3 now.
11. Then we installed the second remote control system on ship #3 and ordered ships #2 and #3 to follow ship #1 and defend it.
12. Then we've flown to a trading centre with all 3 ships.
13. Then we transferred some scrap from ship #1 to ship #3 and repaired it on the trading station's repair system.

That was super fun. And I think that when I finally implement this mechanic, it will be very cool.

Cheers :)

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 17, 2016 4:40 pm
by Srul
Image
Marked everything i CAN'T do.
Reasons:

1. I have no mic and i "can barely into angliyskiy".
2. This game gets boring quickly.
3. ^
4. ^, and i'm too lazy to record.

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 17, 2016 5:45 pm
by kcd.Spektor
Srul wrote: 2. This game gets boring quickly.
Well that was unexpected... :?

But still, thanks for the feedback.


Also I think we can probably remove the first requirement, since I've added a new feature that removes the need for skype group call.

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 17, 2016 5:48 pm
by Srul
kcd.Spektor wrote: Also I think we can probably remove the first requirement, since I've added a new feature that removes the need for skype group call.
If it still requires a mic, then i'm out.

Re: Hurray! Another multiplayer clone project. :)

Posted: Mon Sep 19, 2016 4:10 pm
by kcd.Spektor
Latest update:

1. I've finished wriing all the dialogue and event xmls for the main story line.
2. Right now I'm tesing how they work.
3. Found some funny looking bugs :)
Some npc station workers when travel from one system to another, sometimes decide to take a shortcut through open space.
Now this wouldn't have been too noticeable if it wasn't for the fact that there's another bug - npcs can't open airlocks from the outside :D
And another bug: when npc worker is traveling to another system, if that ship makes a jump, then when the ship exits the hyperspace, that npc just leaves the ship through an airlock and flyes into the open, till he suffocates.
4. I think I will fix these bugs today, and will start adding the random events.
5. This means that we should already start picking a date for the CBT.
6. Also, since not too many people are eager to participate in the CBT, let's scratch all the requirements for the participants, and see who will participate.

I will make a separate post with the list of participants so far.

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Sep 20, 2016 6:04 am
by kcd.Spektor
List of CBT participants so far:
Galactix
Jrb
The Bear
Chickengames
Hak86


Anyone else want's to join?


Aprox date: this friday or weekend.
Time: evening, arround 6pm-8pm GMT
My time zone is +2.
So for me it will be 8-10 in the evening.

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Sep 20, 2016 7:17 am
by Hak86
kcd.Spektor wrote:ox date: this friday or weekend.
Time: evening, arround 6-8 GMT
My time zone is +2.
So for me it will be 8-10 in the evening.
I assume you mean 6-8am, if this is the case I can do it.
Do we still need to have Skype, I don't have it yet.

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Sep 20, 2016 10:43 am
by PixelBrummagem
Aprox date: this friday or weekend.
Time: evening, arround 6-8 GMT
My time zone is +2.
So for me it will be 8-10 in the evening.
If this is on Friday or Sunday then I would be able to join, if it's on Saturday then I'm unfortunately busy. I'd be glad to join -repairman/narrator/Imperatus Empire propaganda spreader- and I've Skype if that's needed.

All hail the Imperatus Empire!
- First General PixelBrummagem

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Sep 20, 2016 12:08 pm
by kcd.Spektor
Hak86 wrote: I assume you mean 6-8am, if this is the case I can do it.
Do we still need to have Skype, I don't have it yet.
No I mean PM - evening.
Skype not needed anymore.


Is everyone ok with Friday 7PM UTC?

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Sep 20, 2016 2:48 pm
by kcd.Spektor
Hak86 wrote: It didn't work :cry:
I've found why it didn't work.

I forgot that I split this into 2 separate events SECTOR_ENTER and SPAWN_SHIP
So now you can't just add ships from the SECTOR_ENTER event, instead you need to have a SPAWN_SHIP event.
Which you will call from your SECTOR_ENTER event by using
<event_param chain_event="SPAWN_SHIP_EVENT_NAME"></event_param>
<event_param chain_event="SPAWN_SHIP_EVENT_NAME2"></event_param>

This way you can reuse the same SPAWN_SHIP event in different SECTOR_ENTER events, in different combinations.
Also this allows to call any other type of event when a ship enter the sector.

Check out the example.xml2 file
Look for SECTOR_ENTER event, and see how it's calling the Spawn an asteroid event.