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Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 8:12 am
by kcd.Spektor
Hak86 wrote:I cannot, if it was a couple of hours earlier maybe or right now...
Well, hope you'll join the next one then.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 11:06 am
by jrb00001
kcd.Spektor wrote:
Srul wrote: Kinda good idea, but how much time will it take to kill a reactor like so?
The damage that is dealt per server tick is configurable in the server cfg file. for now I set default value to 1, so it's 40 dmg per sec.
And then it all depends on how much health does your reactor have.
Right now Falcon's reactor lvl 1 has 3000 hp - so that's 75sec to kill the reactor.
I'll balance it once we try it out.
That means it is much less important to have more weapons than you can power. So decharge-on-jump isn't needed anymore? To prevent a dedicated reactor repair man, the damage should be based on the overload (e.g. 101% - 125% --> 40 hp/s, 126% - 150% --> 80 hp/s, ... if you use 200% of your reactors, they die in less than 20 seconds and more reactors killed --> more damage for the remaining ones!).
kcd.Spektor wrote:
Srul wrote: I can only come at 12AM UTC, got some work to do.
12AM UCT is also ok with me.

Everyone else?
JRB, PixelBrummagem, TehBobo, HAK86, Galactix, Chickengames?
14:00 CEST is ok for me.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 12:37 pm
by kcd.Spektor
jrb00001 wrote: That means it is much less important to have more weapons than you can power. So decharge-on-jump isn't needed anymore? To prevent a dedicated reactor repair man, the damage should be based on the overload (e.g. 101% - 125% --> 40 hp/s, 126% - 150% --> 80 hp/s, ... if you use 200% of your reactors, they die in less than 20 seconds and more reactors killed --> more damage for the remaining ones!).
I was thinking on making the damage dependent on the current power overload. But decided to keep it simple.
If it's overloaded - you get the damage, if not - not.
Also the weapons decharge is mostly there, so that you have at least a few seconds to read the event message, and figure out your actions.
Not to mention that it is configurable in the server config file.(So you could turn it off if you need to)

Also:
That means it is much less important to have more weapons than you can power.
This was exactly the thing I wanted to achieve. Because in FTL you have a simple limitation of 0 to 4 weapons(if I'm not mistaking).
And you can't possibly have 5 weapons if your ship limit is 4.
I was thinking on doing this via Weapons control system limitation.
Like for example a level 1 WC system can control only 3 weapons, but a level 4 WC system allows you to control 6 weapons from one screen.
And make all this configurable in the system model file.
Though this way you could potentially have several people controlling all the weapons each from their own room.
But this would require quite a bit of time to implement.
There would have to be a window in which you can select which systems you can control from this current WC station.
And many other things. So I decided not to implement this. (at least for now).
Perhaps later ;)
14:00 CEST is ok for me.
Good. That's 2 people already.
I hope there will also be less experienced players too.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 8:26 pm
by John Luke Pack Hard
Hi Spektor, I'm a returning modder and developer. I'd like to take a closer inspection of this project since one of the ideas I have jostling around in my head heavily involves FTL multiplayer.

1. What engine and network architecture do you use to run this? Or did you code the groundwork from scratch?
2. What design problems have you run into so far in terms of FTL multiplayer?

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 9:16 pm
by kcd.Spektor
John Luke Pack Hard wrote:Hi Spektor, I'm a returning modder and developer. I'd like to take a closer inspection of this project since one of the ideas I have jostling around in my head heavily involves FTL multiplayer.
Welcome.
1. What engine and network architecture do you use to run this? Or did you code the groundwork from scratch?
Written everything I needed from scratch, using libgdx(allows easy export to mobile paltforms) and kryonet for network packets transfer.
2. What design problems have you run into so far in terms of FTL multiplayer?
Uh, I don't really understand what you mean.

The only major problem I've encountered and continue to encounter is - Working alone. (But at least my friend helped me with music recently :))
Everything requires time, especially art(especially when you're not an artist :P)
It's best to work in a team of dedicated people.

I can answer more specific questions, if you have any.
Also you can read the whole topic from post 1, to see how the game was developing.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Sep 23, 2016 9:37 pm
by John Luke Pack Hard
Your only problem with getting this released is the fact that you don't own the IP. Other than that, tremendous job considering that it's all built from scratch.

I can help you so long as you give me a link to the API. I'd like to contribute to broaden my base in game development and coding in general. My expertise in game development currently solely lies in Unity and just basic canvas drawing using Java, which is a prickly yet tedious procedure, sorta like playing with a thousand Jenga blocks at once coding your own engine from scratch.

Then I'd like some help as well for my idea. I'm more than willing to share it, given that ideas are a dime-a-dozen and development is the gold mine, but it's a little lengthy.

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 24, 2016 6:25 am
by kcd.Spektor
John Luke Pack Hard wrote:Your only problem with getting this released is the fact that you don't own the IP.
Actually I do own the IP.
In the latest version I've removed the last FTL resources that I've been using as placeholders.
Other than that, tremendous job considering that it's all built from scratch.
Indeed it is. Almost 3 years now developing.
I can help you so long as you give me a link to the API. I'd like to contribute to broaden my base in game development and coding in general. My expertise in game development currently solely lies in Unity and just basic canvas drawing using Java, which is a prickly yet tedious procedure, sorta like playing with a thousand Jenga blocks at once coding your own engine from scratch.
Well, the coding part is 90% done. And I will manage the rest 10% on my own faster then trying to explain to someone how the whole shabang works :D
All I need is better art, and more events/side quests.
Then I'd like some help as well for my idea. I'm more than willing to share it, given that ideas are a dime-a-dozen and development is the gold mine, but it's a little lengthy.
You can PM me if you don't want to share the idea to everyone. (I felt the same way in the beginning, untill I realised that, the sooner you sare your idea with the public, the sooner you know if it's shit or not. And then you can decide if it's worth it to spend time on developing it.)

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 24, 2016 10:07 am
by kcd.Spektor
Sooo...
CBT planned in 2 hours...
So far only 2 players.
Anyone else want's to join?

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 24, 2016 12:44 pm
by stylesrj
Crapsican... I completely forgot everything about this.
I need constant reminders on Skype and Steam and such, y'know.

Re: Hurray! Another multiplayer clone project. :)

Posted: Sat Sep 24, 2016 12:47 pm
by The Scout
kcd.Spektor wrote:Sooo...
CBT planned in 2 hours...
So far only 2 players.
Anyone else want's to join?
Im in just downloading the game right now.