Re: [SHIP] The Tardis (currently not working - v03 in dev)
Posted: Tue Nov 18, 2014 4:30 pm
Why thankyou!
Heh, the Vworp sound *is* actually in there (check the audio folder, or the first comment in this thread), but to avoid extra coding I just replaced the file. Turns out, the jump sounds were changed from .wav. to .ogg in the update, hence the lack of vworps when loaded post AE. Been fixed now.
The Cyber laser is slightly more complicated than you picked up on, actually; If you shoot a system, it does 1 system damage and 1 hull damage. If you shoot an empty room, it does 2 hull damage. The net gain is that you can take down a ship really quickly if you focus on shooting empty rooms; it's actually weaker when fired against systems, even though it's strategically more useful to do so.
Double damage against systems is a nice idea, actually, but I was trying to make a slightly more tactically minded weapon.
The screwdriver's been re-built to match how I originally wanted it, now that some of the bigger bugs have been cleared out, but I'm keeping that secret as part of the reveal. Hopefully, alongside the quieter sound effect, you'll want to keep it around for longer. Originally the Regen events required the screwdriver to work, but I think I've found a decent way around that. Oh, also, the Regens are /way/ cooler now!
I originally thought about putting the cloister bell as the alert sound, but it's a bit quiet and not attention grabbing enough for FTL's high-risk gameplay. I shall definitely listen through that video and see what else there is, though, cheers!
As for events, I've been thinking about it recently. My next lined-up release (The Sleigher) has a few CE-only events already coded, so I'm starting to get to grips with the system, but I can't think of any decent, easy to implement events for the Doctor. Any suggestions are more than welcome.
Oh, and, anyone who's still wanting to play this; it *is* being worked on, just slowly. I'm currently running two jobs which makes things a bit tricky to balance.
Heh, the Vworp sound *is* actually in there (check the audio folder, or the first comment in this thread), but to avoid extra coding I just replaced the file. Turns out, the jump sounds were changed from .wav. to .ogg in the update, hence the lack of vworps when loaded post AE. Been fixed now.
The Cyber laser is slightly more complicated than you picked up on, actually; If you shoot a system, it does 1 system damage and 1 hull damage. If you shoot an empty room, it does 2 hull damage. The net gain is that you can take down a ship really quickly if you focus on shooting empty rooms; it's actually weaker when fired against systems, even though it's strategically more useful to do so.
Double damage against systems is a nice idea, actually, but I was trying to make a slightly more tactically minded weapon.
The screwdriver's been re-built to match how I originally wanted it, now that some of the bigger bugs have been cleared out, but I'm keeping that secret as part of the reveal. Hopefully, alongside the quieter sound effect, you'll want to keep it around for longer. Originally the Regen events required the screwdriver to work, but I think I've found a decent way around that. Oh, also, the Regens are /way/ cooler now!
I originally thought about putting the cloister bell as the alert sound, but it's a bit quiet and not attention grabbing enough for FTL's high-risk gameplay. I shall definitely listen through that video and see what else there is, though, cheers!
As for events, I've been thinking about it recently. My next lined-up release (The Sleigher) has a few CE-only events already coded, so I'm starting to get to grips with the system, but I can't think of any decent, easy to implement events for the Doctor. Any suggestions are more than welcome.
Oh, and, anyone who's still wanting to play this; it *is* being worked on, just slowly. I'm currently running two jobs which makes things a bit tricky to balance.