FTL: Hyperion

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RebelKeithy
Posts: 3
Joined: Sat May 17, 2014 3:41 am

FTL: Hyperion

Post by RebelKeithy »

FTL: Hyperion is an attempt to remake FTL in java, using libgdx for rendering, to allow for greater moddabilty and (hopefully) multiplayer.

I've been working on this for just over 3 weeks, the first week and a half I worked on the backend code, getting ship and crew functions working and using text output to test everything. After a while text just wasn't enough to see what was going on. So this last week and a half I've been working on graphic rendering.

Here are some screenshots of what I have so far
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fullsized

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fullsized

The upgrades tab is fully functional. The main game screen (with no enemy) is almost complete except for Jumping (still need to add warning graphics for low fuel/missiles/drones/etc, make the save/return to stations buttons work, and fix some stuff with the reactor wires). Systems other than what you start with are not yet made (Drones are going to take some time). Currently the game loads ships from xml files, but it is hardcoded to load the Red-Tail's xml. The Kestral and the Red-Tail are the only two ship I've converted into the xml format I'm using. My next goal (I think) will be to get the ship hangar working.

Download:
version 0.1

Bugs/Todo doc:
https://docs.google.com/spreadsheets/d/ ... 1nKWlGXaWs
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Anthonest
Posts: 108
Joined: Mon Nov 11, 2013 3:56 am

Re: FTL: Hyperion

Post by Anthonest »

How does this not have more attention? This is amazing, seems to be going at a much faster pace than FTL: Overdrive as well.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: FTL: Hyperion

Post by kartoFlane »

Well, shit. I don't know why I haven't noticed this earlier -- guess I was just skimming the forums and by the pictures assumed this was another ship mod :P Now I remember though that you've posted in OverdriveGDX's thread earlier. Looks like you've made good progress with graphics since then :)

Took a peek at the files and code. You might want to use SMM's dat library instead of Kurosaru's datLib -- personally, I've found it easier to work with, since it has much more descriptive names and ample documentation.

I don't know if you're already set on the ship format, but it might be a good idea to allow rooms to have non-rectangular sizes -- though you'v. Probably more of a long-term goal, though.

Doors being defined as part of the room they're in feels kinda... peculiar. Converting vanilla ships to the new format would be tricky, since the conversion algorithm would have to decide the parent room for each door (first ID doesn't always point to the left/top room -- in AE, in airlocks it always points to -1)
The single offset value is also confusing, though I assume it works like stations do in the original game, based on slot ID. But then again, you've changed stations to have XY offset values... Might be a good idea to decide on a consistent positioning scheme across all formats.

I've briefly ran the program; the sound effects are really loud, but that can be fixed later by loading volume values from sounds.xml. There's also a bug with vertical door ( | ) rotation -- they're rotated either 89 or 91 degrees. It's correct in your screenshot, though, so I don't know why that happens, but there's bound to be a rounding/casting error somewhere in there *shrug*

Well, that's all I have for now. Either way, looks interesting -- I've starred the github repo, keep up the good work ;)
Superluminal2 - a ship editor for FTL
ScubaSteve3465
Posts: 135
Joined: Tue Nov 19, 2013 3:04 pm

Re: FTL: Hyperion

Post by ScubaSteve3465 »

This is looking good, I'll keep an eye on it. Keep it up.
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