[DEV] Elemental Shift

A place to discuss mods in development and concepts for new mods.
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Song
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Tue Jun 13, 2017 11:08 am

A bit over a month since I decided to end development of Shrike's Mines & Missiles (after 7 years, it was about time), I'm now able to start talking about the long-term project that's replacing it: Elemental Shift

Elemental Shift will come in two main parts: The first is the resources, items, devices, etc. I may or may not make this into a library...I haven't decided yet. Running this in SOTP (possibly also EP) will override vanilla items as per SM&M++ and add the extra stations and enemies into the game. This may or may not include an optional add-on for Corporate Command users. It's basically SM&M++ with some things ripped out, everything modernised and future-proofed, and a few extra features.

The second part will be an adventure extension. I have rough ideas for it (plot, characters, some of the key plot missions), but at this point I'm focusing on getting the functional elements working first. Then I'll try working up. I'm no coder, so this will be hard. The player character will be a former Commonwealth citizen, now forced into a life on the run as an Outlaw. While I do have a dramatic arc planned....which I am not sharing.....there will be no Domina V Oracus stuff, no alien influence, etc. I've been of a mind for a while that we need a good villain who isn't god-addled. And I have some truly wonderful ideas of how to do that.

IF that adventure extension works out (and there's a high chance it won't, let's be honest. This is not my first "yes it's time to do an adventure" project), I will probably release it via Multiverse as a registered extension, with a secondary release on steam in the 2030's once George fixes the workshop implementation. It will probably not mesh or work with TBR/TSB/Renegade, simply because I need to confine the playable area for it to work with my current concept. The core code though will work on an SOTP game with those mods, however. Compatibility beyond those big three is beyond my ability to test, and will be a "at your own risk" endeavor. Given it's basically SM&M++, there should be very few issues.


At the moment the first part of the mod is going...well enough. It can't be loaded yet, but I've assembled 15 out of the roughly 20-25 modules that will make up the first version. Given how long SM&M++ got in it's final versions.....there is a lot to go through. There is a lot of old code to revisit, revamp, or remove. I've also updated my armors slightly for 1.8, removed some alterations to vanilla armor, and updated all solar panel devices to the new system (this also makes them far more useful, especially the smallest one). I've also added some new tinker weapons in preparation to reworking their recipe lists entirely. This includes the quadruple TeV9 as their ultimate weapon, so it should be fun.
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0xABCDEF
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Wed Jun 14, 2017 5:11 am

I truly hope that this is one of those adventure ideas that do not get starved of creativity/motivation/time or just somehow develop a severe case of [Future Release]. Many ideas get written down now but often they remain [Future Release] for some time because there's only one person working on them; I want to change that. PM me if you need any code or documentation help; I want to make sure that we get more released adventure mods.

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Song
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Wed Jun 14, 2017 6:24 am

0xABCDEF wrote:
Wed Jun 14, 2017 5:11 am
I truly hope that this is one of those adventure ideas that do not get starved of creativity/motivation/time or just somehow develop a severe case of [Future Release]. Many ideas get written down now but often they remain [Future Release] for some time because there's only one person working on them; I want to change that. PM me if you need any code or documentation help; I want to make sure that we get more released adventure mods.
Thank you. There's certainly some of your prior work that interests me greatly. When I'm in a position to do some of the more challenging (to me) things I'll definitely get in touch.
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Song
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Mon Sep 25, 2017 3:25 am

Well I guess I should get back to this.....


In short, I had several months of extremely bad mental health in the first half of this year. Dropping SM&M++ development was part of my coping system. Unfortunately, modernising the code was....rather more difficult than I'd thought. However these days I've had a few months of (relatively) good times. So I'm going to resume work. Scope is TBD: to start off with I'm going to try modernising my old code and stripping out parts that aren't needed (some of which I'll use to infrom things I'm writing from scratch as a community contribution for the outlaw miners). I'll also see about getting a version of SM&M++ out for Transcendence 1.7. It won't work properly with the 1.8 alphas: some things (notably solar panels) have changed and would need a rewrite.
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Song
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Fri Dec 14, 2018 8:20 am

Well, it's been more than a year, so I should probably provide some sort of update. This has been another lost year for me, but during the times I haven't been having serious mental health problems, I've made good progress (and AP ended up breaking up ES into modules for me, which helped a lot).

The first part of Elemental Shift, comprising overhauls and new items, ships and factions, is getting close to a releasable condition. It's not quite ready, but I'm focusing on getting it good enough for George to run through on his livestreams. Watching that should give me the playtesting info I need to polish it a little more for the public release.

Here's what you can expect in the first public release:

Massive increases in the variety of guards and civilian traffic in Commonwealth space.
Promo1.png
Promo1.png (652.44 KiB) Viewed 29 times


Tweaks and changes to 42 core vessels and 28 stations
DrakeTest.png
DrakeTest.png (245.44 KiB) Viewed 29 times
Nine new playerships based on the Elemental Shift version of vanilla vessels, and one entirely original vessel for advanced players
EI100MSelector.png
EI100MSelector.png (172.63 KiB) Viewed 29 times


Over 80 new weapons, with changes, tweaks, and alterations to more than 40 vanilla weapons and missiles
P58Omni.png
P58Omni.png (142.02 KiB) Viewed 29 times

55 new variations on existing vessels, both friendly and hostile
MarauderCorsair.png
MarauderCorsair.png (342.15 KiB) Viewed 29 times

29 brand new ships featuring art by AssumedPseudonym and Aury. (It would be 35 but I've had to drop everything that Xephyr did art for due to problems with the sprites)
SyracusiaFinalSetup.png
SyracusiaFinalSetup.png (645.16 KiB) Viewed 29 times

22 new or variant space stations
BushidoPlant2.png
BushidoPlant2.png (403.72 KiB) Viewed 29 times

7 new autons, and changes to most of the vanilla ones to create a progression system that lasts most of the game.
AutonSwarm.png
AutonSwarm.png (71.14 KiB) Viewed 29 times

....and much, much more.
PromoShot1.png
PromoShot1.png (360.41 KiB) Viewed 29 times

ETA: "Soon" (I hope)
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Ferdinand
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Fri Dec 14, 2018 7:03 pm

Looks very promising to me! Good work!

Hope your health keeps up, wishing you all the best. :)

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