Happy New Year!

General discussion about anything related to Transcendence.
george moromisato
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Happy New Year to all!

In 2006 we released two major new versions of Transcendence (0.96 and 0.97). I deliberately say "we" because Transcendence has gotten to the point where I cannot hope to test all of its subtleties. Without the playtesting and bugfinding of people in this forum (and the UTF) there is no way that these new versions would be playable.

Thanks to everyone who has played and contributed to the game and the community!

I don't want to try to predict what releases of Transcendence will happen in 2007 (my predictions are almost always wrong) but I would like to give everyone some idea of the areas that I'm working on:

My biggest goal in 2007 is to increase the size of the community. Right now, Transcendence takes a lot of effort to appreciate. The early parts of the game are easy but not much fun, while the middle parts are fun, but much too hard for novices. I believe I can improve this in a few ways:

1. One of the fun things about rogue-like games is going up the levels, getting more hit points, and acquiring new items. In Transcendence, the mechanics of this are too hard for beginners. I think the early systems need to make ship improvements easier.

2. At the same time, I want to improve the replay-value of the low-level systems. For example, many people have suggested increasing the variety of both Korolov and Arena missions.

3. I think there needs to be more foreshadowing of the interesting bits in the middle systems. For example, there should be advertisements for the Arena in the early systems. Perhaps there can be missions (in Korolov) that foreshadow the Slavers, etc.

4. The middle- and high-level systems need better balance. The systems beyond St. Katharine's seem much too hard compared to the pre-St. K systems.

5. I want to spend time adding more storyline elements. I don't want to add massive text that people have to read through, but even adding more characters like Jenna and Rama would help. And of course, I want to add enough mainline story so that the overall plot is clearer.

6. Finally, I won't forget about all the wonderful extensions that people are writing. Versions in 2007 will no doubt continue to improve the extension system.

Anyway, I hope that gives you all some idea of where we are heading. As always, it will be your feedback, your bugfinds, and your ideas that will influence this most.

Thank you for your support in 2006!
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evilbob
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Okay... *thinks*


1. I'm pretty sure it needs changes, but my only major problem in early systems are Zulus and Zulu-IIs. Their armour seems to quite resistant to lasers (which most starting ships are armed with).

2. Most definetly. how about special arena missions where you team up with someone?

3. Yep. Agreed. Almost all my no ressurection saves end in the area a few systems after St. K's

5. Yay! more NPCs! And I hope "plotline" dosen't mean "compulsory missions". I like the system at the moment, with lots of freedom,

6. YAY! (well, thats obvious really). I hope older extensions (the current ones) well still be compatible in future.

Thank you for listening, George!
Yugi
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1) I agree with Evilbob on the Zulus (edit: maybe adding in some new kinetic devices, and revamping missile and solid-matter projectile graphics might give that type of weapon a bit more "popularity". Currently, weapons like the Recoilless Cannon fire horribly boring little grey dots, while weapons like the EMP cannon (or even the Laser Cannon) fire nicer, cooler shots). I also believe that having an "Upgrade Station" would make it easier for newer players to upgrade, with a better interface than the current one in ordinary buy/sell stations. Another good idea that was recently suggested was a tutorial level (edit: I highly support this), which could make teaching the game mechanics to new players a whole lot easier. You could also write a FAQ, put it up on the main Transc site, and at the end of this tutorial level have something like "If you still aren't sure about something in the game, please visit the FAQ at (URL)".

2) How about something big and obvious in Eridani, like this racing arena that's recently been talked about? (edit: this will also help new players practice maneuvering and flight control) To me, the first system in the game is tedious and boring, and there isn't really enough "wow factor" in the first system to keep new players going to the next few systems.

3) How about billboards, similar to the ones you get next to stargates? They could say stuff like "The Rigel Aurelius fighting arena - test your skills in combat. Big prizes await! You could even have beacons/stations that send out warnings like "Radio message from xxxx station: Sung Slavers detected in next system. Proceed with caution!", and/or the arena advert I just mentioned. Here's a good graphic that strikes me as what I believe a radio station would look like (my compliments to Oddbob, the graphic's creator). Something based on that, just more commonwealth-ey and probably slightly smaller.

4) Actually, for me the earlier system are pretty hard, while the later ones are quite a bit easier, with better access to high-level devices and such, and it's a whole lot easier to get rins now.

5) I actually don't like Jenna and Rama. They seem distracting from the game, and don't really add much. (edit: this has just made me think of something - y'know that they've both been compelled by Domina/Oracus to help you? At the start of the game (possibly just before the aforementioned tutorial level), you could have a paragraph mentioning the player's reason(s) for trying to get to the galactic core, and various plot-related stuff like that? I've also just thought that you could have another Jenna/Rama sort of NPC that is being guided by Oracus ionstead of Domina, and will start attacking you a few minutes after you hire them.)

I'd also like to agree with Evilbob here, that the current freedom of the game should be maintained.

6) I'll be starting to make graphics for my (and other's, if asked, though don't expect stuff like Dvlenk's and Oddbob's miracles) mods, and i'll continue to write mods too. I'm also in the (very slow) process of writing a bunch of modding guides/tutorials that will hopefully get more people interested in Transcendence, game and modding.
Last edited by Yugi on Mon Jan 01, 2007 10:30 pm, edited 1 time in total.
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evilbob
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4. The systems I mean are the ones between St.K's and when ringers appear.

5. I like them. And yeah, I wanna know whats going on. All I hear is "domina says "go to the galactic core"" and for me, domina plays no part in the game.
Yugi
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What I suppose is really needed is the addition of post-Heretic systems, which will probably bring quite a few new players, and add something new (and very important) to the game, which will get rid of the current boring stagnancy of the current game. The game's been out for a while now (about three years, I believe), and still nothing post-heretic has been added, or even mentioned (in-game).
I'm willing to be that post-Heretic will be released in late 2007, and refined in 2008-2009. For now I'm pretty sure that George will continue refining the current game, which I'm supporting, though recently i've gotten tired of waiting for post-heretic, and much more "experienced" players like Oddbob, and the UTF admin are also probably tired.
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goat not sheep
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Ah... yes.1. Beginners are ok. as long as they know how to gate and don't go out of the system, thinking you go to another one. Maybe a warning messge? And yes. Zulus are a nusance, but the laser will kill them, eventually.2. Arena missions...ah yes! The joy! But, i soon discovered, every ship has weaknesses and you can kill everything as long as u have a omni-laser and a particle beam weapon(as in any particle weapon. it'll bust the tripoli like...*snaps* this.).And even worse...i killed most of the arenas people with a simgle omni-laser and a targeting ROM. Just...press [t] and press [space] until you won. Oh yes... rassimizer(<-sorry, can't spell that.) smartcannon with say,250 ammo can kill every single ship. It's too easy. Maybe add another anrena with harder challenges. 3. Advertisments, yes. But make them visible so you don even have to dock on them. I love busting up advertisments. :twisted: :twisted: :twisted: And if the advertisements are killed, when you dock on them...make a message like: "a destroyed sign lays here. but you can make out the messge...*message*". I'm not sure of the korolov alliance with the commonwealth, but if they are allied...slaver missions are great. but make it BEFORE the 5000 mission. 4. If you have cash... it's easy! All you need to do is get the cash. Maybe get more money when u sell later stuff?
5. Dominia will help you with that. MAybe when u dock on a domina station, make a menu which states "questions".Ask dominia. 6. Excellent.
>.<
OddBob
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I really like advertisements. I have a morbid fascination with big glowy signs in space, and the style of those currently ingame is awesome. The Trading post are the fuel station are the best stations.

What would be even cooler is if they occasionally showed things like warrants for your arrest or news happenings ("Point Juno saved by heroic pilot! Coming up next on CNN -Commonwealth News Network ;))

The news broadcasts (and ads) could be read on your information ticker (Enemy ships detected) while the station is onscreen.
While I'm at it: News ROMs. Gets you the same broadcast as a news station on demand wherever you want, whether you want it or not. ;)
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FAD
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One thing I'd like to see in all levels is having spawning enemies that, instead of B-lining directly toward the player upon entering the system, instead, would be set to "wander" and only zero in on the player and attack once the player enters their view range (perception="4") or whatever they may be set at.
This would add a lot more variation into the game where spawners are concerned. Some may survive if they happen to wander across friendly areas while others may get killed--which would also add more realism into the game as well. This would cut down on all the repetitive B-line spawning which currently is so annoying.
Boris the Cat
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One thing I'd love to see in the next release of Transc., is making the Sung less pervasive and powerful, and having more weapons capable of harming the IC. Like you said, the later sections of the game are much harder than the beginning, and in most of my games, the difficulty, sometimes bordering on extreme frustration, considerably detracts from my overall enjoyment of the game.
Yugi
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goat not sheep wrote:It's too easy. Maybe add another anrena with harder challenges.
Well, what was suggested a while is three different arenas of varying difficulty - one in the early game, another in middle-game, and another in the late game.
OddBob wrote:The news broadcasts (and ads) could be read on your information ticker (Enemy ships detected) while the station is onscreen.
That's what I meant. 8)
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goat not sheep
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OddBob wrote:The news broadcasts (and ads) could be read on your information ticker (Enemy ships detected) while the station is onscreen.
That's a good idea too. As soon as you go in a system, it appears. It would be annoying, though if you beat the arena and you use the GoC to go back to, say, the arena system and the advertisement pops up.
>.<
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evilbob
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GoC? isn't it the GoD?
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goat not sheep
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...yes. Gem of Despair teleports you...right?
>.<
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evilbob
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yes, the gem of contrition stops time.
OddBob
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One thing I'd like to see in all levels is having spawning enemies that, instead of B-lining directly toward the player upon entering the system, instead, would be set to "wander" and only zero in on the player and attack once the player enters their view range (perception="4") or whatever they may be set at.
This would add a lot more variation into the game where spawners are concerned. Some may survive if they happen to wander across friendly areas while others may get killed--which would also add more realism into the game as well. This would cut down on all the repetitive B-line spawning which currently is so annoying.
YES! I would love this.

Combine with more dynamic AI and it is possible to add more enemies and actually make the game easier, because you can avoid them via speed, stealth, or deviousness. You also won't have to deal with them all at the same time.

Here's how I see it:
So when you enter say, an early system, there are a few enemies in packs wandering around, as well as patrolling around bases. We'll assume for simplicity's sake that all the enemies discussed in this example are of the same faction (pirates).

Now as it is now, ships spawn out of the stargate and come right at you, ignoring everything else. A pirate will pass right by a freighter loaded with goods to shoot your empty Wolfen. So they need to pursue ALL of their enemies just like they were you. (and ideally, loot the wrecks of their foes/fallen comrades and take the stuff back to their base. They are pirates, after all.) This solves a few problems as well as providing cool battles for you to stumble upon. I remember the first time I played Transcendence a commonwealth station got destroyed by pirates while I was docked. I didn't know at the time the pirates were shooting at me, I thought I had just stumbled upon a pirate raid. I though that was pretty awesome.

Also, since the pirates coming out of the gate are just wandering around, instead of attacking you (and being destroyed), then there either needs to be a cap on the number of packs or a friendly police force (say two-Centurion partols in early systems) to keep the number of pirates
down.

When you hit a pirate base, the vengeance party (as well as any roving packs that were close to you or had that station as their HQ) will come to your last known location, and then start looking for you. But anytime an allied (allied to the pirates, that is) spots you, they inform the searchers of your location and they will once again come after you.

This may seem easy to avoid them then, but you won't be able to stay in one place for very long, and when you get tied up in a fight, the packs looking for you will show up, so unless you're going covert as a general rule, it's in your best interest to fight the ships when they come. (Or just lay down a raft of mines near the destroyed station- there's a whole new combat style for this, add a few more handy cubes and gadgets and a hacker/rogue/stealth ship might be in order. ;) )

In later systems, this would actually ad to the overall carnage, but since everyone is not gunning for you- I imagine not all the enemies like each other, you might get Ares fighting Luminous, for example, so it's still harder than early systems where you have lots of friendlies to help out, but at least you have enemies who can help out...;)

Hmm, all of this cool stuff keeps giving me crazy ideas. Wouldn't it be sweet if Transcendence had a real economy?
I'm reminded of an game from back in The Day called Hardwar. Think Elite, in atmospheric craft on a planet.

It had a real economy that wasn't just for show. Mines would produce ore, freighters would buy that ore and take it to a factory (possibly getting pirated on the way, but the pirates sell it to the same place), where they'd make sheet metal. Someone would again buy the sheetmetal (and also maybe get pirated) and sell it to a weapons factory, who would combine it with explosives (made from chemicals from a chemical plant, delivered by traders or company transports) and produce a missile. Then someone would come and buy the missile. Nothing except the rawest materials was ever spawned; pirates, police and traders alike actually bought their weapons and equipment from the stores (different stores of course), after they were made with this process.
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