A Developer Tries to Reach the Core - Episodes 10 and 11

General discussion about anything related to Transcendence.
george moromisato
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Episode 10: https://youtu.be/Coz_aPOsiwU
Episode 11: https://youtu.be/HMZNqqkTCSQ

I'll be on Twitch today at 4 PM PDT for another episode: http://www.twitch.tv/kronosaurproductions
JohnBWatson
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So, 7 AM for American East - Coasters? I may be able to actually make it this time.
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Xephyr
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JohnBWatson wrote:So, 7 AM for American East - Coasters? I may be able to actually make it this time.
The next stream starts 12 minutes ago

http://www.twitch.tv/kronosaurproductions
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Xephyr wrote:
JohnBWatson wrote:So, 7 AM for American East - Coasters? I may be able to actually make it this time.
The next stream starts 12 minutes ago

http://www.twitch.tv/kronosaurproductions
Evidently, I was way off.

It'd be cool if the times were released earlier on, so we could know when to clear our schedules.
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Xephyr
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JohnBWatson wrote:Evidently, I was way off.

It'd be cool if the times were released earlier on, so we could know when to clear our schedules.
The stream always starts at 16:00 PDT on Thursdays, which is west coast time.

In EDT, that should be 19:00.
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Song
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Xephyr wrote:
JohnBWatson wrote:Evidently, I was way off.

It'd be cool if the times were released earlier on, so we could know when to clear our schedules.
The stream always starts at 16:00 PDT on Thursdays, which is west coast time.

In EDT, that should be 19:00.
Pretty much. Just turn up 20 minutes before the timestamp on Xephyr's 12-minutes-ago post....next week. Should work well enough.

This week was a pretty good one. Lots of fighting, a few interesting derp moments, no deaths, and a sneak peek at some early WIP procedural effects for the 1.7 alphas (which are looking very promising). The session ended just after arriving in Sanctuary and scouting out a few bases. Current gear is a full set of carbide carapace (with +20% on the port segment), a 150NX, Mammoth 50MW, mark I howitzer, light ion blaster, and the glorious, glorious smartcannon.
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Yep, George is definitely developing skill here. Unfortunately, I typically have class at 7 on Thursdays, but I'll keep up to date.

I notice George is using missiles and close ranged weaponry to kill stations. It's a lot easier to just hammer them from 100 distance with a howitzer and the 'a' and '.' keys held, and it costs nothing but a small amount of fuel.

That said, fighting stations at close range looks quite a bit more epic, and appears to add much more challenge to the game. I think that it may be a good idea for George to consider nerfing the range and/or accuracy of gunship - mounted howitzers, which would also make fast gunships with long - ranged weapons less unbeatable. A 40% range reduction on the range of bombardment weapons used by non - capital ships, perhaps combined with a damage or WMD buff to them overall, could do a lot to make the game a more balanced challenge, and would also make missiles more practically useful. Howitzers would still work as basecrackers and capship - finishers, but they would no longer be effectively an exploit that lets the player skip most of the game's challenge past the New Beyond.

If anyone reading this knows of a good way to get whether a ship is a capital(can we check for internal HP?) and modify a weapon's range based on this, I'd love to test this out and see how it works in practice.

On the topic of redoing Sung ships' graphics, I vote Wind Slaver over Steel Slaver.

Love the idea of fixing up reinforcements. I'd suggest a delay to reinforcements alongside your current idea, making killing enemies before destroying a station feel less pointless.

Possible formula:

Delay = (Constant based on power of ship being requested) * (1/log(station distance to stargate)) * (1/(total number of faction's stations in current system))

A ship that shows up after its station has been destroyed obviously won't know where whoever destroyed it is now, so they'd either gate back out or start patrolling the system in search of them.

"Rama has met his destiny."

;_;

Effects preview: Noticed the new icon on the load screen. Suffice to say I am excited.

Also, noticed the new muzzle effect for turbolaser. If you don't mind me asking, how exactly is that done procedurally? It looks incredibly nice.

The new explosions look sleek. I'm sure they'll be even cooler complete. Will massive explosions be procedural too, or will they keep their unique effects?

Also, have you considered any changes to the wreck - destroy effect? It has come to look somewhat strange, given how the rest of the graphics have advanced over time.
Last edited by JohnBWatson on Tue Oct 27, 2015 1:22 pm, edited 4 times in total.
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TheLoneWolf
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Alright. I am lagging behind on this excellent "TV series" and have just watched abot 100min of it yet (first 2 episodes to be exact) and i must say I'm glued! I think i will reach these episodes b4 the next broadcast! Cheers George!
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Having finally caught up to the last two episodes all I can say is "What do you think you're doing?"

You "died" twice in one episode to station explosions. While using a howitzer. How do you even -- aargh.
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TheLoneWolf
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From what i have watched till now, i want to say that George if you keep glued to that smart cannon your aim will improve only very slightly. Seriously that Morningstar was better than the smartcannon. Sorry im so behind on this. Just downloaded episode 6 and going to watch soon!
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Song
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On today's episode of the George Moromisato Show: Trading! Fighting! Anton Nasser shooting the enemy! The old stacked stations glitch!

George got past the Cyclops HQ mission, shot a bunch of stuff, backtracked a little, and dealt with dead armor. No deaths, due to Domina stepping in with a Desperate Escape.


Annnnnd another sneak preview of new effects in 1.7...right at the end of the stream. I grabbed some screenshots and threw them all together for peeps who can't/don't want to get onto the recorded copy later:

Image

The APA uses particles, so damage is determined by how much hits you, rather than a dice roll. I couldn't grab the hiteffect but it looks nice, using the <Orb> effect to make it look like parts of the ship are glowing orange.

Ion looks like it got new effects as well:

Image

George is trying to have a 1.7 Alpha of some sort in a few weeks.

All in all another very nice episode, although a lot of peeps had connection issues and needed me to commentate it (badly) in IRC.
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TheLoneWolf
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Woah! I cant decide whether i love the old APA or this new one! But i definately like the ion effect! Thanks alot Shrike!
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TheLoneWolf
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No youtube links? :'(
JohnBWatson
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TheLoneWolf wrote:No youtube links? :'(
I'm sure they'll show up soon enough.
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