Void Runner - Bringing Construct to its knees...

New releases and general discussions.

Post » Fri Aug 20, 2010 11:09 am

Hit a snag doing the power subsystems in the ship - you can see the tile based solution we were trying before in the last screencap of the ship interior. I think I've found a good solution now. Here's a quick screencap of the testbed application for our new freeform power system:



Wires were created at runtime, and are draggable. Movie Time!
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Post » Fri Aug 27, 2010 11:43 am

We have been making a TON of progress, and I don't think I could spam the boards any harder, so I've created a website and a chatroom to post our progress on. The website is here.

I've set up an IRC channel on irc.esper.net, in channel #voidrunner. Those of you unfamiliar with IRC can use this link to get to it.

All future progress will be discussed and/or shown in these two locations, I will refrain from posting in this thread anymore save to answer questions.
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Post » Thu Sep 23, 2010 9:03 pm

Hi, i just started making a rougelike and wondered where you learned how to use seeded random. Do you have any guide or so to recommend where i can learn more about how to use it?

I'm very impressed and inspired by this game and i'm looking forward to the finnished product.

Jonatan
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Post » Thu Sep 23, 2010 10:21 pm

Great work on the game. Looking forward to playing it :D
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Post » Wed Sep 29, 2010 11:19 pm

[quote="Arsonide":215erwza]We have been making a TON of progress, and I don't think I could spam the boards any harder, so I've created a website and a chatroom to post our progress on. The website is here.

I've set up an IRC channel on irc.esper.net, in channel #voidrunner. Those of you unfamiliar with IRC can use this link to get to it.

All future progress will be discussed and/or shown in these two locations, I will refrain from posting in this thread anymore save to answer questions.[/quote:215erwza]

Somehow I've missed this thread up until now. That video's fascinating, the way the ship's constructed, etc. Also you're talking about air scrubbers. Was any inspiration taken from the game Space Station 13?
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Post » Thu Oct 28, 2010 2:34 am

Bump! Any progress in the last couple months. Hopefully you guys are still working on it.
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Post » Fri Nov 12, 2010 11:53 pm

Yeah we had a bump in progress due to some personal stuff going on, and our progress was so intense that we didn't want to burn out. We're back.

I've found a simple way to model atmospherics in enclosed spaces, to model decompression and stuff. I'm going to be implementing the atmospherics system over the next few days to get back into the groove of things.

We are also trying to flesh out the data system of the ships, which is turning out to sound like an extremely simplified version of visual scripting systems, like you'd find in Garry's Mod Wiremod, Minecraft's redstone, Engine of War (look it up), or UDK Kismet.

Right now I'm working with this system conceptually - bear with me for a moment. Every object in the ship has a data module under it. Modules come in three forms. Data sources, data processes, and data yields. Sources are where data is "harvested" for lack of a better word. A microphone would be a data source. A data yield would be where data is utilized practically, like a speaker. A data process is where data is modified in some way.

Modules have a series of I/O nodes around the outside of them that you hook the wires to. Data comes in many different types: Audio, Video, Binary (on/off, for switches and stuff), Sensory (further splits off into sensor types), and Diagnostic (further splits off into ship components). The I/O nodes around a module are colored and shaped differently to show the player what data type they require.

That's it. That's the system. Here are some examples of it in use. A microphone has one node: an audio output. A speaker has one node: an audio input. Hook those together, and you have an intercom. An audio detector is a process module, it has an audio input, and a BINARY output. If it detects noise, it will output a true. An alarm has a binary input and a audio ouput. When true, it makes a lot of noise. Using these four objects, you hook a microphone to an audio detector to an alarm to a speaker...and you have an alarm that will sound when noise is detected by the microphone.

Gravimetric sensor has a gravimetric sensor data output node, which you connect to a gravimetric sensor input node on a gravimetric analyzer. The analyzer has a video output, which you connect to a video input on a terminal. Now you have a terminal that displays a map of planets and stars.

We're still ironing it out, but that is where we're at.
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Post » Sat Nov 13, 2010 12:51 am

Ever since the line object came out I've been dying to try a node system. :)
>-line(pv) = on
>--line set start point sprite image point (a) x,y
blah blah bla

Sounds pretty cool, keep it up.
Image Image
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Post » Sat Nov 13, 2010 3:01 pm

Arsonide, that sounds like something that could result in two things: A great game, or an abandoned game. The second one seems to be the most likely, but I'm hoping for the first one.
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Post » Sun Nov 14, 2010 1:23 am

I'm practicing "agile development", I guess. These aren't grandiose long term plans, they are what I am actively working on/completing. After internals (air, power, data) are done, sometime shortly after, I'm going to make another build available. Power is done, air is almost done, planning data.

Also we've been working on this game for three years already, so abandonment is unlikely. Perhaps pauses, but it's kind of a dream project.
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