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TIGSource ForumsCommunityDevLogsInterstellaria. Space sim. LIVE ON STEAM!
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Author Topic: Interstellaria. Space sim. LIVE ON STEAM!  (Read 101615 times)
coldrice
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« Reply #320 on: October 23, 2014, 01:33:16 PM »

With Interstellaria (after you get your ship) you can travel wherever you'd like. The trickiest part of the game is creating "bread crumbs" that can guide you on the MAIN PLOT. My mission is you can go off and do whatever whenever, but if you want to get back on the trail you can easily.



One thing I'm going to do to help this is a "artifact log" which keeps track of important things you've found along the way.
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« Reply #321 on: October 28, 2014, 01:36:21 AM »

lots of improvements stemming directly feedback lately. I decide to spend some time improving the starmap functions



little starmap in bottom corner when traveling (1/5th scale-ish for distance) to show where you're going.


Starmap has lost a few buttons (engage) and works a lot more simply
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coldrice
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« Reply #322 on: November 16, 2014, 05:11:20 PM »

Big update incoming. I really wanted to save up all the new stuff, so I haven't been posting.

I'll be live streaming everything tonight 10pm pst at http://www.twitch.tv/coldrice_dev don't miss out!
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« Reply #323 on: November 17, 2014, 11:24:15 PM »

Interstellaria has just hit v0.5, and that means we're in beta! I can't tell you how excited I am to be at this point. Before I get into the gritty details of what this all means for you, let me

just say thank you for everyone who has supported the project so far. From kickstarter backers, to greenlight voters, to well-wishers, bug finders, and even idea-havers. Thank you all. It's because of you that a game has been

built!

Here is a quick preview of something that has changed from inception, to beta

(Original title screen)


(Beta title screen)



What Is Beta?
-Mechanic complete. 90% of all mechanics are coded in. There are a few minor mechanics (mostly when on planets) that's left to do, but that'll only happen as each world is built. There's not much more coding to do. That DOES 
NOT mean its bug free, there will still be issues that come up as we go!
-1/4th content complete. This might seem low for a lot of people, but the game has been built foundation up. Creating a new world is now a task of art, music, and design. What would take months for otherwise can now be done in

a week or two with good planning. That’s not to say content in game won't change. Testing will refine and change things.
-More user friendly. We've added a tutorial, several UI changes, and more to make things a lot more user friendly. Of course, we're always tweaking things (for example a text scrolling change coming soon).

(Original UI)


(Beta UI)


If you are are a kickstarter backer with beta access, the goals will be simple
-Balance. Some things are likely overpowered, some things underpowered. The only way to know is through testing.
-Progression. When you're a developer you can breeze through content and combat quickly. Outside eyes are needed to discover where the game is too short, and where it drags.
-Content. Levels need to be tested, tried, and broken. As new content unrolls over the rest of the dev cycle, it'll also need to be thoroughly broken and rebuilt by the players. The beta is being distributed by the Humble

Store to beta backers - so you should be getting your key soon if you backed the game!

For feedback, you can alway send notes to [email protected]
There's also a nice subreddit made for feedback and discussion!
http://www.reddit.com/r/Interstellaria/

We've already built up quite a few things to test out











as well as all the races and ships to test!





Moving on, what's new since our last update overall?

Many new events are in game!




Some new gear


Suns and planets now show up as you travel

Anomalies may now show up and cause trouble


We've added an artifact log to help track important things you've found along the way


As well as a minimal view of the star map!


As well as a few UI updates


We’ve also updated ground based dialogue screens as well


Planet ghfi is now in game and has several missions for you


New side activities are also in



Also, I'm very excited say that we've added an additional "main" race into the game! That means they can equip armor and guns. The race has new ships, dialogue, and territory. I just felt like 4 was an odd number for main

races. Introducing the plant like Suna!






As always I'm sure there's more, but you'll have to play the game (if you have access) to know.

Now onto the big question - WHEN WILL THE GAME BE DONE?! I swear it's the first question everyone always asks me. If you've been following the updates, you know I decided to push development into January. This is to avoid

problems with taxes, as well as to avoid the holidays. After much discussion with everyone involved I am also considering pushing into March as well. I know this comes as a disappointment for many not involved in testing the

game, but it's important for the game to be completed and to avoid cutting corners. The goal is to have the content completed in January (or close to it) and then spend the remaining few months polishing and testing the game.

I feel the crunch in launching so close to games completion would result in too many problems.

I just ask you guys all trust me on this decision. It's only done in the interest of the game. I’ve spent roughly 10 months so far putting out weekly builds, which is sort of unheard of for most projects. I hope that the

constant progress, communication, and implantation of feedback serves to show the integrity of the project.

And finally, a simple trailer showing some of the new features!




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« Reply #324 on: November 18, 2014, 10:56:11 AM »

the game has really come super far! So happy for your progress Smiley
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« Reply #325 on: November 19, 2014, 11:13:27 AM »

seeing that groot fly out into space after his groot ship breaks is sad
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« Reply #326 on: November 25, 2014, 04:05:03 AM »

Supercoolman!
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coldrice
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« Reply #327 on: December 03, 2014, 08:31:14 PM »


 My Word!



Also... hey super cool dudes (  Grin ) If you were feeling generous you COULD send Interstellaria a vote here http://www.indiedb.com/games/interstellaria it'd make me feel really appreciated!
« Last Edit: December 04, 2014, 01:52:07 AM by coldrice » Logged

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« Reply #328 on: December 05, 2014, 10:55:19 AM »

Game is lookin really interesting
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coldrice
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« Reply #329 on: December 11, 2014, 03:51:15 AM »

Woo!  We made it to indieDB's top 100 indie projects 2014! How exciting, an accolade to add the list! Lets see how far we can push it - I'd love some help getting into the top 10 list! There are a lot of great games on the list, so I'm not 100% confident about hitting indie of the year... but top ten would be amazing!

you can find us at
http://www.indiedb.com/events/2014-indie-of-the-year-awards/top100

UNDER PLATFORMER
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« Reply #330 on: December 14, 2014, 12:03:27 PM »

For those curious how development has been going.. it's going great! We're on a weird arm of the journey to the end here. It's all about cleaning up bugs, fixing oddities in gameplay/UI/whatever and building massive amounts of content every day. In some ways this is the hardest part - which is the opposite I always though the content phase would be the most fun!

We're adding bigger ships for example



we're also working on new armor and worlds



All good things, but all things that take a lot of time and energy. Whew! I'm exhausted just thinking about how much there is left to do!

Just a reminder (from only 2 posts above :p) that we're on the indieDB top 100 list this year! Whahay! They're currently voting for the top 10, and I'd love to see interstellaria make it there! (listed under platformer)

http://www.indiedb.com/events/2014-indie-of-the-year-awards/top100#vote24746

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« Reply #331 on: December 24, 2014, 01:56:21 AM »

I thought it'd be cool to have a hireable race be made of pure energy. so I added it!

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coldrice
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« Reply #332 on: December 24, 2014, 04:08:57 PM »

Another Suna ship!

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coldrice
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« Reply #333 on: January 06, 2015, 07:15:01 PM »

Gamdev Live stream tonight! 10pm pst! I'll be giving out a couple of beta keys! Woo! http://www.twitch.tv/coldrice_dev
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« Reply #334 on: January 07, 2015, 05:19:46 AM »

game seems to be packed with fun gameplay.
looking forward to the full release of this
also can i play as a thief  Ninja ?
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karlozalb
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« Reply #335 on: January 08, 2015, 02:22:08 AM »

Wow, a couple of months without seeing this and the development has advanced a lot (and it looks great as usual Tongue)
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Chromanoid
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« Reply #336 on: January 08, 2015, 11:44:28 AM »

Great stuff Smiley I am really curious how the mouse control turns out (when exploring on foot).
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coldrice
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« Reply #337 on: January 09, 2015, 02:48:50 AM »

It's pretty straight forward - just point and click!

I was noticing in a few playthroughs that getting a second ship early on is fairly difficult. I decided to create an array of LITTLE ships to make up for that. They're pretty weak, but fill a good combat role





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Chromanoid
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« Reply #338 on: January 09, 2015, 05:46:10 PM »

It's pretty straight forward - just point and click!
Thank you for the response Smiley I am basically curious about how "mouse commanding" in a side-scrolling setting feels in the light of sacrificing directness and expectations raised by so many jump'n'run games. Smiley

There is a nice game called "Clonk" (a little bit like Terraria but older and more "German" when speaking in terms of boardgames). The controls are/were pretty esoteric keyboard controls (optimized for split-screen 4 player action). After some time (AFAIR when they added network play) they added mouse controls. As a huge Clonk fan these controls simply felt wrong to me and without any kind of fun intrinsic to the new controls.

A while ago I thought about mouse controls for a side-scrolling roguelike (see here http://forums.tigsource.com/index.php?topic=20952.msg595517#msg595517). I wondered if mouse controls to command the characters may simply take away a huge fun factor of side-scrolling games. My experience with Clonk tells me it does - even when the game is more about building and mining.

I wonder if "mouse commanding" is simply too "abstract" when combining it with a very tangible/physical side-scrolling world. Usually the mouse brings direct 360° aiming/movement to real-time 2D games. The mouse just allows a more direct control over the player character in this case.

When you use the mouse for commanding characters especially in a side-scrolling world it removes directness and may increase the distance between the player and the characters/ingame events. The game may get easier to control but you instantly face the frustrations of the character not walking where you want and eventually boring moments of waiting for your character to move where you want - all of this in a world that constantly teases your jump'n'run muscles.

In case of controlling the characters in the ship the mouse commanding makes totally sense to me. You command a crew in a space where you would not want to jump'n'run around. But I am not sure about the exploration of planets. I can imagine that even when you control multiple characters this control scheme feels a bit disconnected and cumbersome.

Did you experiment with additional (optional) direct keyboard control? It might add a nice direct emotional link when exploring spooky planets. I mean simple movement with the arrow keys. Targeting and other actions would still require the mouse. In addition a "leader mode" where groups of characters follow "player-promoted" leaders would allow controlling many characters by arrow keys at once. This might be also useful when controlling by mouse only. I think when you have leader characters in charge the movement gets more tangible for the player than with simple RTS-style grouping.

Anyway good luck with this wonderfully looking game! Beer!
« Last Edit: January 10, 2015, 04:46:35 PM by Chromanoid » Logged
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« Reply #339 on: January 11, 2015, 03:12:16 AM »

Chromanoid, let me send you a key and you can tell me yourself :p
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