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TIGSource ForumsCommunityDevLogsInterstellaria. Space sim. LIVE ON STEAM!
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Author Topic: Interstellaria. Space sim. LIVE ON STEAM!  (Read 101596 times)
Chromanoid
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« Reply #340 on: January 11, 2015, 09:37:16 AM »

Chromanoid, let me send you a key and you can tell me yourself :p
Wow thanks Smiley I will do that!

edit: I played it Smiley a great joyful experience! Hand ClapKiss

I still think basic keyboard controls for movement would add flow and enjoyment in some situations (maybe via Numpad to still support scrolling with cursor keys?).

I encountered three bugs (?), is there a reporting form?
1. After attacking the ship in the "tutorial mission" I had to salvage the debris, my inventory was full (before collecting all parts ?) so I couldn't proceed.
2. After the crash landing I got stuck after repairing the hull of the tiny ship. I couldn't enter the game menu by pressing ESC nor could I exit the ship by clicking around.
3. Tooltips don't popup when you hovered another button before and you moved your mouse only over buttons.

Features I missed beside movement via keyboard:
3. Click to show the text instantly in dialogues.
4. Closing popup-screens (like inventory) by right-clicking (?) in the background.
5. In dialogues I would like to click on options by clicking on the whole text row not just the area that is covered by the text.
« Last Edit: January 11, 2015, 11:12:00 AM by Chromanoid » Logged
coldrice
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« Reply #341 on: January 11, 2015, 01:49:28 PM »

Thanks for the bugs - I'll get them sorted quick!

As for keyboard controls I think it's important to do look at the size of the levels, as well as the gameplay when you have more then a single crewmen. This is an area I'm not likely to budge on - it really doesn't fit or add anything to the experience
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coldrice
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« Reply #342 on: January 13, 2015, 11:28:24 PM »



In the desert they don't remember your name
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Bombini
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« Reply #343 on: January 15, 2015, 01:11:43 AM »

Did you experiment with additional (optional) direct keyboard control?

I had the same thought first time i saw the game and just wanted to agree that it might be fun and offer a nice feeling of full control and exploration.

I totally see your point (talking about multiple crew members) though.
just wanted to put my "+1" on that topic Wink

Maybe as an idea:


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coldrice
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« Reply #344 on: January 15, 2015, 02:52:20 AM »

As I said, it's not something that would likely change. It would be directly at odds with the way I want players to interact with their crew.

It's along the lines of asking a game like Warcraft III to incorporate zelda controls. It'd trivialize the difficulty. Why build up a base and create units when I could just take one guy and kite down an enemy? Although it'd sound cool, it would be a much different STYLE game.

You can actually view quite a bit of the game if you watch http://youtu.be/8p0gWHZeWo4?list=PLWIol4T7LuSh-RpGs7BSBmuWrgyLiIRcW he does a 12 parter on the game (build was around Nov). If you don't want to spoil anything, jump into a middle video to see some action with crew.
« Last Edit: January 15, 2015, 03:11:21 AM by coldrice » Logged

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Bombini
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« Reply #345 on: January 15, 2015, 03:20:08 AM »

True that makes sense!
I will wait for my kickstarter version Smiley

Thanks and all the best!
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coldrice
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« Reply #346 on: January 30, 2015, 03:35:03 AM »

another big update coming soon - I really need to stop saving the updates and just post them!


Come on in, you're missing the party...
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coldrice
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« Reply #347 on: February 05, 2015, 01:35:22 AM »

Wow what a really strange planet. I wonder what... oh god get away!

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coldrice
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« Reply #348 on: February 07, 2015, 02:46:52 AM »

Finally got around to adding some engine effects

 

It scales with the amount of power you put into the engines as well!

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coldrice
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« Reply #349 on: February 15, 2015, 11:37:17 PM »


Making some strides! Lots of bug fixes, new levels... I'm still working a full time job AND working crunch time on the game. Yikes!


It's nice being able to spend time making fun things. I feel like I won't be able to put enough cool stuff into the game before release though, which makes me sad. I could spend years just added random doodads!


For instance I added little dogs. Just for fun
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coldrice
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« Reply #350 on: February 23, 2015, 03:43:21 PM »

I'll be live streaming all week ya'all! get in!



Don't miss out!
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coldrice
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« Reply #351 on: March 08, 2015, 03:09:34 AM »

updated the combat icons just cause I thought it'd look nice :3


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coldrice
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« Reply #352 on: March 11, 2015, 09:21:41 PM »

Hey guys, Interstellaria will be showing at EGX Rezzed this weekend at the Chucklefish booth! They have a computer showcasing a few games, and Interstellaria will be live everymorning at EGX! You can read more on their blog + schedule

http://blog.chucklefish.org/?p=502
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coldrice
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« Reply #353 on: March 17, 2015, 12:51:21 AM »

ever since hitting crunch mode I haven't really posted a lot... it's crazy when you're working so hard you can't even write a forum post! I'll see what I can do


crewmen now show HP bars and an icon for their specialty
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CrayderStudios
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« Reply #354 on: March 17, 2015, 01:59:36 AM »

Looks great and nice blend of mechanics!
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coldrice
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« Reply #355 on: March 17, 2015, 12:27:12 PM »

Thanks! It's taken a lot of iteration to get it to this point that's for sure
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coldrice
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« Reply #356 on: March 26, 2015, 02:18:27 AM »

I added a glitter gun. It doesn't do anything

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coldrice
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« Reply #357 on: March 29, 2015, 03:51:27 PM »

me irl right now

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autumnspark
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hnnngh


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« Reply #358 on: March 29, 2015, 09:28:58 PM »

I added a glitter gun. It doesn't do anything



Oh, I like this despite a lack of utility. I bet it's good for decorating corpses though.
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coldrice
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« Reply #359 on: April 01, 2015, 03:17:32 AM »

Thanks! I think people will like it.


That being said, as I get so close to being done I really want to do everything I can to be successful. I've decided to redo my artwork to an even MORE retro looking style. This should help to appeal to a wider range of over 24yr olds. The new art overhaul can be viewed here:



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