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1) We haven't balanced any of the modules and weapons yet, so currently they call cost the same and use the same amount of power. We've balanced the cost of base hulls to make ships much bigger investments.
2) There are still plenty of weapons and modules to add, which will be added to the current tech trees and to the fourth tech era when we get around to it. Each race is also getting its own complete set of parts just like the Renegades pack.
3) All space stations are currently just using one of the crew quarters models. Customisable space stations will be added in a later patch, along with some of the more advanced features such as custom ship decals and high precision tools.
Cheers,
-- Brendan, Lead Developer
The non-steam version takes up to a few hours to update, so I started deploying it last night and it seems to have failed. I'm re-deploying it now, and hopefully it deploys correctly.
EDIT: V0.8.7.0 has been successfully deployed to the non-steam version. Please let me know if there are any problems with it.
This feature was meant to be in the previous patch but we had to delay it as it turned out to be bigger than we previously anticipated. It should make it into Friday's patch this week.
Cheers,
-- Brendan, Lead Developer
http://steamcommunity.com/sharedfiles/filedetails/?id=522981332
I used the weapon mount at max size as if it were a space dock, and added plasma manifolds connected by solonoids on the sides to make it look a bit different. Then I added a little partly built frigate inside the docking area, and extended the bay opening with a battle bridge and engineer deck. To better capture the sense of scale, I filled the bay with teeny weeny little cargo pods, conduits, weapons, armour parts etc, added some scaled down transceivers, and then used an invisible plane to place added a tiny little shuttle outside the bay.
I'd love to see what anyone else is coming up with!
Cheers,
-- Brendan, Lead Developer
1 Can we change color or add textures to components?
2 Will position of components matter for combat damage?
3 Will components break off and/or disappear as the ship is damaged?
Thanks for the kind words, we're very pleased with how the ship designer has turned out! To answer your questions:
1) At the moment you can't change the colour or texture of components in-game, but we wrote our own shader for the ships the only thing stopping us from implementing these features is really dev time. Colour and texture swapping isn't part of our current release plan, so if we do it then it'll come after release. The textures are fully moddable now and we'll release more information on modding after release too.
2) Position doesn't matter for any game mechanics currently, and for the sake of keeping ship design simple on a strategic level I think we'll keep it that way. The only thing that matters is the orientation of turret-based weapons. When you add a Laser Cannon to a design, you'll see that the grid lights up to show the weapon's firing arc and rotating the weapon will rotate the firing arc too. That way you could come up with a design that has backward-facing weapons or side-facing weapons, which might be useful for missile defense or play another part in your strategy.
3) I really want to implement a destruction animation system that makes the models break apart and explode into bits, but right now that's not in the game and we don't have the dev time scheduled to add it before release. This will likely be something we come back to after release or in the polishing phase running up to release, but as it's cosmetic it'll be a low priority.
I hope that answers your questions adequately, and please let me know if you have any other questions or problems!
Cheers,
- Brendan, Lead Developer
The second point is the texture. It's dark dan bland. I know that it's still the earliest stage. but still with the free block placement, make me hard to make a decent ship.
Why don't make it simpler? I like the pictures of ship designer that you showed in your old predestination website, where it still only box, half box, etc without texture, but give me a feel like playing lego? If it use a lego kind of grid that I can put my ship part easily. Altough it limit freedom, but help players to create their own dream ship.
Difficulty: You mentioned that you found it difficult to place blocks where you want to, and that's a fair complaint. Other space 4X games with node or join-point based ship designers restrict players to specific points on the hull, but those points are on exact edges and angles so they're perfect every time. It can definitely be trickier to place or orient items precisely where you want in our designer (though zooming in a bit can help as the precision is screen-space based), and we will be adding an advanced mode to the editor with some precision tools in a future update. These tools will let you edit the exact coordinates of the object and orientation angles, for example.
Textures: The current blocks are all for the Renegades faction, so the rusted and dirty design is part of their aesthetic. We may update their textures in the future and will definitely be improving the lighting model for ships to make them less dark and more dynamic. The other races will have very different design aesthetics and different textures when we release them, which may be more to your liking.
Lego editor: The lego-style ship designer was only ever a design concept, and we got feedback on it from a lot of people before starting work. The feedback and our own views were that every part being a cube or half-cube wouldn't look good, so when we started work on the ship designer we used a similar design with different shaped parts covered in join-points. The truth is that this was very difficult to develop and required a lot of work on each individual model to add and test the join-points. It would have made modding very difficult, it slowed down our modelling process, and in early testing we found that it tended to lead to the same designs every time.
Though it is more complex under the hood, the freeform designer is actually a lot easier for our ship artist to work with and will be much easier for people to mod. It's also not feasible for us to spend months re-engineering the ship designer from scratch at this point even if we wanted to. We're pretty pleased with how the designer has turned out mechanically, and think it'll be vastly improved by the addition of new ship parts and a few precision tools we plan to release in the future. I also hope that when the game officially launches we eventually get people creating their dream ship designs to share with others online.
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
If you can make a part to be put on the centre of that vertical plane, I will be very grateful. Well, sometime I want to put it at the middle of the vertical plane :D
I've just tested this and it works quite well. You can also use the Mirror tool to mirror your thruster on the X axis so you can tell when your part is centred correctly, and then turn the mirroring off once you've got it exactly centred. In the future we'll be adding some high-precision tools that will let you snap to a grid and manually enter coordinates and angles, but this workaround works very well for now :D. Hope that helps!
Cheers,
-- Brendan, Lead Developer
Anyway good game. Finished tech tree and have about nine systems under my thumb. Time to explore more.
Regards
Dragon Dan