Navalia

Navalia

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luotsi  [developer] Jun 2, 2017 @ 7:36am
Developer here to answer your questions
Hi,

If you have any questions about Navalia please post them here and I will try to answer them!

-Antti
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Showing 1-15 of 45 comments
Draigtan Jun 2, 2017 @ 9:28am 
are there going to be any content updates? or are you going to move on to other things?
luotsi  [developer] Jun 2, 2017 @ 9:54am 
Hi,

I have spent lot of time on Navalia and if there is interest from players I would really like to expand and improve it more.

-Antti
Armos Jun 2, 2017 @ 10:44am 
Hello,
The degrees are off with some weapon arcs when mirroring. The ark of the artillery turret for instance is visibly different in the ship editor even though both sides are at 270 degrees. Just thought I should say something. :)

359.9 on the right side and 356.6 on the left match up as if theyre the saem exact degree when lining up the weapon arcs. they intersect perfectly in the middle using the degrees above.
Last edited by Armos; Jun 2, 2017 @ 10:48am
luotsi  [developer] Jun 2, 2017 @ 11:01am 
Originally posted by Armos:
Hello,
The degrees are off with some weapon arcs when mirroring. The ark of the artillery turret for instance is visibly different in the ship editor even though both sides are at 270 degrees. Just thought I should say something. :)

359.9 on the right side and 356.6 on the left match up as if theyre the saem exact degree when lining up the weapon arcs. they intersect perfectly in the middle using the degrees above.

Thanks for the info! I will look into that and try to fix it for the next update :)
Armos Jun 2, 2017 @ 11:11am 
Thanks! Really enjoying the game so far btw! I have dozens of space games from rpg's to sandbox games and this seems like it has the potential to be one of my favorites!
cranky corvid Jun 2, 2017 @ 12:08pm 
The game looks fairly interesting. I've watched Let's Play videos, but they only showed some of the very first enemies you encounter. Those seemed a bit underwhelming, but I understand there can be a benefit to going easy on the player for the first few fights. That said, it made me curious regarding how the opposition develops further into the game.

The main thing I want to ask is, when the store page says the enemies are procedurally generated, what does that entail? Is there much variety regarding their gameplay-relevant characteristics or what kind of components they are equipped with, aside from (I assume) them getting stronger overall as the game progresses?
luotsi  [developer] Jun 2, 2017 @ 1:27pm 
Originally posted by Armos:
Thanks! Really enjoying the game so far btw! I have dozens of space games from rpg's to sandbox games and this seems like it has the potential to be one of my favorites!

Thanks! Means a lot after working so long on the game! :D
luotsi  [developer] Jun 2, 2017 @ 1:38pm 
Originally posted by Soar:
The game looks fairly interesting. I've watched Let's Play videos, but they only showed some of the very first enemies you encounter. Those seemed a bit underwhelming, but I understand there can be a benefit to going easy on the player for the first few fights. That said, it made me curious regarding how the opposition develops further into the game.

The main thing I want to ask is, when the store page says the enemies are procedurally generated, what does that entail? Is there much variety regarding their gameplay-relevant characteristics or what kind of components they are equipped with, aside from (I assume) them getting stronger overall as the game progresses?


Hi,

The procedural generation means that the Queens “child” ships each have different characteristics. Their swarm group size, distance, speed, damage, etc. There are three types of enemy child ships: light, heavy and supply. The supply ships try to resupply the queen ships with resources so that they don’t run out of fighters.

Yeah, the first battles are not that interesting as I have to introduce the game mechanics to the players and not overwhelm them. The number of enemy units increases as the game progresses and there can be 200+ enemy child ships swarming your fleet on the later battles. After you complete one Survival game you unlock the Sandbox game mode where you can create large fleets and battles.

My idea is that the complexity of the battles should rise from the enemy ship swarming behavior. They are like insects attacking your ship. So they follow quite simple rules, but should create interesting battles. Navalias battles are purposefully designed to be more slow than in games like Company of Heroes or StarCraft. I didn’t want your click speed to be the determining factor on if you win a battles. It’s more about your ship designs and fleet positioning.

But I’m eagerly listening to feedback from players and will make changes to the AI/enemy behavior if there is demand for that.

-Antti


Kitsune Jun 2, 2017 @ 2:43pm 
What game engine (if any) did you use?
luotsi  [developer] Jun 2, 2017 @ 3:25pm 
Originally posted by Kitsune:
What game engine (if any) did you use?

Navalia is made with C++ and Opengl. It uses Cocos2d-x game engine that I have modified to be suitable for PC games. So I have changed things like resolution handling, mouse input, modern opengl etc.

-Antti
joe_frearson Jun 2, 2017 @ 3:36pm 
can we have an option for mirroring the hull lines when designing a mothership. I wanted to design a mothership similar to the daedalus from stargate but when I'm placing the hull lines, when I move to do one a bit further forwards for the hangers after doing the part on top. It says it cant because they overlap.
luotsi  [developer] Jun 2, 2017 @ 4:12pm 
Originally posted by joe_frearson:
can we have an option for mirroring the hull lines when designing a mothership. I wanted to design a mothership similar to the daedalus from stargate but when I'm placing the hull lines, when I move to do one a bit further forwards for the hangers after doing the part on top. It says it cant because they overlap.

Hmm... I looked up what the Daedalus looks like and you should be able to create that ships outline. Did you know that you can add points mid shape by pressing the 'q' button near some already existing line. This way you can add new points anywhere on your ships outline. Using this feature you should be able to expand your ship from any directions to create to bottom part of the ship.

-Antti
Beach Emperor Jun 2, 2017 @ 5:35pm 
Regarding first question. Even if there would be updates, would the game have to be popular for a lot of new content? I know this question is kind of bad but atleast I would like to hear an opinion about this.
Last edited by Beach Emperor; Jun 2, 2017 @ 5:35pm
Armos Jun 3, 2017 @ 12:58am 
Hello, thanks for setting up a page like this to directly answer our questions. A lot of devs wouldn't do that. Thank god for indie :)

Anywho, I'm curious as to how difficult it would be to impliment an auto-repair toggle after each fight. ( the ships would automatically repair themselves for whatever the cost is if the box is checked in each ships individual window)

I think having that feature as a quality of life improvement would be fantastic.
Last edited by Armos; Jun 3, 2017 @ 12:58am
luotsi  [developer] Jun 3, 2017 @ 5:34am 
Originally posted by Adragon:
Regarding first question. Even if there would be updates, would the game have to be popular for a lot of new content? I know this question is kind of bad but atleast I would like to hear an opinion about this.

Not a bad question! I'm not expecting Navalia to become the next Minecraft in success :D Success to me is more about if I can work on Navalia full time or not. But regardless of sales I will of course patch it and add atleast some of the ideas I currently have for it.
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