Sunday, November 4, 2012

New Prototype Available

I completed the next build for the project.  This build represents prototype series 2 build 60.  It has a Windows 32 bit, Windows 64 bit and MAC version.  To install the game, the user will have to install the programs manually.  Each Windows versions consist of a .exe file, a resources folder and a database folder.  Each of these files need to be in the same folder for the proper execution of the game.  Personally, I recommand extracting the entire Build folder to My Documents.  This will ensure that all files remain in the correct location relative to each other.

Here's the link:

https://dl.dropbox.com/u/43398523/Builds.rar

This game is still in a pre-alpha stage; however, some basic features are available.  This build incorporates a transition between missions.  These transition screens are in the most basic format.  I envision future builds incorporating a 3D avatar moving about the Battlestar between missions.  Unfortunately, that feature is long ways off at this point.  The current transition screens are only there to test the transitioning process. 

Feel free to provide feedback here.

26 comments:

  1. Well, the mouse pointer can be a problem. I'll look into it; however, the bigger issue at this point, at least in my opinion, would be to create a delete trigger to handle "wrong" choices by the player. For example, you hit full thrusters instead of partial thrusters at one point in the mission. This did not allow the proper updates to happen. Consequently, you reached the first waypoint without any updates. That threw the tutorial into disarray.

    The tutorial needs to handle those exceptions and get the player back on track with the mission. In addition, I think there needs to be triggers dedicated to minor things like resetting a waypoint. I'll have to look at some of things on a case by case. I don't want to ballon the trigger categories too much. That might create a bottleneck situation in the routine.

    After learning some interesting things about GUILayout, the primary function I used to create the start up, mission briefing, mission debriefing and end screens, I think the HUD is up for a major overhaul, too. There is a function in the game that allows you to switch views from the mouse pointer view to a more "WASD" view; however, I haven't finalized that view. I'll have to look that later.

    I guess I should blog a new set of priorties. I prefer to get three items on the previous priority list completed before creating a new priority list. But, a new list might be warranted at this point.

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  2. Video feedback : http://www.youtube.com/watch?v=ED9LoNKJT7c

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    1. One more thing (super small thing). I noticed that your rate of travel on the lower display is written velocity. The problem I see there is that velocity is a vector measurement. As such, you should then also include the direction of travel. For example:
      Velocity : 400 mph , Northeast.
      Without the directional component it can be written as speed. Cool Game!!

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    2. Your right about the vector thing. I just haven't figured out how to display a vector in 3D space in an appealing manner. You got the NWSE thing going and the Up/Down thing going. In addition, NWSE is not a good representation to use in space; it really doesn't have North, South and so on.

      I was thinking of adding the ships rotation into the field, but that might have a limited or confusing application for the average player... Any suggestions?

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    3. I am not sure what is best for your game, you seem to have done really well on your own and I would hate to corrupt your great creativity. You could change it to speed. Or, you could simply add a directional component relative to own ship. Like an elevator that has a speed 3 mph / or an upward velocity of 3 mph. So I suppose it would or could be written:
      - Velocity : Forward, 400mph -(or any variation)
      Relative to yourself might be easiest, not so sure though.

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    4. I was going to add a direction; however, I was hesitant of it due to the 3D space. There's two directions to represent elevation and direction... I just don't know how I want to format it yet...

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    5. Hi Brian, many thanks for the video review. Shame we couldn't get a recording of your first time - although you said something about your laptop dying - sorry to hear that. Recording again is of course the next best thing, but that first time you ever see a thing is a special moment, which is great to record if you can capture it - the second time around you might not make the same mistakes or run into the same issues :-)

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  3. feedback: http://www.youtube.com/watch?v=wJeTCquDi5c&feature=plcp

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  4. Hey Berton, I just got the OSX version working for Shoshei - details here: https://gist.github.com/4059533 one thing I immediately notice is that it is massively massively easier to play the game on my laptop trackpad - it's so much more responsive than my MS mouse and I can very easily center the ship and avoid spinning. I was able to complete mission 1 no trouble and really get the hand of the flight system much better. What mouse are you using? maybe I should but the same one ...?

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    1. My mouse is the Razer SWTOR mouse...

      I'm a huge Star Wars fan...

      I guess I'm just a sucker...

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    2. interesting - is there another in the series (preferably wireless) that you'd recommend: http://www.razerzone.com/gaming-mice wish these links would auto hyperize ...

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  5. oh yeah, and could really use a pause option since moving the mouse to another window always puts the spaceship into a spin ...

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  6. Alot of feedback. Thanks. I'll start looking at the input later today... I got a medical thing right now...

    Yes, I do plan on adding a pause... I keep forgetting to put it in. I'll add that the HUD redesign priority...

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  7. http://www.youtube.com/watch?v=WSpukhTmW4Q

    There's my video of the gameplay. Sorry I thought I would be able to edit it better in the Youtube editor, couldn't cut out middle sections. I didn't see any real big problems other than being confused at first to where to go, maybe an alert that appears on the side of the screen if the target is not visible on screen. The final improvement was just an alert on whether landing gear is deployed or not. There were a couple of typos in the debriefing but other than that, great job looking forward to your improvements.

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    1. Yeah. I guess I was more interested in the getting the scripts to work over gramatical errors in the actual audio files. I'll definitely fix those in the future. Part of the problem was budgetting downloads too.

      I could only create so many files in a 24 hour period... Fixing errors would have cut into those. Maybe I should hire a dialog writer...

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    2. I'll take a look at the video in the next hour or so. I'm about to meet someone... I look forward to looking at it though.

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    3. Adam, your video is private - you should switch it to unlisted ...

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    4. Sorry about that, it is now under unlisted.

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    5. Sorry guys. I've been busy lately... Things should clear up in the near future though...

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  8. http://www.youtube.com/watch?v=VMXuQdNXJBs

    Nice game, Berton. I like the HUD and layout as it is very clean. I liked the game even more after I figured out the green numbers were there to direct me to the active waypoint (for some reason I originally thought they had to do with distance of the locked on targets).

    One thing that could have helped me is a button to disable the cannons. I often panicked when I was trying to roll during the landing part and ended up shooting my ship (I realize that better players will not have this issue). The game looks and moves great, though. I particularly like the audit trail of objectives on the top of the screen. It is very helpful in case I miss an audio order that came in.

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    1. I do plan on adding a "Weapon Free" and a "Weapons Hold" setting... I just wanted to work on the more fun parts of the game... It's a failing of mine. Thank you for the feedback.

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  9. Video feedback here: http://www.youtube.com/watch?v=Hs3ylqnOCbI

    For the stage of development you are at, I believe the game is in very nice shape. The physics seem to work well. The ship responded well to touchpad controls.

    The speed and fuel seemed to work okay but I didn't notice that thrust went to 0 when pressing/holding the S key.

    Overall, great work. Keep chugging away!

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    1. Thank you. I still want to tweak the physics concerning collisions. I'm looking at possible fuel tweaks; I'm not sure exactly where I want to go with it though. "S" is suppose to cut thrust; it allows the player to replicate the gliding effect in the TV series.

      I'm glad that the controls respond well; that has been a huge area of concern for me. I plan on updating the HUD some and maybe giving the pilot more options.

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  10. Hey man, it's me, just checking in. This isn't the place but I had to get a new phone and lost all my contacts. Since you don't do social media, you're OFF THE GRID MAN! Call me. Thanks :)

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