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Messages - Laslon

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1
Development & Discussion / Re: Is this game stil under development?
« on: August 17, 2019, 03:41:42 AM »
The fact that it took 3 months for any reply on this, that the last forum update before that was 7 months ago and none of these has been an update or even a reaction from the developer answers this question.

I was a big fan of the idea behind this game, I did support is as much as possible, but there is no other way than to assume it has become vaporware.

Such a shame. Was really looking forward to this. With all the work Mark has put in I am surprised that this is not being worked on in some capacity.

2
Development & Discussion / Spam
« on: August 17, 2019, 03:39:28 AM »
Thought I'd jump on to see the progress, as I do periodically. I notice there seems to be a lot of spam.

3
Hey all things are looking amazing! Sorry its been a while, started a new job and 15-18 hour days dont leave much time for anything but sleep. Things are really coming along cannot wait for the trailer in a few months.

Keep up the great work Mark and Team.

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Glad to see you will be getting some buzz out there in the convention world, should really help push the the hype up :) I'm still pretty hyped to get my hands on this :)

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Looking really great, sorry not been around much, work is keeping me busy.

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I thought you were considering the rotational for reference but it would snap back after a few seconds. I may be imagining that though.

Have I asked before will the be flight on different planes? If so I personally feel rotation will be essential due to perception. If it snapped back though that would allow for communication between crew.

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Development & Discussion / Re: Hallo! Also quick question
« on: August 23, 2016, 11:56:04 AM »
Welcome back Laslon. :)

Pity about the touchscreen, but mouse is really just as good.

It was a crap laptop so mot fussed, prefer my alienware hands down.

8
Can you expand on what you mean by "missing green"? Thanks. :)
On the Technicians screen the radar has a green background for contrast, I really think it fits in well. Not sure if you would want to transfer that over the engineering screen though. I just feel it makes a very good contrast.

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Development & Discussion / Re: Funding Plans
« on: August 23, 2016, 11:49:34 AM »
Thanks so much Laslon, that means a lot to me.

No thanks necessary, I'm being selfish I want to play this game lol  :)

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Development & Discussion / Re: Funding Plans
« on: August 22, 2016, 10:23:16 PM »
Hey all,


I've put off this post for quite a while now, as funding is such an awkward topic. I felt like I needed to show enough of what the game would be before talking about it, so that people wouldn't claim that I was either in it for the money, or incapable to delivering on my promises. I think I have passed that point.

The fact is without funding Universe or Nothing cannot be completed. I am doing my best over the past few years to get it as far as I can without funding, but ultimately this game is beyond the scope of one person working part-time. I have always worked on the game with the belief that we would secure funding, otherwise I wouldn't have put in all of the time that I have.

The good news is that all my work up to now means a lot of the heavy lifting is done (in terms of game design, art, and programming), which reduces the overall cost of completing the game.

The not-so-good news is that in order to complete the game we need a minimum of €150,000 (EUR). That would get us to a complete base game, with all of the features we have discussed excluding the dynamic campaign (the game would have scripted scenarios, which could be chained together). The dynamic campaign would be the primary stretch goal.

My plan is to do a Kickstarter campaign in a few months, I don't feel we're quite ready yet. I think it is important to show the Tactical Ops and Engineering roles in action, with some cinematic in-game combat footage, for the Kickstarter video. As well as that Kickstarter campaigns which are run without an already existing community are rarely successful, so I have to keep working on marketing the game to get more people interested (which only slows down my other work).

I won't lie, it's going to be tough to get to €150,000 on Kickstarter. I am going to continue to do my best to get there though.


Assuming that the game gets funded, whatever the amount, I will continue to expand the game in terms of extra features and content post-launch. That includes the dynamic campaign, if we don't reach that stretch goal in the Kickstarter campaign.


If you would like to help, the thing I need more than anything right now is for more people to know about Universe or Nothing. If you can help to spread the word online, across online communities (Reddit, Facebook, Twitter etc.), I would be forever grateful.


Thanks for reading!

Mark

I think we can all agree we believe you can deliver. The passion you have for the game shows you are not in it for the money.

I'm spending the word as much as I can. I agree with you about needing the footage for the kickstarter, once you have set it up you can count me in for a monthly subscription.  :)

11
Development & Discussion / Re: Custom ship modules and ship design
« on: August 22, 2016, 06:28:30 PM »
At this point though I'd just be happy to get enough funding to make the base game! :)

What is your target budget? Do you have crowdfunder/kickstarter etc... (I.e where can i send you money lol)

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Development & Discussion / Re: Custom ship modules and ship design
« on: August 21, 2016, 11:07:26 AM »
First of all, I love your suggestions.

My only issue with varied system sizes is that the system slices on the power wheel are already as small as I could make them (considering that they have to be easy to read on small screens) and if I make them bigger it'll be difficult to fit all of the required systems on the wheel, and allow for enough variety between ships or ship variants.

Each system on the wheel is a slot currently, which you install equipment into. Each slot has an equipment type (turret, shield etc.) and a class from 1 to 5 (1 being the weakest and 5 being the strongest). A class 3 turret system slot could take any class 3 (or lower) turret for example.

We do have different power wheel configurations for each ship, with different system types and in different places, but these are in the form of variants. Variants will allow you to choose a ship to suit your play-style. I don't think we can allow power wheel configurations to be customised beyond that because it would lead the min maxing of ships, where the community figure out overpowered configurations and everyone uses those.

I posted something similar in a different topic, I was not suggesting that the main "circle in each screen be customise-able, just the location of the sub-menus, and size configuration available for the lose that may have larger screens.

I'm not sure if I have asked before, but will you be supporting VR at all? Not that it would effect me for a while. :(

13
Hey all,


I have applied the new colour scheme to the Engineering UI.

Click on the image below to view it full size.

Mark this is looking really good, all seems to fit so well,I don't know why but I feel it is missing green but I have just been staring at the Technicians screen.

14
thanks.. I am eager to playtest this..

That makes two of us :)

15
Hey Grey, thanks for the feedback!

Does tactical also activate shields? What station will do this?
Shields, and other defensive measures, are handled by helm. This is because a lot of defence relies on the ship's movement and positioning.
Will the Helm have the time to concentrate on this or will it be a simple click to alter the shield "direction"?
The icons are different, each type of ship/station/pod/etc will have it's own icon/symbol on the "minimap"?
The icons denote contact type. Ships are broken into three sizes (small, medium and large).
Is it possible to rotate the map by clicking and draging?
Not currently, though it is something I may add at a later stage. Right now the radar is orientated to the ship, so it rotates with the ship.
I think leaving the radar with ship orientation will be essential, or a button to revert instantly to ship rotation, to allow the Technician to quickly relay the information of the location of targets to helm and weapons.
Will operatives have different options depending on the type of vessel (ship/station/pod/etc)?
Yes, for examples Operatives could board a station, or rescue/capture the people from the pod.
What would be the reason to choose to fire by hand, or to let them auto fire?
When auto firing turrets will never overheat (the turret must cool down before firing). This is good for most cases, but sometimes you will want to push the turrets to their limits. To do that you must fire manually.
Will torpedo's be part of the turret groups or will they have their own part of the UI?
Torpedoes will have their own section of the UI, I'll be working on that soon.

Thanks again! :)

Sorry for the lots of notifications on posts having to catch up lol, questions in bold :)

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