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Messages - Mark

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16
Development & Discussion / Re: [Suggestion] Communications Officer
« on: June 22, 2017, 11:52:36 AM »
What is Science/Comms? (Part 1)

Before I can answer that question, I need to explain some key concepts in the game.

Core to Universe or Nothing is the concept of information warfare, the idea that the side with the best information will win.

How that is expressed in the game is in your crew's view of the world, which we can break down into three parts: passive, active, and historic/relayed.

The "passive" view is the only real-time view of the world, but it is also the least detailed. Passive is what you can see (what is in visual range) and what your passive sensors pick up (energy and gravitational readings). In this passive view of the world you can get an idea of where a contact is, and maybe what type of thing it is, but you won't know specifics like what equipment it has or what systems it is running. Weapon locks using passive data are also quiet poor, you will be able to hit the target but not with any accuracy (you won't be able to consistently hit the same part of the target, unless it isn't moving).

The "active" view is a ping based view of the world, where you actively scan by sending out pings (like sonar in a submarine). It is close to real-time, with more frequent pings making it more like real-time. This gives you a much more detailed view of the world, depending on scanning strength and variables like the energy signatures of contacts compared to background energy levels. However every ping you send out gives other contacts (including the enemy) more information on your own position, making it risky to do too often.

The "historic/relayed" view is from past data, from earlier active scans/pings (where the contact is no longer visible to you) or from data relayed to you from allied ships or stations (from their own passive/active views). This historic view is generally used for hunting or avoiding enemy ships, by looking at their trajectory in the historic data and go to or away from where you estimate them to be now.


That's part 1, I will reply again later with an explanation of how Science fits into above. Part 3 (the final part) will discuss Comms. :)


Thanks for reading!

17
Development & Discussion / Re: [Suggestion] Communications Officer
« on: June 19, 2017, 12:02:36 AM »
Thank you for the interesting and well constructed suggestions.

I want to do it justice, so I will reply in full tomorrow morning when I will have more time.

I will tell you about how I view Comms (I do agree that it is very important), what my plans are, and how your suggestions might fit into that.

When it comes down to new ideas, the implementation (how it will work) is more important than the concept.

Chat to you then. :)

18
Thanks man. It's great to hear from you, and I hope work eases up for you soon.

19
Here is the latest WIP image from Pete:

20
Pets is super busy at the moment, working full-time at Havok and on the ship in his space time, as well as other things. I don't want to put any other asks on him at the moment. I will however keep posting his updates here. :)

21
Yeah I'm very pleased, the ship is going to look amazing. :D

22
Great to hear from you. 😊

Here is a pic from Pete showing some of the detail work going into the ship (there is more detailing to do, including ageing the ship by adding wear and tear to it):

23
Development & Discussion / Re: Server Maintenance - SSL Update
« on: June 03, 2017, 12:05:15 AM »
Oh yes it is TLS 1.3. I use "SSL" out of habit. 😊

24
Ah don't worry about it man, I really appreciate your support.

UoN will live or die by it's community, and every person matters. I am not pushing to grow the community now because it's still a little too early. But I will be putting a lot of effort into spreading the word in a few months, once I have the reveal trailer ready.

25
Development & Discussion / Server Maintenance - SSL Update
« on: May 20, 2017, 03:27:40 PM »
Hi all,

As part of regular maintenance on our server, which hosts the web server (for the site and forums), I have installed SSL certificates for the site (so that it now uses a secure https connection).

The switch to SSL can cause issues with site content and logging in. Everything looks ok, but if you find any issues it would be great if you could reply with them here. If you can't log in to post then please email me with the issue (mark.aherne<at_symbol>wiredgames.eu).


Thanks!

Mark

26
Thanks man. :D

My focus is entirely on creating a "vertical slice" of the game; showing Engineering, Tactical and 3D spaceship combat. I hope to have that ready in a few months. I know it's slow going, but with only one developer (me) it takes time to make something which is very high quality.

I want to blow people away with a brilliant reveal trailer. :)

27
Hi all,


I've been beavering away on the Engineering systems, focused on how the subordinates (the managed crew members) interact with the systems on the ship (in terms of Engineering this means performance boosts, and actions like Repair and Stabilise).

As well as that Pete has continued working on the Kite class spaceship and has sent on another update:
Quote
Got some good time on the ship this week.

I have one large part left to optimise and unwrap and then a few small skeletal arm bits, I'll see what I can do with those. Here is the ship as it stands:


​Everything there is unwrapped, what remains is to join everything up and normalise those UVs, then split them into 4 for texturing. There is quite a bit of overlap and reuse of similar objects, which should help keep resolution up on such a large asset. Polycount is currently 135k triangles, and I haven't sacrificed anything so far:



Here is a quick export into Toolbag 3:


I'm looking forward to getting the UVs finalised and doing some texture work.

Thanks for reading!

Mark

28
Development & Discussion / Re: On Holiday
« on: May 05, 2017, 03:28:43 PM »
Thanks man! :)

29
Development & Discussion / Re: On Holiday
« on: May 03, 2017, 06:17:43 PM »
Hey all,


Just a quick note to say that I'm back from my holiday, and working on UoN of course. :)

It was a really nice week, with a good mix of kayaking and relaxation. I've posted a pic from one of our camps below (my friend Jon spent a good while building the fire pit!). :)




30
Hey all,

I have finished my work on the animation systems for the UI. I was hoping to get a video out of it in action before I head off on my trip, but there isn't enough time.

When I get back I intend to work on the modular armor system. Right now ships only have one armor block, whereas ship armor will be split into sections, each housing one or more of the ship's systems.

Pete sent me on an update of his workon creating the production/game ready Kite class spaceship model. Here it is:
Quote
I've been tipping away on this, here's an image of where I'm at:


What am I looking at you might ask? :) Well, these are the parts that I've been optimising and unwrapping, wherever you see an even checkerboard texture is where I have greatly reduced polygon detail and unwrapped for texturing in line with best practices.

Currently it's at about 140k tris but I still have a ways to go with this, and some of the isolated pieces will be collapsed together. I'll keep going as I am and then assess once I've completed an optimisation/unwrapping pass on each remaining piece of geometry.

Here's the wireframe:


Here's an image of parts optimised vs parts remaining


Let me know if you have any comments or queries.


Thanks for reading!

Mark

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