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SE5 progress
Anyone got any information on how its coming along - has beta testing begun (dont tell us details - perhaps just that you are taking part and SE5 is moving forward) if the non disclosure statements allow for that ?
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Re: SE5 progress
Hang around the SE4 Yahoo group - Aaron's been posting on there recently! http://forum.shrapnelgames.com/images/icons/icon10.gif
http://games.Groups.yahoo.com/group/SE4/ |
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Beta testing has not yet begun.
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It's supposed to mean that this group turned into the "l33t" club for SE5 discussion not for everyone, right?
Sorry for offense Gandalf, but the original post sounded not very good too. |
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By "this group" you mean the forum here? I never saw this as an elite group. Quite the opposite in fact. Its a very open and friendly community. Or is it the yahoo group you meant?
[ June 14, 2004, 02:19: Message edited by: Gandalf Parker ] |
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Most people have forgotten that email list after the Shrapnel BBs took over as the main support forum. Now you'll see thousands of people jump back on there and you won't get near as much information, let alone input, as Aaron has to quit posting or even reading under the sudden explosion of traffic! |
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Call your local gamer and have them buy SE IV and Starfury in order to fund the electical costs for the computers needed to produce SE V. http://forum.shrapnelgames.com/images/icons/icon10.gif (J/k) |
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Well it's usual dualism, afterall: if you're too open to suggestions - you're flooded, if you're not - no feedback at all. Should be the golden mean there, but it's difficult then where's thousand plus one fans who have their own opinion about the next game http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Well I was in email conversation with Aaron which helped to prompt the hints about too much OT, and the suggestions to start stickies on subjects Aaron can zoom into. It seemed better than his suggestion to start another forum for him.
Im hoping he will poke his head in here soon. I think its much easier to spot SE technical subjects. |
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Someone needs news about SE5 eh, well as one of the 'Official' Artists working on se5. (I'm building the UI with Aaron) Let me say this,..
The Development is comming along nicely. Aaron got the game engine up and running about 2 months ago. (I can attest to this because I have an early alpha Version) Aaron and I are currently working on inserting all the different UI elements. (He's working, I'm just making his work look good form a visual perspective) I believe that Aaron said on Yahoo that in a couple more months, he'll be posting some screenshots. (patience is indeed a virtue, but it's a high cost vurtue.) I know it's not much info, but I am under an NDA after all. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif P.S. I wouldn't worry if I were you, SE:V is going to surpass all of your expectations. (It has allready surpassed all of mine.) Have a great day. |
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I'll take your word for it David, this is indeed good news http://forum.shrapnelgames.com/images/icons/icon7.gif
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I'd kill to see a feature-list for the new SE game.
But then I'm just violent... |
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Hi All,
No, I haven't forgotten about you guys! Its just that some questions came up in the Yahoo list and I thought I'd answer them. Since I'm finalizing the data file structure, seemed a good time to get some feedback on the layout from modders. Here's what I posted in Yahoo about the current layout of weapons in the data file: Name := Anti - Proton Beam Description := Focused energy beam used as a medium range weapon. Picture Number := 18 Maximum Level := 100 Tonnage Space Taken := 30 Tonnage Space Taken Inc Per Level := 0 Tonnage Structure := 30 Tonnage Structure Inc Per Level := 0 Cost Minerals := 50 Cost Organics := 0 Cost Radioactives := 10 Cost Minerals Inc Per Level := 5 Cost Organics Inc Per Level := 0 Cost Radioactives Inc Per Level := 1 Supply Amount Used := 5 Supply Amount Used Inc Per Level := 0 Ordinance Amount Used := 0 Ordinance Amount Used Inc Per Level := 0 Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Weapons Custom Group := 0 Number Of Requirements := 2 Requirements Boolean Evaluation := AND Requirement 1 Type := Empire Tech Area Level Requirement 1 Name := Energy Stream Weapons Requirement 1 Description := Requirement 1 Operation := >= Requirement 1 Amount := 1 Requirement 1 Amount Inc Per Level := 1 Requirement 2 Type := Design Vehicle Type List Requirement 2 Name := Ship, Base, Satellite, Weapons Platform, Drone Requirement 2 Description := Requirement 2 Operation := None Requirement 2 Amount := 0 Requirement 2 Amount Inc Per Level := 0 Number Of Abilities := 0 Weapon Type := Direct Fire Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone Weapon Damage Min Point Blank := 15 Weapon Damage Max Point Blank := 20 Weapon Damage Min Dec Per 10 Rng := 5 Weapon Damage Max Dec Per 10 Rng := 5 Weapon Damage Min Inc Per Level := 0.5 Weapon Damage Max Inc Per Level := 0.5 Weapon Maximum Range := 30 Weapon Maximum Range Inc Per Level := 1 Weapon Damage Type := Normal Weapon To Hit Modifier := 0 Weapon To Hit Inc Per Level := 0 Weapon To Hit Dec Per 10 Rng := 10.0 Weapon Reload Rate MS := 2000 Weapon Display Effect Name := Beam Weapon Explosion Effect Name := Explosion Weapon Sound Effect Name := apbeam.wav Weapon Beam Burn Color := 110, 177, 240 Weapon Beam Duration := 50 But it was pointed out that the weapon damage at range design is not all it could be. So I revised it a bit and came up with: Weapon Type := Direct Fire Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone Weapon Damage Type := Normal Weapon At Range Distance Increment := 10.0 Weapon Min Damage At Range := 15.0 10.0 5.0 0.0 0.0 Weapon Max Damage At Range := 20.0 15.0 10.0 5.0 0.0 Weapon To Hit Modifier At Range := -10.0 -20.0 -30.0 -40.0 -50.0 Weapon Min Damage Modifier Formula := [%ListedAmount%] + (([%Level%]-1) * 0.5) Weapon Max Damage Modifier Formula := [%ListedAmount%] + (([%Level%]-1) * 0.5) Weapon To Hit Modifier Formula := 0 Weapon Reload Rate MS := 2000 Weapon Display Effect Name := Beam Weapon Explosion Effect Name := Explosion Weapon Sound Effect Name := apbeam.wav Weapon Beam Burn Color := 110, 177, 240 Weapon Beam Duration := 50 So instead of those pesky Inc Per Level fields, we would now have formulas to come up with the new values. Of course, speed may be an issue, so it will require some performance testing once its in and working (no guarantees that formulas will survive that). Progress is good on the game. The basic engine is up and running and I'm busy going through and getting screens working (which is a major time consumer with 50+ screens). At present there's still a debate about Research and Intelligence. Right now I'm moving it back to an SE3 style with percentage allocation for research tech areas and percentage intelligence spending against each empire. With all the pros and cons, the final decider for me was that percentage allocation method greatly reduces the micromanagement (as you only need to visit these screens occasionally once the allocations have been set). So if you have suggestions for the game, please post them. Nothing is set in stone, as the SE4 beta testers will confirm. SE4 changed radically during its beta test. And I do read the ideas posted here. In fact I copy all of the ones that catch my eye to a huge Word document. Of course, I can't guarantee that everything will make it in. But even simple ideas can have a tremendous effect. Aaron |
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The ability to use exponents in the formulas is a must. Otherwise, we can not set up diminishing returns at higher tech levels very well...
[ June 14, 2004, 18:29: Message edited by: Imperator Fyron ] |
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You still haven't corrected 'Ordinance' I see... http://forum.shrapnelgames.com/images/icons/icon7.gif The word for ammunition is 'Ordnance' without the 'i' in it. Both words are from the same root, but 'ordinance' is used to designate laws or customs (civil or religious) while 'ordnance' is used to designate military supplies.
Can the 'cost per level' entries take negative numbers so we can have decreasing costs as technology advances? Can tonnage also take negative numbers so size be reduced as tech levels advance? And btw, just a sudden thought, could we have 'intermittent' beams as well as continuous? It would be cool if you could figure out how to make something 'pulsed' rather like the phasers in Star Trek II. Those had a really satisfyingly believable sense of 'particle beam' about them. |
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[%range%] And then use: Weapon Min Damage := 15 - ([%range%]/2) + (([%level%]-1) * 0.5) Produces: 15 @ range 0-1 14 @ range 2-3 13 @ range 4-5 ... Then you don't need to specify all the "damage at range"s. If you want a step function you could have a round-to-integer function: Weapon Min Damage := 15 - 5*round([%range%]/10) + (([%level%]-1) * 0.5) Produces: 15 @ range 0 to 9 10 @ range 10 to 19 5 @ range 20 to 29 PS: You will definitely want to only parse the formulae once each if possible. Having a separate formula.txt with named equations to use with parameters given by the particular components could make this simpler. Most stock components use very similar formulae, and reusing them would probably help. [ June 14, 2004, 18:49: Message edited by: Suicide Junkie ] |
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[ June 14, 2004, 18:59: Message edited by: Puke ] |
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*dogscoff does an arcane little dance of glee. Fantastic! Of course a little help with the resulting micromanagement would be nice... |
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Maybe this will catch an eye... or two. (or not, then please, please, ignore me, but for the love of god, don't tell me, I don't think I can take it!)
Diplomacy. Nothing too fancy, just a bit more control. Imagine a list of options for the type of "treaty". User defined treaties. The list would contain check boxes that would allow, or limit what could and could not be done. Standard treaties would assume that certain boxes are already checked... but, for instance, in the case of a Non-Agression Pact, you can't attack one another, but you could uncheck a box that would allow for free movement and colonuization within your systems. Violation would result in the cancellation of the treaty. In the case of a Trade Treaty, you could uncheck boxes corresonding to Rad, Minerals, or Organics for the ones you do want to trade, or the ones you don't. Research and Intel treaties could be handled the same way. Military ones might be sharing information, but not Resupply bases, etc. Assign point values (with refrence's to point scores of the players involved) to all of this and that way the AI can evaluate whether or not the trade or treaty is worthwhile. One more thing (sorry if I have unleasehed the flood gates) Research (ever play spaceward ho! ?), it might be cool to have a "Random Tech" research option where the player can invest some research points into the development of a big advance in technology (kind of like finding a ruin where it gives you a special tech, or multiple techs at once). The catch is you never know when it will pay off... [ June 14, 2004, 20:32: Message edited by: clark ] |
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Come to think of it, perhaps there should be a field in a tech entry that says "Can Be Found In Ruins" (or perhaps "Ruins Value" where a single tech can count for multiple "normal ruins techs" on planets which would give multiple techs), so you can prevent the really powerful ones (like colony techs) from being found too easily? |
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Edit, Looks like SJ suggested a simular idea to mine that looks better than mine. [ June 14, 2004, 21:58: Message edited by: Atrocities ] |
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I agree that formulas are a must, because diminishing returns of research is very important for playbalance. If you have concerns about the speed, how about parsing the formulas only once, at game setup, creating a table with hard numbers and save them to a file? In times where a Gigabyte more or less is not an issue, it is always a good idea to trade disk space for processing time if in need. |
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PS: "Trust noone" is good motto too, but it's unpropriate here http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Well some good progress being made thanks MM(aaron) for posting that update for us.
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I like SJ's suggestion on the formulas. Or maybe instead of having two seperate fields you could have a "weapon damage at range" field that accepts a formula OR a straight listing of damages at range like SE4.
The latter sounds like it might be complicated to code, though. |
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Just a few questions about the “Ordnance Amount Used” entry. http://forum.shrapnelgames.com/images/icons/icon7.gif
When weapon components use this entry will they all use the some ordnance supply or can we have different ordnance supplies e.g. torpedoes, missiles, shell projectiles, energy? Will we be able to have components that can make ordnance on bases and ships? |
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The features new weapons data file look great. http://forum.shrapnelgames.com/images/icons/icon7.gif Does this formula-based method allow unlimited tech levels to be researched?
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Definitely seperate the two abilities, though, for modding purposes if nothing else. |
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About beta testing...I'm sure the list will be long for the people who would love to be on that list...I was wondering what the chance would be for someone not in the 'inner circle' to be able to beta test when that time comes?
Kana...who has beta tested he's fair share of other games... |
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Great news, thank you Malfador!
I especially like the tech requirement with the boolean evaluation. If I understand this correctly it would make it possible to research a component with two different approaches choosing "or" and creating technologies that are excluding each others. One thing I would love to see for weapons is the lines: Skips shield level = Skips armor level = Then you could create indefinite levels of armors and shields and weapons that penetrate them. |
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Who on this forum wouldn't want to beta test http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway, beta testing isn't that easy if you take it seriously. I did it once for a game and i remember it was quite tedious at times. Off course being able to play your favourite game before it's released is really great http://forum.shrapnelgames.com/images/icons/icon7.gif And being a programmer, it was also fun for me to think how the programmers pulled off certain things. As to what i want to see changed in SE5, 2 biggies: * being able to assign one ship as the succesor of another in the design view so that you can upgrade all ships of type very easily without looking them up and clicking and clicking. All this clicking to upgrade prevents me from spending more time coming up with devious schemes to become supreme ruler http://forum.shrapnelgames.com/images/icons/icon6.gif * lists should remember their position (some already do now) |
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SO who removed my Last post about forum members being given a link to beta test a demo Version of the full beta testing that the "inner circle" get - please put the post back it was a valid idea -
Those that arent on the beta test get the offer of a limited demo Version instead - it would get some interest and publicity for when the full Version is out ? |
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Beta demos are dangerous because they don't represent the completed game and people often ***** about bugs.
EDIT: especially early in the beta process when the game tends to be well neigh unplayable. [ June 16, 2004, 00:25: Message edited by: Phoenix-D ] |
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There is no such creature as a "Beta Demo". A Beta 'Version' is sent out to all accepted beta testers and ALL testers sign an NDA (Non Disclosure Agreement) The so called "Beta Demo's" are usually what is refered to as "Warez". (stolen copies or otherwise 'leaked' copies that have no business being circulated to the public.)
As was mentionned, there are many, MANY changes that occure during beta development and it's not just bug fixes. Gameplay balancing and often new features are added in the beta stage. It would be a very bad thing to have unfinished, unpolished, untested software floating around the net. Don't feel bad, just make sure you apply for the beta when Aaron puts the word out that the beta is about to start. Yes there are some regulars that can be called "the IN crowd" but Aaron always likes to infuse his beta testing with fresh blood. THings to keep in mind when applying for a beta position, Experience and or high Interest in 'Modding' is a definate plus. Aaron also looks for a wide variety of system specs to get a good idea of what the min/reccomended system will be for playing the game. (Look at the system specs for Starfury and you'll have an idea of the range he will be looking for.) So, the bottom line is.. don't expect a "Beta Demo" (it is not forthcomming) and be sure to apply for the beta test when the time comes. (probably closer to fall than winter 2004) Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Just to let you know David, some companies do release "Beta Demos"
Jowood, for example, released the Soldner Beta Demo http://soldner.jowood.com/?RubrikIdentifier=726&lang=en Look down the page to where it says "US Beta Demo" Now to the most extent you are right however, as most companies wont publicly release beta demos (unless they are apart of the MMORPG world, but they call that "Open testing") and most of these that are found have been leaked by a beta tester |
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can we expect beta screenshots, (possible) feature lists, and such? maybe sanctioned beta logs from a couple of the testers?
or is there too much fear of other companies cribbing MM's ideas? |
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An "offical" update - say twice a month with feature lists, direction updates and screenshots would be good - it would just help with these discussions in terms of thoughts, feedback and new ideas that could be included at a late stage or a brainstorming session on how best to implement new ideas.
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Then only list them onc things are implemented.
50+ screenshots though - should be interesting. |
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