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Artemis 2.0 progress for 7/1/2013

posted Jul 01, 2013 19:28:44 by ThomRobertson
Artemis 2.0 work proceeds:

80% done: merge neutrals and enemies into one NPCShip derived from ShieldedShip

Basic neutral behaviors aren't all back in, and new behaviors aren't in, but work has progressed.

20% done: make distinct PVP mode

I'm busy re-building the server front end, to give you a better layout of gameplay options, and to give you new modes like PVP. Because of all the work I've done with the "side" variable, actually making the PVP mode shouldn't be hard now.

95% done: NPC pathing around dangers

Working great. I may need to tune this, so that ships that stumble into a black hole anyway don't drag their fleet in behind them.

90% done: "submarine 3D", with a climbing/diving helm control

This is in, and works fine. I already have a height bar indicator; I'm considering adding a numerical indicator of height.
[Last edited Jul 01, 2013 19:29:04]
Creator of Artemis
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7 replies
badgeguy said Jul 01, 2013 20:01:34
Holy Mackerel, you are moving like lightning on this development. I was surely expecting 2.0 to take you until at least the end of the year, but at the pace you are showing for development, I could envision 3 months (this is not meant to say that you should have this done in any type of time frame other than what you feel comfortable with). Might I ask if you foresee this being available before the end of the year, or is that too much of a constraint to place publicly?

Are you finding that any of these changes are requiring beefier hardware than the previous specs? I have a full bridge setup using equipment from 2008 and would hate to not be able to play 2.0 on it (again, not stating that you have to do anything other than make the game you want to make with the specification you feel are appropriate to your vision)?
[Last edited Jul 01, 2013 20:01:57]
AdmlBaconStraps said Jul 02, 2013 10:15:40
Sweet monkey bollocks, this is getting developed at warp!

Can't wait to see it in action, Thom!
cdm014 said Jul 02, 2013 15:49:46
Great work!
tommouat said Jul 09, 2013 09:36:24

I'm particularly interested in PvP and Cooperative Modes that I can use in the classroom. The difficulty is in the "sudden death" and having to re-start, expecially if I have more than 2 ships participating.

I would really like the ability to set up "re-spawn" and "degraded re-spawn" where the re-spawned ship gets a reduced number of weapons or even a lower class ship. The "re-spawn" could be at a base or a corner of the map - or even a random corner of the map (to prevent "camping" at the re-span point).

Kind regards,

Major Tom Mouat MBE MSc psc ato sim | SO2 Simulation and Modelling | Centre for Defence Acquisition and Technology | College of Management and Technology | Defence Academy of the UK | Shrivenham, SN6 8LA.
Captain said Jul 09, 2013 13:00:42
Elite co-op mode automatically tea pawns ships. Have you used that yet?
[Last edited Jul 09, 2013 13:01:44]
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
tommouat said Jul 09, 2013 14:57:30
Damn, you guys work fast. I need to update to the latest version!


Major Tom
DeaneGeiken said Jul 09, 2013 15:43:02
Thom. Any peeks into what new things will be made to the COMMS Duty Station?
Commander -TSN Belisarius (BS 108)
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