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Artemis 2.0 progress for 7/16/2013

posted Jul 16, 2013 19:14:53 by ThomRobertson
I'm committing to releasing Version 2.0 for sale at GenCon 2013. Which means 2.0 will be available by August 15, 2013. As you might imagine, I'm gonna be working my tail off to meet that deadline. Here's where I am right now;

UI facelift is complete, accept for some tweaking I need to do to Engineering.

Neutrals and enemies are now really the same thing, differentiated by which side they're on, what hull they are, and what their brain stack looks like. So now, any ship can be your enemy or your friend, depending on the mission.

Science now has a LOT more informative text about ships they scan. Much of that text has game consequences, since NPC ships can have special hull properties, and special captain types.

PVP mode is in, but the trimmings are not in yet (like NPC fleets, and weapon limitations). The results screen is still lame; I'll work on that.

The new Cargo, Luxury, Science, and Transport vessels are in, but they still don't do much that's very interesting. I'm working on it.

NPCs path around dangers, like mines, monsters, and black holes. They should never just wander to their deaths again.

Drones now attack neutrals and bases. Fighters will soon.

"Submarine 3D", with a climbing/diving helm control, is in. Enemies will try to match your depth when they're attacking you.

New skaraan abilities are in:
** tractor beam
** drone launcher
** anti-mine beam weapons
** anti-torp beam weapons
** anti-shield field
Science can see the special abilities.

Better iconography is done.
** top-down outlines of all ships
** show generic icon if enemy is unscanned

Pretty shield indicators on main screen (and other client screens) is done.

There's also a pile of individual bugs and changes that I've been collecting from you all year. I'm about 1/3rd through that pile.
Creator of Artemis
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26 replies
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jeremy.j.mayes said Jul 18, 2013 18:06:47
Questions about the Z-axis:

Does this mean that game maps will be moving to "cube" form instead of "square"? Also, does this mean that when setting a course we'll need to give orders like "heading 081 mark 206"?

I'm seriously excited about this update and can't wait to try it out!
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Jim Johnson said Jul 19, 2013 03:20:38
I know there was talk in the past about the ship having to lower it's shields before docking at a space station (logical, as the station has to drop its shields before docking commences). Is that going to be present in 2.0?

Also, not to be a nudge, but are the front end settings at the beginning of the server and client screens going to be "sticky"? Basically, if I set a diff 9, barren siege for one game, when I start the next game, will it hold the previous settings? In a convention setting it would be nice to set all the attributes and have them stay the same until they are changed again, instead of having to redo them every game.

I'm SOOOO looking forward to punching some Skaraans in the nose on their own turf!! Let the invasion begin!
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stonefish said Jul 19, 2013 10:36:26
"heading 081 mark 206"

Unfortunately, I don't think we're going to get proper 3d. I believe it's "Submarine 3d", which sounds like the stuff they used in Homeworld. I seem to recall reading that the map is considerably less tall than it is wide. Perhaps only a kilometre or two high. It's a good start, as long as development continues and we get proper 3d with 6DOF and inertia someday :)
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jeremy.j.mayes said Jul 19, 2013 15:53:04
Maybe for 3.0 then :)
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DomC said Jul 19, 2013 16:11:43
Thom, you rock and thanks for all your hard work and effort.
There has been some talk about having individual hotkeys for all engineering functions so that people (like myself) can build custom hardware with sliders and dials for that station. Any hope of that functionality?
Dom C

Designation: IONN
Weapons Officer of the Kismet
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timechick said Jul 20, 2013 02:25:52
How about a way to create waypoints in helm so you can actually plot a course? That would be very helpful. :) That and a pure command line server mode.
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stonefish said Jul 20, 2013 06:17:15
My technique for giving complex course orders is getting a laser pointer and aiming at the Main Screen and tracing a path around the minefields for the helmsman to follow :)
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timechick said Jul 20, 2013 15:48:18
Yea, I've used that too, but that doesn't stop an inexperienced helmsman from running you into the rocks. Letting him/her add waypoints and setting the helm to automatically follow them just like a real life ships autopilot would help a lot of that.
[Last edited Jul 20, 2013 15:49:32]
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NickolasRGustum said Jul 20, 2013 19:22:36
You are awesome!
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xavierwise.tsn said Jul 21, 2013 12:34:31
In the RP, on longer journeys the Science Officer will navigate. They will give a bearing, distance and speed, then count down the distance as we approach a particular location. They plot a course visually and issue new bearings and distances to alter course around particular hazards, or to follow a particular line. They also issue small course corrections. Note that they only do this when transiting sectors (in one or two mission scripts, we have several sectors to transit). Should the science officer be occupied, we are usually either in combat, or the Captain takes over.

I am really looking forward to this update Thom. We were discussion in the RP community how we are going to handle the different heights now. It should really make tactics more interesting!
[Last edited Jul 21, 2013 12:35:55]
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squrlmstr said Jul 22, 2013 19:32:37
Great work. Although I wanted to know if PVP in 2.0 will have some kind of matchmaking or Internet based hook up or if we are restricted to LAN only connections
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