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Re: Eternity

Posted: Mon Jul 04, 2011 8:30 pm
by kikito
O_o

Please finish this one.

Re: Eternity

Posted: Wed Jul 06, 2011 6:22 pm
by linux-man
Simtex wrote:Any chance the "Robot Slaves" could be turned into "Robot Löve Slaves"? Because lets face it, space is lonely.
You're right. That's why the space-wolfs (as they call themselves) are chemically castrated when they do deep space travel. Otherwise they open the airlock and jump after the mermaids (or should be spacemaids?). Gee...
kikito wrote:O_o

Please finish this one.
I intend to. Now I'm dealing with buy/save equipment.

Re: Eternity

Posted: Mon Jul 25, 2011 5:25 pm
by linux-man
It's far from finished, but probably over 50%, I present you Eternity Alpha 0.5 (or Alpha 5 if you prefer).
From the todo list:
Done
Laser and Phasers -OK
Planet names and characteristics-OK
Market-OK
target aquisition-OK
Missiles-OK
Sleep limitations near planets or missiles/phasers-OK
target info-in progress
hull, v, dv-OK
v and dv proporcional vectors-OK
distance, status-OK
stations - secure v-OK
space stations, planet stations, planetary rings, docking, launching-OK
lights in planetary ring-OK
Dock Menu-wip
Equipment menu-OK
Market Menu-OK
cargo bay-OK
bye, sell-OK
Galactic chart-OK
Hyperspace jump-OK
scanner version-OK
Hyperscape version-OK
targetting-OK
save/load-OK
pause-OK
Fuel Injectors-OK
equipment comments-OK
Hull Booster-OK
Drop Cargo-OK -> next: cargo containers
ship initialization/ship library-OK
ship equipment-WIP
Ships Menu-WIP

todo:
Missile and mines in-flight management
Communication System (send/receive messages?)
Scoops
ECM System
Fuel Collector - only work with scoops
Energy Bomb
Mining Laser
Auto-Aim System Lasers (blast mode(?))
Tractor Beam
Passenger Berth (only when Billboard ready)
Billboard -> Passengers/contracts
Better AI
Autopilot Mk II
Autopilot Mk III
Minning (mining laser, scoop)
Game start,intro, menu, options, music
Keyboard: change keys
Options: resolution, fullscreen, autosave, commander name, ship color
smuggling - ID scrambler (probably not)
Fighting
Better graphics

I decided to delete all previous versions and upload the current version at the first post. I'll list the keys there.
Now, I need your help, guys. This can be so much funnier with a team (and yes, I guess I'm a little tired). The code is getting a little complex, so I need testers. I'm coding in my spare time, so I don't have much time to play. This game is all about balance, and I don't know if with the present conditions someone can win money just trading. Also comments and new ideas are always welcome. Does some English native wants to do a game manual? An artist for graphics? Another coder to join? I'd like that this game would be a community effort because I believe it's worth it.

Have a nice day!

Re: Eternity

Posted: Mon Jul 25, 2011 6:04 pm
by bartbes
Looks awesome, but I'd like for the window to be bigger for better readability and visibility. Also, docking is insanely hard (I never got it) and those autopilot instructions don't seem to work out either. (I made sure I had an autopilot too.)

Re: Eternity

Posted: Mon Jul 25, 2011 9:17 pm
by linux-man
bartbes wrote:Looks awesome, but I'd like for the window to be bigger for better readability and visibility. Also, docking is insanely hard (I never got it) and those autopilot instructions don't seem to work out either. (I made sure I had an autopilot too.)
Fullscreen looks really better, but I must implement it in options. I want docking to be challenging. I assure you that it can be done. Just don't rush things. Maybe I should think about difficulty levels.
To use the (bad) autopilot you must create a destination in the scanner view (green dot). The only places you can't create it are on planets (and sun). You can create several checkpoints (useful with a better autopilot). Right click near a point to remove it.

Uploaded a new version - a5b -to correct a small bug in ships list and a bigger one on hyperspace conditions. Also after hyperspace delta time = 1 (no time acceleration).

Re: Eternity

Posted: Mon Jul 25, 2011 9:41 pm
by bartbes
Well, the biggest problem is the speed, braking seems extremely difficult.

Re: Eternity

Posted: Mon Jul 25, 2011 10:01 pm
by linux-man
As the military say: "We're not retreating, we're just advancing in a different direction." The only real way to break is to turn the ship 180º.
Also, if you buy Fuel Injectors, it's easier to break, but the method is the same (Fuel injectors are enabled with a "double tap" on up key and disabled with a one down key. Attention: a double down will disable all power! You probably don't want this when docking.
Since gravity increases when distance decreases (by a power of 2) a good way to control speed is to increase engines when "falling" to a planet. This works with ring station a ground stations. Ground stations are probably harder. You must cross the tractor beam at a low speed.
With space stations, the method is to follow the station orbit. Easier if you keep the nerves. Keep the engines at low power.
You can find the 3 station types on the first 3 planets.

Re: Eternity

Posted: Tue Jul 26, 2011 11:15 am
by linux-man
Today I played Eternity on a Mac. :awesome:
Everything works well, except:
Star systems are different
On Galaxy chart, the stars are all lined (a bunch of diagonal lines). Strange...
I guess that the problem is with the random numbers generator being different.
As anyone had such an issue?
Is there a workaround (beside to write a random number generator)?

Re: Eternity

Posted: Tue Jul 26, 2011 11:32 am
by thelinx
linux-man wrote: I guess that the problem is with the random numbers generator being different.
As anyone had such an issue?
Is there a workaround (beside to write a random number generator)?
Set a specific random seed.

Code: Select all

math.randomseed(universeSeed)

Re: Eternity

Posted: Tue Jul 26, 2011 1:06 pm
by slime
This was recommended in the lua-users site as a randomseed generator for Mac OSX (put it at the top of love.load or something).

Code: Select all

math.randomseed(tonumber(tostring(os.time()):reverse():sub(1,6)))