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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Aug 24, 2006 8:03 pm    Post subject: Reply with quote

Revision 18:

* job work-in-progress: you can now accept jobs, and even complete objectives; however, very incomplete. the waypoint system isn't complete (only shows original position of first objective). No job rewards yet. No faction integration yet.
* you can press 'o' in-flight to view job objective information
* new HUD message system, may need tweaking...
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Sep 02, 2006 10:34 am    Post subject: Reply with quote

Revision 19:

* You cannot dock to other faction's stations / planets
* Now "return" jobs can be completed
* The "deliver" job was removed
* Waypoints now work for all objectives
* Items won't disappear near you when going to another sector
* Added more HUD messages
* Other small improvements

Working on:

* space storms! semi-rare storms will hit zones, and they will have different effects on the gameplay

Item values / job rewards etc. will all have to be balanced -- this will be done later in the development of FreeUniverse
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Sep 09, 2006 12:58 pm    Post subject: Reply with quote

After my hard drive crashed on my laptop, I thought it was going to be difficult to get out a new revision -- but I was WRONG Very Happy After programming these few things I lost, it was much easier to re-program it on my desktop computer!

Revision 20:

* You can now cancel your job by first pressing 'O' to display the current job's objectives, and then by pressing 'F8'
* Game speed has been improved -- I realized the game speed was messed up after playing it on my fast desktop Smile
* Universe "cell" files are now more efficient and more stable (less likely to get data errors on program crashes, which are slim to nil anyway...)
* Ships/items/projectiles are trimmed properly on docking and on "cell" changes
* Added some reward money for completing jobs -- static 350 credits at the moment...
* Now you can see your available credits in space by selecting yourself and viewing the target info (mouse at top of screen)
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Sep 16, 2006 3:47 pm    Post subject: Reply with quote

Revision 21:

* Now docking data is saved (available jobs / ships / wares etc.)
* Added some HUD messages (docking / picking up items etc.)
* Increased the rate of station / planet restocking and price variations
* Small fixes
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Sat Sep 16, 2006 5:52 pm    Post subject: Reply with quote

sweet, don't have time to try it out yet though :-/

good luck!

~ Clay
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Sat Sep 16, 2006 5:57 pm    Post subject: Reply with quote

can't wait to update it and try out the jobs Razz I'll let you work a little bit more and try it out in the future.

Good luck!

~ Clay
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Sep 17, 2006 8:12 am    Post subject: Reply with quote

All the jobs work, but they are not "balanced"... like there exists some jobs to protect a planet from being destroyed, but nobody ever attacks the planet -- and a planet has so much health, it is too easy to keep it from being destroyed Smile But jobs like killing ships and collecting items work pretty good. I probably won't get to balancing everything out until all the game functionality is already there (I want to add space storms).

Thanks!
- jeremy
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Oct 05, 2006 6:12 pm    Post subject: Reply with quote

Revision 23:

- Sequoh fixed a font filename, thanks!
- Added a space storms preview: very incomplete!

All the space storms do now is flash the background depending on the type of storm for that zone. In the future, the stronger the storm, the more effect it will have on you. You will be able to buy ships with storm resistances. We will tweak the frequency / strength of the storms for balance Smile If you find the current storms annoying, find a zone that has no storms to do testing Wink they are probably happening too often currently... Embarassed

- jeremy
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Oct 08, 2006 9:36 am    Post subject: Reply with quote

Revision 27/28:

- Space Storms are more complete: now ships can have storm protections, storms now effect you when they are strong

Space Storms require much more testing and balancing, they are in an alpha state!

Known bugs:

- items spawning from destroyed objects are much bigger than they should be

Working on:

- testing Space Storms
- some code refactoring (?)
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Oct 14, 2006 12:32 pm    Post subject: Reply with quote

Revision 51(?):

Since there are 3 of us submitting to the SVN, the revision number and status is going to change quickly. So, the best place to find the latest info on FreeUniverse is the SVN log.

- Changed the cloaking key to lower-case L, to stop overlap of job objectives button
- Increased torpedo duration
- Improved job rewards
- Removed revision number from main menu
- Fixed draw-order of all particles
- Can now request selected ships to group with the 'g' key

Bugs / Working on:

- Generated quest items still have draw order issues
- Zooming code
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Sun Oct 15, 2006 8:31 pm    Post subject: Reply with quote

Revision 53

- Abstracted SpaceParticles and SpaceObjects into GameObjects structure, iteration with foreach loop

- Better transpath art (the extra revision is because the first transpath replacement art didn't look good as I thought it would.)
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Oct 28, 2006 10:22 am    Post subject: Reply with quote

Revision 78:

* Planets and stations now send out police cruisers when attacked to defend themselves
* Followers will now attack you if you try and attack someone of the same faction

Bugs:

* Seems projectiles are having draw order issues...

Sequoh and Clay are working on other things too, view the SVN log for that information Smile
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Nov 02, 2006 6:09 pm    Post subject: Reply with quote

Revision 85:

* Player information is now correctly saved per-player (e.g. credits)
* Fixed a bug where stations/planets wouldn't generate items
* No more "protect" items jobs (AI would pick them up etc.)
* Fixed a bug where completed jobs would show to be re-accepted
* "Follow" jobs should now have you actually follow the target somewhere
* New item graphic! Smile

Working on:

* Improving the "Protect" job, so things actually attack the target you are protecting (some stuff already implemented but not working very good in revision 85)
* Quest targets (e.g. planets/stations) will have to be removed after the quest is completed (so a buildup won't happen)
* GUI improvements
* Balancing... sound... features...
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sat Nov 04, 2006 4:07 pm    Post subject: Reply with quote

Revision 89:

* Fixed a bug in following AI code that caused the game to crash
* Reduced the damage from space storms
* Old job objects are now trimmed
* Now jobs cannot be re-accepted ever (caused multiple job objects to be created)
* Protect jobs are improved
* Player faction variations are improved
* New job target indicator (purple circles)

Working on:

* Weapon/Credit balancing
* More graphics (planets, stations etc.)
* GUI (save/load, docked...)
* Sound
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Nov 16, 2006 8:27 pm    Post subject: Reply with quote

Revision 107:

* Introduction of modifiers -- much like a futuristic spell casting item Wink Modifier effects are not programmed yet, but everything else is complete
* Many ship AI bug fixes, following issues etc.
* Can now never dock with quest-created objects
* More graphics
* Storm and ship balancing adjustments
* New ship names
* Fixes

Working on:

* Complete modifier effects
* Improve space generation
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