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Post by johndramey on Feb 13, 2017 2:03:16 GMT -5
So, with the new version, did you guys tinker with the spacing of planet that are generated for each quadrant or have I just gotten lucky? It seems like the quadrants are a lot more populated now. Last version, almost all of the planets were clustered around the warp points. There was an occasional outlying planet, but it seemed like there was always a relatively large chunk of empty space somewhere in the quadrant.
If so, I like the new spread. Makes the quadrants seem larger. It does seem a little too regular though, any chance of trying to tweak the spacing algorithm just a bit so, while the planets are still spread around the system, there is a little more variance in their spacing? I have two or three quadrants that are set out so each planet is right around the same distance from its neighbor. Not quite a grid, but pretty grid-like.
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Post by fallen on Feb 13, 2017 2:17:04 GMT -5
johndramey - yes, we changed the inter-quadrant spacing and size for .21, definitely. Glad you like the changes, and we'll just keep grinding on the variations.
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Post by johndramey on Feb 13, 2017 2:26:52 GMT -5
It is a very good change, in my opinion. Makes the game seem much bigger. It could make readjusting mission times and the like necessary, though.
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Post by Cory Trese on Feb 13, 2017 2:27:34 GMT -5
It is a very good change, in my opinion. Makes the game seem much bigger. It could make readjusting mission times and the like necessary, though. We did.
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Post by johndramey on Feb 13, 2017 2:37:09 GMT -5
Well awesome then. I'll admit to not having the chance to take many missions in the new version, so I was just tossing thoughts out.
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Post by Cory Trese on Feb 13, 2017 2:38:53 GMT -5
Well awesome then. I'll admit to not having the chance to take many missions in the new version, so I was just tossing thoughts out. You're definitely right. We also reduced the average cost of fuel by the average increase in fuel distances in the new maps. They're hand made, so that sense of "too regular" is just because we haven't gone in and wiggled them all enough. "ST2: Blending hand crafted and procedural content for beautiful results."
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Post by johndramey on Feb 13, 2017 3:01:17 GMT -5
That is pretty impressive. So I'm guessing you and Andrew will go and make a ton of quadrant templates and have the game generate maps using those templates? Are the planets totally random, or are you guys specifying planet stats as well?
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Post by Cory Trese on Feb 13, 2017 3:05:11 GMT -5
because of the importance of the spacing, count and so on we're going to hand make all 250 maps.
The planets are built according to a long set of rules ... but we have ways to override for story or balance reasons.
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Post by johndramey on Feb 13, 2017 3:06:54 GMT -5
Yikes, that is pretty impressive. Not that I can really help all that much, but if there is something that I (or the others) can do, let us know. Good on you Cory (and fallen), you guys have created a beauty in ST2.
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Post by grävling on Feb 13, 2017 5:00:05 GMT -5
If you spread the planets out like that, I begin to really need 'map of the quad' which I can consult at any time, so I can see where everything is relative to each other, and plan my own journey through a quadrant. I am going on a Mission -- over here -- by way of This planet, where I can sell more crop harvesters -- and making sure I refuel up at such and such a place. Right now I cannot get zoomed out enough to see these spacial relationships -- if I zoom out enough that they are all on my screen I lose all the icons so have no idea what I am looking at. I also have no convenient way to go to a destination where I don't have a mission or a contact. From zoomed out, if you tap on a planet you can't precisely get there. (And, of course, the convenience of using the navigate button can work against you if it means you never discover where the crop harvesters are.) Is this an android limitation, or a problem with everybody?
I'd also like it very much if, when travelling to a destination via the navigate button, your view did not jump to your destination, so you are out of touch with your ship and only later see yourself arrive there. I want to see where I am at all time, so I can do things like stop, and decide to check out that planet over there which seems interesting ....
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Post by fallen on Feb 13, 2017 11:30:49 GMT -5
grävling - we're definitely planning to try to keep improve the UI of the map and the HUD. Thanks for the feedback!
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Post by grävling on Feb 13, 2017 11:43:40 GMT -5
grävling - we're definitely planning to try to keep improve the UI of the map and the HUD. Thanks for the feedback! I'm working on HUD idea mockups now ....
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Post by fallen on Feb 13, 2017 12:02:00 GMT -5
grävling - we're definitely planning to try to keep improve the UI of the map and the HUD. Thanks for the feedback! I'm working on HUD idea mockups now .... Can't wait to see 'em
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Post by grävling on Feb 13, 2017 17:27:22 GMT -5
I'm working on HUD idea mockups now .... Can't wait to see 'em Afraid you are going to have to. Been awake for 39 hours now, playing a certain game -- oh the joys of having Monday Off -- but tommorrow I ought to be working on UI design for our company's next plugin. I must sleep. So it will be 24 hours from now, if that before what I have here as UI design can be shipped. You know, you would get more UI design out of me if, every time I went to look to capture a cool screenshot, I didn't get sucked right in and play for another 20 minutes or so before I noticed. This game is so cool.
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Post by johndramey on Feb 13, 2017 19:39:22 GMT -5
grävling - we're definitely planning to try to keep improve the UI of the map and the HUD. Thanks for the feedback! Since you mentioned this, it might be an idea to have the settlement bubble for each planet reflect the economy. Maybe something as simple as a grain symbol for farms, a gear for industry, a gear with a lightening bolt for high-tech industry, a pick for mining, etc. That would basically solve the need for a hover menu outside of getting detailed info for each planet.
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