Dev Log V 0.4 - 31.03.
🕑 Added 2023-03-31 09:04:18 +0000 UTCHi,
today I completed the GUI for space combat, made the first batch of enemy icons and some mechanics. Integration of combat about 80% done.
- Movement:
- you can move without using action points - Attack:
- firing and repairing systems use action points
- total action points per round depend on engine performance
- laser is range limited, torpedoes are not (LOS is required for both) - System Status:
- indicated on the left
once your shields are gone, random subunits are fried with each hit
BB-2 can patch up systems, but only with tunneling devices - Victory/Defeat:
- if you get obliterated, you "escape" with a possibly unmaneuverable ship
- you can call space towing back to station from your computer
- if you win, you can collect loot (incl. subunits)
There is probably much more to be added tactically, but I'll try how the basic functionality works out the next few days...
y.v.
Comments
Steve Knox
Hi. Thank for that information. Guess I was ahead of myself, lol. :)
y.v.
Weapons and shields are not in V0.4. they will be in V0.5 and also explained in the walkthrough for V0.5. The cheat codes you enter on the command line (SHIFT-O ingame). Exit the command line with "exit" and ENTER. Save your game before because if you screw up some codes you may gimp your game status.
Steve Knox
Hi YV. First off, I like the game, not too bad. 2nd, how the heck do you get the weapons and shields??? This is the first time playing this game, and for the life of me, I keep getting lost when trying to figure some things out. There are no hints in the walkthrough, so it's a bit frustrating. Also, where the heck do you enter the cheat codes? (Not that I will use them...er, maybe?) Thanks!
y.v.
That feature will be in V0.5 already
Ahchi Cappleman
Bots, Will we get a chance to save our bots? i.e. Send them trough the portal? (V0.6??)
y.v.
Probably needs some iterations until the flow works. Wanted some manoeuvring and chasing on the hex field, so thats why at the moment the moves are not limited but immediately countered by mob moves.
y.v.
Systemwise I kept that separately. It is not regarded as a weapon by the combat interface. Looks a bit too similar, though.
y.v.
The cargo isnt damaged, just some subunits and maybe subsystems to replace
Auburn Zero
Ooooo. Obliterated. It'd suck to lose all my bots.
Auburn Zero
It sounds awesome. I'm looking forward to trying it. I've been wondering, though, can the mining laser be used as a weapon at all? I mean, it IS a destructive beam of energy.
Ryuke
You can always add an Xcom approach of two moves per turn. Attack and move, or move and then attack.
Rusik Robochevsky
Ah, I missed that the enemies move at the same time as the player. That sounds like a pretty unique and interesting system.
y.v.
Yeah, still have to try that. As the enemy also moves when you move there's one tactical response. Also, it could be used tactically like: move out of cover, fire, return to cover, end turn. Still, I might try a version with movement cost anyway, as most round based games do.
Rusik Robochevsky
If movement is unlimited and unrestricted, there's not much point in having movement at all. I hope you can find some way to make movement tactically interesting!
EdgPer
I think the more simple the best. 🙂 I’m not good to follow lots of rules at once.
y.v.
I have to try out what works best. Currently you can move around endlessly when its your turn (but mobs also move after any of your moves). Only shooting or repairing will cost you AP. Once you used up your 2-5 AP (depending on engine level) all the enemies take turns firing. And, if you dont want to use your ap (for example if you're hiding) you can end your turn prematurely and forfeit your AP
Ahchi Cappleman
In combat will we be able to defer our movement until after the enemy/s has moved?