The debris in the new dev build are so EPIC!!!!

    Ithirahad

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    Impressive... It's like particle effects but better, because they're actually part of their blocks and they're 3D.
     

    FlyingDebris

    Vaygr loves my warhead bat.
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    haha....hahaha.....Hahahaha.....HAHAHA....HAHAHAHAHAHAHAHAHAHAHAHAAAAAAAAA!!! RISE, MY BROTHEREN, RISE! RIIIIIIIIIISE!!!

    Also, Omni-

    It took you literally one hour to add a feature that puts us way far ahead of the competition?
     
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    Nice.

    * Particles are a bit to chunky. Perhaps a splash of some smaller particles would look nicer.
    * I'd also like to see block break-away when attacking ships and such, gives more depth.
     

    Keptick

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    Nice.

    * Particles are a bit to chunky. Perhaps a splash of some smaller particles would look nicer.
    * I'd also like to see block break-away when attacking ships and such, gives more depth.
    Break away and collision damage can both be seperately enabled on the server config file. That's right, what you're asking for already exists!!! :D

    Word of warning: it's fairly unstable at the moment, don't enable either of those two options if you game on a potato (or it will start cooking).
     
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    What Omni said. I was going to say that I can understand the comments about effectively applying resources, but as a software developer (non-game) I absolutely relate to doing this kind of thing as a "productive break" or even self-reward for accomplishing more tedious stuff. It really does keep up one's enthusiasm to take care of some minor visibly useful ("entertaining" qualifies here for games) self-satisfying thing, even if it's not high on the product priority list.
     
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    this is wrong..
    working on details like this is totally unnecessary and wasted time, especially with current hardware requirements...

    it seems to me that schema is either lazy to do some real important work that the game needs, so he covers up by adding features like this
    .. or he is secretly working on something greater but he's still adding these little unnecessary features as a bonus (which is still a waste of time in alpha)


    Calling Schema lazy is really not a good idea, nor is it a very nice thing to do. Head on over to http://bugs.star-made.org/projects/starmade-game/activity to see how 'lazy' the devs are. Alpha is the optimal time to test out these things.

    schema It really seems that no matter what I do, people will complain, and as you said I shouldn't care about it. But being called lazy for putting in around 10 hours 7 days a week is not really motivating to read. Just understand that there are a lot of things that have to be done, that players won't see in the game.
    Don't let them get you down soul brother.

    BTW am I the only one who would like to see a 'gravity well' type weapon just for the new destruction mechanic? It would be fun. Can't wait to see what else awaits us in the update!.
     
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    haha....hahaha.....Hahahaha.....HAHAHA....HAHAHAHAHAHAHAHAHAHAHAHAAAAAAAAA!!! RISE, MY BROTHEREN, RISE! RIIIIIIIIIISE!!!

    Also, Omni-

    It took you literally one hour to add a feature that puts us way far ahead of the competition?
    Well, it was a joint effort between myself and Schema. I think it didn't take much longer for him to do the rest, though. We discussed the implementation until we had something conceptually sound, I made what he needed to do it in about an hour, and he did all the coding magic to make it work not long after. Great day, and doing it helped me get over something I was struggling with in my own work.

    As always, the real magic is Schema's. What I made is optimized, attractive and concise, but taking what I made and making it behave in an efficient and effective way ingame is another matter entirely. As always, he made it all dance beautifully. Also, it wouldn't be possible to have a feature like this without the extensive and optimized game underneath. Anything like this is going to leverage the incredible number of hours Schema has put into everything else.

    This is also an example of a wonderful little aspect of game development: as you put down a solid foundation, adding new and awesome features gets easier and faster. ;) Things like this are the easy part. The constant work Schema puts into the things people don't notice is both the hard part and the most important part. Watching debris from an enemy you're chasing bounce off your windshield is only fun if you have an enemy to chase and a windshield they can bounce off of. (And a way to chase the enemy, and guns to shoot the enemy, etc....)

    ...and yes, FlyingDebris, the entire time we were working on this I kept thinking of you. I figured you'd enjoy this, haha. One could now make an argument that flying debris is officially part of the game.

    What Omni said. I was going to say that I can understand the comments about effectively applying resources, but as a software developer (non-game) I absolutely relate to doing this kind of thing as a "productive break" or even self-reward for accomplishing more tedious stuff. It really does keep up one's enthusiasm to take care of some minor visibly useful ("entertaining" qualifies here for games) self-satisfying thing, even if it's not high on the product priority list.
    It's amazing how much fun those bits of side work can be. :) Especially when you're doing other things later on and notice them again. Often makes me smile, or just feel proud of myself. Even if it's the tiniest little thing.

    Good luck with your work! *salutes* May your bugs be easy to find and your syntax never be missing a character! (Thank the coding gods for debugging tools.)
     
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    Engine optimization usually comes around in beta, or in minecraft's case, never.

    Optimizing the engine when any further addition could completely mess it up again is just a waste of time. However, keeping the game playable is also important, and that's what schema has been doing.
    lol
     
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    I really would like to see more improvements like the one to the shadows. OK, they still were really resource intensive, but they were a lot better than before.
    The biggest improvement that could be done is to the loading, and specifically that of planets.
    And since this thread was originally about debris: Has anyone fired a missile with a radius of 50 and loads of damage at an asteroid?
    Armageddon!!!!!!!!!
     
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    I really would like to see more improvements like the one to the shadows. OK, they still were really resource intensive, but they were a lot better than before.
    The biggest improvement that could be done is to the loading, and specifically that of planets.
    And since this thread was originally about debris: Has anyone fired a missile with a radius of 50 and loads of damage at an asteroid?
    Armageddon!!!!!!!!!
    I just build a ship covered in disintegrators, enable godmode, spawn millions of pirates in titans, and ram everything to death until all cores are overheating. Debris will keep spawning for hours after I do that :P
     
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    I just build a ship covered in disintegrators, enable godmode, spawn millions of pirates in titans, and ram everything to death until all cores are overheating. Debris will keep spawning for hours after I do that :p
    Ironically, it only affects you.