Point defense is cool, I suppose it would be a energy weapon, or is this a potential third category. Maybe we have a defense category. So currently you could have shield or this? Hmmm (Kisguri strikes a thinking pose)
Weapons Systems Update 11/25/2013 - Weapons Systems Update Ok so I took all of the ideas I got, and tried my best to strip out "variables" out of them, like scaling, Amount, duration, angle, etc. So that I could go about laying the ground work for procedurally generated weapons. The following images are not polished, But do show a bit of the direction I am taking. Backers will be able to play the little demo that generated this images as well. What they will find when they open the EXE up is the bootup logo, a small intro and then it jumps in to the screen as shown below. The bottom 4 buttons switch between directed beam, Energy field, Wave beam and finally particle cannon. The roll button effects the current number of variables shown as meters. Each variation effects the weapons output. It's early on but the results so far are promising. Particle field example 1 Particle field example 2 My thinking on implementation is that you do a "roll", and it generates a random weapon system based on a total value pool that is partially determined by your races stats. Then I would provide the player the ability to manipulate it by moving some of the points around. Also note that not shown are some variables that will be generated based on the overall settings of the weapon, things like Weapon strength, shield and hull damage modifiers and recharge time. So take a look at the screens and if any thoughts come to mind please share, the last bit of brainstorming really helped me here. And I look forward to see where this goes. If we hit our first stretch goal, then this prototyping can be polished and moved into the game. Laser cannon fire Cutting type beams Wave cannon example Particle cannon example
Pixel being prepared! What do you guys think of having a overhead planet rover mode for mining? check out the discussion on our Kickstarter comments section. If you also enjoy Steam for PC gaming you might enjoy visiting the Greenlight page for Tiny Trek.... http://steamcommunity.com/sharedfiles/filedetails/?id=198351562
if any of you fine folks backed Tiny Trek so far, Wanted to pass on that backers will get to blow stuff up tomorrow with first play test of the battle engine.
To my Kickstarter investors a new build has been posted in the latest update for you to take for a spin. Look forward to your comments. For those thinking of backing us, come join the fun!
First User made ship So the recent backer build I posted over at Kickstarter included the ship editor allowing for the first time users other then me the design a chance to play with the editor. I added the function to screen capture and save a image of the editor to the app. I have alot more to do on it, but today I received a image of our first user made ship! If you a backer and have tried the tool feel free to send me a pic of your ship, Want to see how users are crafting their vessels. Might give me ideas for editor improvements!
Currently Yes, However several backers have noted that Asymmetrical editing would be cool. So it is part of the first stretch goal. And we are super close to it, so soon you be able to make any ship type you want.
I mainly just played with the weapons so far and the combat, which is really awesome as is. I know people want ship collision, but I think it is fine without it, as ships are probably not going to be in the same vertical plane, so they will pass each other. Ships crossing each other's paths is a big part of combat in Star Trek, and that is how you get those big moments in the shows and movies where the captain yells "fire!" and they let loose all their weapons at once, then fly through the exploding carcass of the enemy. You can't have that if you are worried about running into them. Anyway, I'm only one backer, and if the majority want collisions, then I'm sure the game will be just as awesome with them. And I'll work on some ship designs next and see what I can come up with. Thanks for the chance to check this awesome game out so far! Just curious, when will backers get to try the other features?
It's initially funded but slowed down for the stretch goals. Need to tell more people. Can't wait for this. The dev is really responding to ideas.
I appreciate the support PCKid and JCho133! If any of you have backed a new build of the battle engine is posted in a Backer only Update. If you haven't backed yet and want to join in the fun, this build we add ship to ship collisions and hull deforming and damage! Come check out the fun!
Stretch Goal 1 Complete Thank you my friends, We have reached the first stretch goal, Now I can assure you get better editors and deeper control over your ship design, weapon systems, race stats and looks. It's quite exciting. I will post more information on that this weekend as well as more detail on what we plan on doing with the internets and sharing your creations across players games should we reach the next stretch goal of $8,000. The campaign so far as been amazing and that is due to you guys and gals, I deeply appreciate it. Help me continue to push this out the world so we can assure the best possible quality game I could muster by the end of May. Any suggestions on how to reach more media is more then welcome. Now that's out of the way let's talk about legs. Crew Members v2 - Now with Walking! So I wanted to share this recent development concerning the Away Team graphics, specifically the team themselves. As you can see in the above image we have the old static blocky crew member representation I am came up with. But my good friend and game developer colleague D.Czanik chipped in with hopes of solving my walking dilemma with the two animations you see next to mine. So I ask you the mighty 451 (Backers as of this update) what do you think. Do you like them? Do they fit in the game? These little guys are important cause you going to be doing a lot of adventuring together so we want them to look just right. Speaking of away teams I have been asked recently "What do you do on a Away Mission anyhoo?". It's a fair question, so to give a bit more detail, the away mission engine will be capable of delivering interesting fun and excitement a couple of ways. One is when you just decide to visit the surface of planet for no reason, on the surface you will be able to scan items, collect samples, conducting mining, And conduct trade and conversation with sentient species you might meet. During this you may trigger "Episodes" which provide more structured gameplay through the mission matrix. A trigger on the surface of planet or on board another ship could be requests from other sentient beings, discovery of a artifact or even running into so pirate smuggler types. The idea is I have gone through and attempted to figure out what kind of things one would do on a Mission and distill that into triggers, and mission components. What kind of triggers and planet surface mission components would you like to see? Kickstarter: http://www.kickstarter.com/projects/2064021040/tiny-trek Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=198351562
Did a interview on DJ Grandpa. You can enjoy my sultry (insert sarcasm here) voice at http://bedrockcommunications.blogspot.com/2013/12/dj-grandpas-crib-maiden-voyage.html
No, in fact I was not aware of that game I till I started my Kickstarter, been working Tiny Trek for about year. Old PC game Starflight is probably biggest inspiration as well as copus amounts of trek.