Alpha Phase II / The Scientist Update (Devlog #31)

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Edinstein
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Alpha Phase II / The Scientist Update (Devlog #31)

Post by Edinstein » Sat Jun 14, 2014 8:41 pm

Hey guys! Version 0.32 is out! The Scientist has stuff to do now!

For this update we started digging deep into the role of the scientist. It's something that we've been playing with since the first day of production, we've gone through tons and tons of screen designs and have scrapped a number of working prototypes all because we wanted the screens to be accessible to everyone, enjoyable to use and versatile enough to adapt to any future additions we plan on making.

We've spent a lot of time thinking about this and we are quite happy with what we have so far. Keep in mind we still have a lot more planned for the scientist as well as the other classes. We thank you all for your patience on this matter.

Here is a devlog we put together to help illustrate the new systems we have implemented, the full list of patch notes is below! Enjoy!

https://www.youtube.com/watch?v=1uUXR2bQUp8

New Features:

-The Computer Screen: Gives the scientist the ability to use programs, use the database search feature and get various system info. The programs screen is also where you can re-charge viruses and programs.
-The Virus Screen: Shows active viruses that you are broadcasting to enemies and any detected viruses that have infected your ship. In case things get too crowded, you can also minimize the virus details by clicking on the name.
-The Engine Switchboard: An early version of the switchboard, allows players to shut down and start up the ship, a key component when eliminating hostile viruses.

-Ship component syncing now only sends changes to clients to save on bandwidth and packets sent. We’ve done a lot of work on how this system sends data over the network for many improvements and will help us do more things in the future quicker!
-Adding ship tagging system. Assigns each enemy ship a letter than is persistent across the network for easier communication.
-Redesigned chat system. Supports much longer messages and word wrap. Check your game settings for some custom options relating to the chat system.
-Changed how other player names show up in-game. It’s a bit simpler now.
-W.D. Cruiser now using a new screen atlas theme
-Ship screens have a glitch effect that will occur when you have a hostile virus onboard
-Art additions / tweaks to the interiors of both the Intrepid and the cruiser, specifically the weapons room
-The first 25 GX ID’s have been implemented, the first few of many to come!
-Added a new screen tilt option in the game settings menu.
-Added a new drone type, Tactical support drone, this unit has a relatively weak hull and competent shields, it will try to send viruses to cripple your ship, caution is advised. : )

Added Programs:
- Emergency Shield Boosting Program (Sh): Increases the charge rate of the shields for a short period.
- Instant Warp Charge Program (Wc): Fully recharges the warp drive on execution.
- Instant System Self-Healing Program(FH): Fully heals all ship systems on execution. Note: Does not put out fires
- Instant Remove All Viruses Program (RV): Instantly removes all hostile viruses from the ship on execution.

Added Viruses:
- Sitting Duck (SD): Disables enemy ship thrusters
- Phalanx (Ph): Disables enemy shield recharge
- Backdoor (Ba): Disables enemy ship firewalls. NOTE: This allows other viruses to easily reach enemy vessels.

Fixes:

-Updates to pawn networking to help improve small desync issues
-Fixed small occlusion error in W.D. Cruiser
-Fixed small visual bug with W.D. Cruiser
-Ship screen mouse crosshair should correctly render above everything else
-Upgraded to Unity 4.5 core for better performance while loading objects and a few bug fixes
-Updated ship component hashing algorithm to fix an edge case that could cause ship component desync
-Updated some specific networking features to smooth out packet transmission. In some circumstances the server would send out 300 messages in a single frame! Now it happens over a second or two for much better consistent results.
-Eliminated internal bug related to how the game handles player disconnects. Could cause runtime exception and code failure.
-Chat bug that prevented the Escape key from exiting the chat. Also now allows mouse and joystick movement while typing.
-Fixed an internal bug related to warp drive charging and the warp disable virus
-Nano Active Hull now works and will repair the hull when warping to an unvisited sector (The Intrepid-class vessel is now currently equipped with this hull)
-Enhancements and tweaks to ship combat and Drone AI
-Fixed a problem where players could fall through the floor of the cruiser.
-Fixed a connection error menu bug
-Drones are no longer present in the starting sector (SE0), this should give crews time to prepare themselves.

Remember to restart steam if you didn't see the update. You can also head on over to the secret access area on our forums for direct link downloads to the latest builds!

That's all from us right now! Thank you for your time! Hope all is well!

Best,
The Leafy Games Team

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Zukaro
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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by Zukaro » Sat Jun 14, 2014 9:14 pm

I can't wait to play with the Science stuff :p :3

Also, for the disconnecting the first switch (basically pulling the plug while the OS is running :p ) you could make it so that the Ship OS forces a check disk to make sure nothing was corrupted, which would take a few seconds. :P And then maybe have a chance of having some things get corrupted, which would effect certain systems and need to be repaired by the Science officer (basically he'd have to go to the ship's main computer and restore a backup :p


But anyways, the science stuff is awesome :3
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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by BinaryExterminator » Sun Jun 15, 2014 1:59 am

I absolutely LOVE the ship startup!

Any chance of a more complicated system startup in future (ie, MOAR LEVERS :3 )?
Maybe just when the crew first gets into a new ship, the first powerup and disconnection from station power or something. Just to add a little bit of romance to the ship :P

Anyway, great update guys, keep it up!
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I usually play as Wilson505 in Pulsar, so now you know who to send angry PMs to when I accidentally break things on your ship...

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by DylanHBL » Sun Jun 15, 2014 3:47 am

All the new features this update brings looks great.

In the future when sensors are in the game, could the whole ship shutdown be used as a tactical defence, like hidden in plain sight.

If the ship was shutdown because the crew need time to fix it in a hostile zone, it could reduce the area where the ship could be detected. This would serve as a great way to hide while the ship is being repaired.

This is only a suggestion, tell me your thoughts.

And again, the game looks great and I can see it will be even better when it is finished.

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by Matias » Sun Jun 15, 2014 9:59 am

Zukaro wrote:I can't wait to play with the Science stuff :p :3

Also, for the disconnecting the first switch (basically pulling the plug while the OS is running :p ) you could make it so that the Ship OS forces a check disk to make sure nothing was corrupted, which would take a few seconds. :P And then maybe have a chance of having some things get corrupted, which would effect certain systems and need to be repaired by the Science officer (basically he'd have to go to the ship's main computer and restore a backup :p


But anyways, the science stuff is awesome :3
I +1 this idea :)

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by Edinstein » Sun Jun 15, 2014 12:34 pm

Matias wrote:
Zukaro wrote:I can't wait to play with the Science stuff :p :3

Also, for the disconnecting the first switch (basically pulling the plug while the OS is running :p ) you could make it so that the Ship OS forces a check disk to make sure nothing was corrupted, which would take a few seconds. :P And then maybe have a chance of having some things get corrupted, which would effect certain systems and need to be repaired by the Science officer (basically he'd have to go to the ship's main computer and restore a backup :p


But anyways, the science stuff is awesome :3
I +1 this idea :)
Yeah we agree! Shutting down incorrectly should lead to a longer start-up sequence! : )

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by Edinstein » Sun Jun 15, 2014 12:36 pm

BinaryExterminator wrote:I absolutely LOVE the ship startup!

Any chance of a more complicated system startup in future (ie, MOAR LEVERS :3 )?
Maybe just when the crew first gets into a new ship, the first powerup and disconnection from station power or something. Just to add a little bit of romance to the ship :P

Anyway, great update guys, keep it up!
Our final vision for the engineering room is to have a number of these interesting panels and switches all over! We'll probably begin to head further in that direction when we do the engineer update! :)

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by TitanBones » Sun Jun 15, 2014 12:55 pm

NICE :D

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by Edinstein » Sun Jun 15, 2014 1:07 pm

DylanHBL wrote:All the new features this update brings looks great.

In the future when sensors are in the game, could the whole ship shutdown be used as a tactical defence, like hidden in plain sight.

If the ship was shutdown because the crew need time to fix it in a hostile zone, it could reduce the area where the ship could be detected. This would serve as a great way to hide while the ship is being repaired.

This is only a suggestion, tell me your thoughts.

And again, the game looks great and I can see it will be even better when it is finished.
We agree that it could definitely play a role when it comes to sensors and stealth gameplay!

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Re: Alpha Phase II / The Scientist Update (Devlog #31)

Post by CaptainZeo » Sun Jun 15, 2014 7:26 pm

Excellent !
I waited this since the begining.
Just can't wait to play the role of mr Spock !
:)
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