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staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
That's interesting, I'm still in the hanger making spacedicks, I suppose making a manual/wiki from a players P.o.V would be an Idea,

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Nativity In Black
Oct 24, 2012

If you're gonna have roads, you're gonna have roadkill.
The only thing I've managed to do so far was warp myself straight into an asteroid and die.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Section Z posted:

Final result of my thought process, after few confused striker starts outside of creative mode and following instructions for "How To Target and Shoot Spacemans" not working.

:siren: BUY AMMO AND A SENSOR. DO IT. YOUR STRIKER DOES NOT COME WITH AMMO TO SHOOT GUNS OR A SENSOR TO LOCK TARGETS. :siren:

Ammo is located in trade goods. While the striker cockpit (and every other part of it) is Size 3, it would only let me equip a Size 2 sensor so buy one of those I guess. Discovering this put me from "Why space guns no work like internet instructions say?" to On screen indicators where enemies are, targeting them, and shooting them easily. Sure, the enemies decided to be three ships three times my size who blew me away instead of ships about my size when I unlocked the arcane secrets of Target Lock, but holy gently caress I could actually track them from a distance and target them. So definitely gonna get back to this later today with more enthusiasm now that the wonderful world of basic user interface and gun shooting outside of manual control has been opened up to me.

Bug report: While the main ESC menu seems to pause... It unpauses in the background despite the static image if you do something like, select options to look at your controls. This was initially discovered when I noticed my speed started going up, a "would you like to dock?" prompt showed up, and then I died :downs:

Camera question: How do you set it back to that very nice camera style it defaults to when you launch from the hangar? The one that gently reorients to behind your ship as you move. Controls listings and internet searches have not been very forthcoming in how to get that back once you switch to mouse control or Right click static camera so much as once.

EDIT: While it was super frustrating before I discovered "...I don't have a sensor... double checking with fresh start, nope no sensor", I'm optimistic in hoping that future questions will be more along the lines of "I get assigning one target and shooting one guy, but how do I make this FLYING BALL OF GUNS I saved up for target and shoot nine different people at once?"

The cockpits on the striker are actually a tier 1, the number in the upper right of the subsystem is actually the amount of volume (inventory space) that subsystem will take in the module. The stock starter Striker is not equipped correctly, and you can make you own starter ship by moving a copy of any ship into the "Starter" folder under SaveFiles. Striker will be fixed in the next build as well.

Hesh Ballantine posted:

If you're gonna buy this, buy it as an "investment." I paid $7 for this maybe 9 months ago during a sale and have had it open just long enough to get the Steam Trading Cards. Needs a tutorial, needs things to do besides stick ship-part-looking blocks together. I'm hoping some time in the future (longer than the OP implies, imho) it'll resemble an actual game.

You would be surprised! I am the lead developer on this, we have a lot in the pipe right now. What a lot of people dont realize is that the majority of our time has been spent on creating the procedural systems now that they are almost* completely done, we are populating them with content.

* The reason its almost is that our mission editor is having compile issues right now, as soon as we get that resolved it will go live and people will be able to add their own custom missions to the procedural system. Its essentially a tool that allows the player/modder to add their own structure to the mission generator.

Here is an example of a bounty mission that spawns a target and between 0 - 4 wingmen for the target.




As you can see, this mission is set up with a lot of generic variables. That's what allows it to be procedural and work in any game (galaxy). We are also adding the ability to call on specific factions, by name, and ships by name or classification. So you could set up an escort mission for example where you must escort a Battleship for instance. You would also be able to say, the battleship is damaged and at 50% of its max durability.

We also have a list of functions and hooks we are going to implement and we will continue to add them based on community requests. But as you see its very flexible and will allow people do do some crazy things.

The other system we are finishing up is our economy simulation, which we feel will be on par with most any other similar title, such as the X series. I've mentioned it before but its based on a very reliable and fast system for the simulations. We will also be adding hooks for this into the mission editor.

That all being said, we are rapidly reaching the end of our proposed feature list for release, of course we will continue to tweak, tune and flesh out systems until we are ready, but I am hoping that will be months at most.

LumberingTroll fucked around with this message at 15:56 on May 21, 2014

Hesh Ballantine
Feb 13, 2012

LumberingTroll posted:

You would be surprised! I am the lead developer on this, we have a lot in the pipe right now. What a lot of people dont realize is that the majority of our time has been spent on creating the procedural systems now that they are almost* completely done, we are populating them with content.

Oh hey, don't get me wrong, I think the game shows a ton of promise and I think $7 was a steal if it turns out to be half the game you've planned for it to be.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
Here is a vid of some testing / playing around I was doing last week.
https://www.youtube.com/watch?v=ss2mrevkM5k

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
D13 Development Build just released today.

D13
A new galaxy is required for this build

Added
  • Economy first pass: This patch includes the beginning of our new economy simulation. With the simulation, it should now possible for players to make profit through arbitrage (taking advantage of price difference in separate markets). Each sector has a market which simulates the trade of 5 different commodities, and the prices of modules, subsystems, ammunition, and trade goods are tied to one of these. This is greatly simplified compared to our final plans, and we will be posting a detailed write up on the subject soon.
  • Planets now have a gravitational field around them, the closer a ship gets the stronger the effect, the total mass of the ship is also a factor, large ships should be advised to stay away from planetary bodies. Micro Warp, and use of a ships KFG will allow you to escape the gravitational pull of a planet.
  • If a hardpoint/weapon mount does not have a weapon attached to it, it will now highlight yellow. The icon in the right side weapon window will also be highlighted yellow.
  • While in Sector pressing [Left Shift] + [ B ] will do the same as right click and align to. *This will be bindable later researching an issue with it currently.
  • The rotation tool in shipyard now was a degree increment tool. The degrees are: 5, 15,45,90,180.
  • A Main Menu button has been added to both Shipyard and Sector.
  • Ship Inventory in Shipyard now has a Unload All button, this will dump the current contents of the ship to your station storage.
  • A Missing Subsystem Warning system above the launch button in Shipyard.This is a quick reference to see if you ship is missing any of the critical subsystems.
  • Added a load screen between scenes with hints on them.
  • Added a Overlap Tool to turn off an off the overlap. Meaning you can now have 100% overlap if you so desire. This is located in the shipyard tools flyout.
  • Added a Zero Rotation tool, this will allow you to zero out the rotations of the part after it’s been placed off the mouse. But before it is connected to the ship. This is located in the shipyard tools flyout.
  • New DCM Module modes and icons.
  • Added keybinding for increasing and decreasing grid size in shipyard Defaults are [T] and [G]
  • Added keybindings and UI buttons to increase and decrease rotational degree snapping, default keys are [Shift]+[T] and [Shift]+[G]
  • Added Kinetic Field Strength to the KFG Info display in shipyard
  • Holding [Shift] While confirming the placement of a part will duplicate that module for rapid placement of the same module.
  • New module highlight effect

Changed
  • Module and subsystem balance and scale - All modules and subsystems have been adjusted, they now follow a more logical scaling factor, this is not final and will be subject to many changes for balance and playability.
  • Players should notice a sizeable increase in performance this patch due to changes in our camera rendering and the way we are handling materials.
  • Missile AI has been improved they will no long fly in a spiral pattern.
  • Added a career option to the New Galaxy Menu.
  • The camera should start farther away from the ship when loading into the Shipyard.
  • Improved the Mirroring tool location of mirrored part.
  • Shipyard tools that are a Toggle now stay lit up to show if they are on/off.
  • Modifying a part now just goes to the 3D movement tools instead of attaching it to the mouse.
  • Reset button has been moved into the shipyard tools.
  • Weapons & DCMs will start with their bases down toward the part you are attempting to place them on.
  • Cockpits, Hulls, and Engines will start with their backs toward the part you are attempting to place them on.
  • Subsystem - Increased Jump Drive mass, reduced base charge time. Range and Recharge time now scale with tier
  • Adjusted max and minimum brightness of skybox nebula.
  • Removed crew quarters and crew requirements, these systems will be re-implemented later.
  • Right Click Menu > Modify now enables fine tune mode with transform and rotation gizmo.
  • Increased ambient lighting on the underside of ships in the shipyard.
  • Changed the Rotation and Translation Gizmo, the new tools are much cleaner looking.
  • Moved the ship reset button to the Shipyard Tools flyout



Fixed
  • All stock ships have been rebuilt and equipped to function under the current changed.
  • Game Guide has been corrected so that it is accessible in the shipyard. *Note images still need to be updated.
  • Fixed button not following sound settings.
  • Fixed an issue with the Subsystem Manager filter when closing/opening it would not display the correct filter list.
  • Fixed an issue with camera’s overlap rendering should increase performance across the board.
  • Fixed an issue with the store that would take the credits but not give the goods to the player.
  • Fixed a bug with warp gates not being spawned.
  • Fixed Hardpoints 9/10 this should no longer have placement issues.
  • Missiles should now once again trigger their audio when firing.
  • Station inventory tooltip no longer displays ERROR! the first time it's displayed.
  • When loading a ship some parts will no longer display the error hologram, even though they are in legal placement.
  • Fixed issues with the weapon manager tab not displaying module size properly.
  • Resolved scrolling issues with the weapon manager.
  • Your ship will no longer continue flying away when you open the main menu.
  • Corrected calculation error in the warp-to command, it was adding an extra zero to the distance it allowed the ship to warp to.

Matt (Harabeck on SA) also wrote up a post about our economy systems.

Harabeck posted:

For a while now, our biggest problem has been a lack of content once you’ve built your ship, and an in-depth economy will be a major factor in creating a living world for the player to interact with. This week’s patch includes an early implementation that should give you a basic idea of where we want to go with it.

What is the economy like right now?

Currently, each star system has it’s own simulation that runs every 15 minutes. It simulates the trade of 5 commodities (water, ore, metal, tools and synthetics) which are produced and consumed by 5 kinds of producer agents (refiners, chemists, manufacturers, miners and ice miners). Economic statistics can be viewed by opening the map, right clicking a system and clicking the new economy button. While docked at a station, anything for sale at the station is affected by the current star system’s economy. Modules are mapped to the metal price, ammo and subsystems to synthetics, and ore and water are mapped to themselves.

The producer agents I mentioned earlier work like this: All agents consume water. Ice miners consume synthetics and produce water. Chemists consume tools and produce synthetics. Miners consume tools and produce ore. Refiners consume ore and produce metal. Manufacturers consume metal and produce tools.

Again, this is very simplified compared to where we will eventually end up. Most parameters of the simulation can be easily configured on our end (and maybe on yours someday soon) outside of code. We plan to add more agent types with more in depth production recipes as well as more commodities. The prices of commodities in the current simulation tend to fluctuate between 0 and the low tens. The prices are used as a multiplier when calculating the price of goods in the store as defined by the mapping I mentioned above.

All of the markets are just separate instances of essentially the same simulation, and any differences between them are essentially due to randomness. There is currently no communication between markets in any way, and connecting them into a cohesive whole will be the bulk of my work over the coming weeks.

To see the economy in action, launch your ship (we will be adding tools to the shipyard soon, I promise!) and open the map. Right click a star system and click the new economy button to pull up that system’s graph. The drop down on the right has a lot of options, so let me run through what each mean (note: the X axis is always the round number of the simulation):

Price: The prices commodities are selling at.
Supply: How much of a commodity is available as calculated by summing each agent’s inventory. (Eventually this will affect available amounts of products in the station stores.)
Agents: The number of each kind of agent. Agents can go bankrupt and be replaced by more profitable ones, so these amounts will fluctuate with the market.
Ask: The average price agents are trying to sell a commodity for.
Bid: The average price agents want to buy a commodity for.
Trade: The average price transactions that actually happened.
Profit: The average change in cash available for each agent type.
Money: The sum of the cash reserves for each agent type.
Production: How much of a commodity was created.
Consumption: How much of a commodity was consumed.

Now that I’ve discussed the current state of the game, let’s go into some more depth:

Why is having an economy important?

Economies are a huge part of our society and one which can be easily adapted to provide interesting and deep gameplay. The most obvious advantage is allowing the player to engage in arbitrage (buying low in one market and selling high in another) as an alternative to violence oriented gameplay styles like pirating or bounty hunting. But, we can do a lot more with it than just that!

Each star system will soon be tracking economic activity based on what our procedural galaxy generator placed in them, and once the markets of each system can interact, the linkages between systems will be very important to the behavior of the economy as a whole. This gives us great opportunities to have the faction AI take meaningful actions to better their own position. We can add diplomatic actions like trade agreements, or have the AI declare war to obtain a resources they lack.

Finally, the most exciting thing to me is letting the player truly impact the game world. Once the economy is fully integrated, any trading the player engages will actually affect supplies and prices in the star systems the player buys and sells in. Those effects will then ripple out across the galaxy. We can even have acts like destroying merchant shipping interrupt trade in a region, allowing players with a bent for piracy to manipulate prices in their own cutthroat way. In general, the economy system I’m building should allow for interesting emergent gameplay with relatively low development effort.

So how does one get started making an economy?

Since I’ve never done a simulation like this before, my work began at the fount of all human knowledge: Google. After some digging, I eventually came across an academic paper that provided an excellent start: Emergent Economies for Role Playing Games by Doran and Parberry (http://larc.unt.edu/techreports/LARC-2010-03.pdf). It’s really a testament to growth of gaming that we now have serious research being put into gaming specific applications. This is a great help to developers as a whole, because this academic research is much more accessible than any work done in a commercial studio. As academic papers go, this one is pretty accessible, so I highly suggest giving it a read if you’re interested. Here is an extremely brief rundown: agents will be defined so that they want to consume things and produce others. Each round, they create asks to try to sell surplus that they have produced and bids to offer to buy commodities they need. The simulation then matches bids to asks to create trades. Then, agents update their price beliefs based on whether they got to trade or whether their ask or bid got rejected. This means that there are no set prices; they just come about as an emergent part of the simulation based on supply and demand. If an agent goes bankrupt, it is replaced by an agent type that is currently more profitable.

Digging a bit further, I found that someone else had found this paper first, and actually released an open sourced implementation called BazaarBot. You can read about it here: http://www.gamasutra.com/blogs/LarsDoucet/20130603/193491/BazaarBot_An_OpenSource_Economics_Engine.php

So not only do I have an academic source for the base algorithm, but a generous developer named Lars Doucet has given us some code to start from! There are some issues with using BazaarBot, starting with the fact that it’s written in actionscript, but it provided a great starting place for my C# implementation for use in Unity.

One great advantage of this algorithm is that it is extremely efficient. In testing I usually run 50 instances updating every 0.1 seconds (which is much faster than we want for the game) and the performance impact is negligible.

Still a lot of work to do.

As fortunate as I was to find these resources, there are still major challenges to overcome. No code can be generalized to every game, and Kinetic Void’s large procedural world creates some interesting obstacles and stumbling blocks.

BazaarBot and the paper it is based on do not provide any mechanics to track separate markets. The base algorithm is simply executing trades as though there is no travel time, and with no regard for deeper relationships between the agents of the simulation. Since Kinetic Void takes place over a large area of space filled with factions that may hate each other, a new layer needs to be added to simulate these aspects. One possibility is the creation of a new kind of agent that travels between systems buying and selling commodities. Such agents could provide systems short on resources by shipping them in from neighbors. The trading agents would belong to a specific faction and have a home system, and so would prefer trade with nearby systems of factions friendly to their own. Some simple graphing operations could define what trade routes they are using, and those could in turn be used to associate npc’s that spawn in those systems with that trading agent.

Another problem is the relationship between money input and agent types. New money is introduced only as agents go bankrupt and are replaced by new agents (probably of a different type) with a fresh allocation from the starting cash amount for their agent type. I’ve found this tends to set up a boom-bust cycle where agents are replaced quite often. In Kinetic Void, agents will have to come through as representations of natural resources available in the asteroids and planets of a star system, which would suggest a more stable arrangement. Also, if agents are more stable, we can have them represent specific corporations or entities with names. Imagine if when you examined a ship, you saw not only what faction it belonged to, but what corporation owned it!

What happens when an economy crashes completely? Do I simply allow things to run their course and hope it will eventually recover with the help of its neighbors or from player intervention? Could such a crash spread to other systems eventually bringing the entire galaxy into a great depression? It’s interesting to consider that such a depression is even possible, but it may result in a rather poor gameplay environment.

I’ll be working on these issues and more in the coming weeks, and I look forward to unveiling more of this exciting new aspect of Kinetic Void.

Crash74
May 11, 2009
Fired this up for the first time since the tech demo and it is coming along quite nicely. Whats the next major thing thats going to be added?

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Crash74 posted:

Fired this up for the first time since the tech demo and it is coming along quite nicely. Whats the next major thing thats going to be added?

Our proper mission framework, which comes with the mission editor.

Hemish
Jan 25, 2005

tehsid praised this game and I started following the thread since then. I'm happy I did so because it made me think to check the discount level in this sale. I don't know if I'll try it right away but I fully expect to grab it at 60% or more if there's a daily. I started playing EVE Online again a week ago (the wrong way, high sec mining with a coworker) and this seems fun without everything that won't let me enjoy myself!

Zeether
Aug 26, 2011

Picked this up in the Steam sale and I like it quite a bit. I'm probably going to have to set aside time to mess around in the shipyard more.

One thing though, I feel like there's a delay or something on firing weapons because when I hit the weapon group button when locked on they sometimes don't fire. Is this a range thing? Same seems to happen with drones too.

Oo Koo
Nov 19, 2012
What determines where the first person camera in the mouse control mode places the camera? One ship I built was awesome because the command module was towards the back and the first person mode showed a bunch of the ships hull and weaponry but most just show only empty space regardless of where I place my command modules. Or is that implemented only on some modules?

Edit: Also, the warp drive needs some sort of distance traveled gauge or the right click warp to menu needs longer jump options. It's annoying having to guesstimate your jumps when you have super long range sensors and try to drop in on an enemy ship that's 20 000 km away.

Oo Koo fucked around with this message at 04:55 on Aug 8, 2014

tehsid
Dec 24, 2007

Nobility is sadly overrated.
A patch on the development branch has just dropped. Quite a few big changes here.

quote:

This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine.
**New Galaxy Required.


Added
64bit build options are available now.
Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. This will be expanded upon later on in the development.
Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.

Changed
Game is now using Unity 5.
AI ships now have a warp bubble effect around them when they warp.
AI ships will now visibly travel to planets, stations, and warp gates. Ships that arrive at warp gates and stations will queue up and proceed to dock/warp.
Various improvements and fixes to AI behavior.
The player starts out neutral to all factions (requires new galaxy).
Adjusted AI for Turrets with Thermal Weapons.
Adjusted Mining Lasers, so that larger weapons will yield more resources now. As well changed the damage model that they are using, should take longer to mine an asteroid now than before which will allow more resources to be yielded.
Reduced the rate that durability and shields scale at by a factor of 2, this should make them a little more vulnerable to lower tier weapons. The best counter however is to use an appropriately tiered weapon.
Converted two Kinetic and one Beam weapon to fire Electromagnetic damage.
Kinetic Fields now take triple damage from Electromagnetic sources.
In Shipyard, hull resists are now displayed under the general ship stats panel.

Fixed
Auto align before warping should no longer just hang infinitely.
Steamworks support for MacOSX & Linux not working.
Fixed an alignment issue where parts placed on the front starting cube would flip 180 degrees.
The resistances displayed in the ship stats panel now properly shows the diminishing returns applied to them during gameplay.

I haven't had a chance to play much of late. But I intended on jumping in soon to take a look how this goes. It's really starting to shape up though.

tehsid
Dec 24, 2007

Nobility is sadly overrated.
So, a few things to post about!

quote:

Planned Development
Ok everyone. I want to share with you what kind of plans are on our task list. The order that we work on things is not set, and there are no timelines. Things can still change, and things may be dropped.

Gamplay Changes
https://docs.google.com/document/d/1urXkDdFozs3exOLQPVAMxvV8_STPR8m_u3jy8xhTkzw/edit?usp=sharing

Visual Pass
https://docs.google.com/document/d/11ZCdLmIrZ-Ykev8PqzZDj3NRPpXxiR1t5S5EVNqBeWY/edit?usp=sharing

If you have thoughts on these changes now is the time to voice them, its much easier to make changes before we implement them.

I want to point out that these are on our list of things we plan to add to the game, that does not mean that they will all be in before 1.0 release of Kinetic Void. The features we guarantee for release are the ones listed on the steam store page.

Exciting.

Also, tutorials are coming. A video went up today with a small preview of how they'll work.

https://www.youtube.com/watch?v=PaAMsnRZQsU

And a new patch is due soon. Exciting times, things are really starting to come together!

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
OOOh! looks good, time to fire up and patch again.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
I pushed the patch to the test build lastnight, If interested opt in using steams beta build setting sunder properties in your library.

tehsid
Dec 24, 2007

Nobility is sadly overrated.
Patch D15 just dropped to the live build. And I know you guys love those sexy patch notes. Tutorials are in, updated to Unity 5 and a new Subsystem Manger are but a few of the awesome things in this patch.

quote:

* New Galaxy Required.

*This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine.

*Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be re-positioned as they have grown in size considerably.

Added
Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
Added confirmation to Main Menu button while in a loaded galaxy
Added confirmation to exit game while in a loaded galaxy
Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
Trail renders to engine ports, they are not finished and need to be changed still.
Sector menu now has a return to game button
Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. Messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.
Added a bounty system so when you are in a friendly system and destroy a ship that is hostile with the current system owner you will receive a bounty based off a percentage of the base value of the ship destroyed.
Left Shift functionality to Store/Inventory windows. When you click on an item it will select all of said item. When you left shift + click on an item you will get a selection box popup asking how many you with to select. The selection box arrows will work with single clicks and when clicked and held the count will increase with speed.
Added warning when you are about to destroy an item in inventories.
Made the Module Size Selector in Shipyard left/right click independent. So Left click will increase module size, Right click with decrease module size.
Right Clicking on Asteroids or Wreckage now have a action option Mining for asteroids and Salvaging for wreckage. If you have the appropriate weapon equipped it will begin the process. Otherwise it will just lock onto the target so you can send potential drones at it.
When deselecting a target it will now check to see if that target is hostile to the player or not. If there is no hostility the icon will revert back to it’s default color.
With a selected Target that is already locked on to, if you press [ C ] it will assign that target to all weapons. This works for weapons it both defense and offense modes.
Added in Weapon Mode Toggle Button/Keybinding. Weapon Mode Toggle starts in the Defense Mode (Green Icon) and toggled to Offensive Mode (Red Icon). The [ Y ] will also cause this toggle to happen.
Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.

Changed
Game is now using Unity 5.
Reverted docking dialogue to tweening version.
Docking triggers are now around the end of each station’s docking arm(s) instead of the entire station.
Made the economy graph commodity options larger and thus much more legible.
AI ships now have a warp bubble effect around them when they warp.
AI ships will now visibly travel to planets, stations, and warp gates. Ships that arrive at warp gates and stations will queue up and proceed to dock/warp.
Various improvements and fixes to AI behavior.
The player starts out neutral to all factions (requires new galaxy).
Adjusted AI for Turrets with Thermal Weapons.
Adjusted Mining Lasers, so that larger weapons will yield more resources now. As well changed the damage model that they are using, should take longer to mine an asteroid now than before which will allow more resources to be yielded.
Reduced the rate that durability and shields scale at by a factor of 2, this should make them a little more vulnerable to lower tier weapons. The best counter however is to use an appropriately tiered weapon.
Converted two Kinetic and one Beam weapon to fire Electromagnetic damage.
Kinetic Fields now take triple damage from Electromagnetic sources.
In Shipyard, hull resists are now displayed under the general ship stats panel.
[ Shift ] + [ C ] will unlock from a target and call a cease fire on that target.
In the Weapon Manager click on the Category Labels at the top will assign all weapons to that category.
Inventory system will now display all items of the selected Main Category(Modules,Weapons,Drones,Subsystems,Trade Goods) of the selected size. The sub filters may now be selected and deselected so you can mix and match what filters you wish to be turned on or off. If you only want to look at the C&C and Hull pieces under the Module Category you can now do that.
Adjusted some subsystem values.
Significantly reduced the volumes on all resources.
Added a mining laser to the stock Oberon Freighter.
The AI is now using a new collision avoidance algorithm.
Opening the Galaxy Map will now focus on the current system the player is in.
Increased planet size
Increased the scaling size of all weapons and hardpoints beginning at Tier 2+
Quadrupled the power output of all reactors
Reduced the fire-range of all weapons by about 40%.
Many adjustments to the scaling factors of all modules between tiers, the range should not be nearly as great now.
Reactors are now limited to a single subsystem per ship.
Sensors are now limited to a single subsystem per ship.
KFGs are now limited to a single subsystem per ship.
When dealing with inventory the default move / buy / sell amount is 1, holding shift will prompt for amount.
Changed filter wording of size to tier to be consistent with design and implementation
Removed some unused fields from the sensor info flyout.
Planet textures have had an overhaul and should look much better.
Asteroid textures have been updated to accept lighting better.
Reduced tooltip delay to 0.2 seconds
Dock at station prompt now has a decline button
Adjusted the zoom rates for larger ships while in sector space.

Fixed
When modifying a piece it will no longer think it is too far from the ship to be connected. If the part was previously placed with the overlap tool and it is not turned on then you will get the overlap error still.
Trade Good Filters now reflect the current economy categories.
Fixed an issue where you would load a ship and the Reactor Warning would stay till after you rotated the camera.
Fixed the Drag Collider in the Inventory Window
Fixed an issue where Asteroids would only yield water during mining.
Fixed an issue where Asteroid Belts were not spawning correctly.
Corrected graphical glitch with having Newtonian flight activated when starting to warp it would display as it was still on when exiting the jump.
Fixed an alignment issue where parts placed on the front starting cube would flip 180 degrees.
The resistances displayed in the ship stats panel now properly shows the diminishing returns applied to them during gameplay.
Warping to a new sector should no longer put the player at risk of being caught in the empty void between stars.
Fixed an issue where ships saved in the Steam Cloud would not spawn.
The scrolling issue in the Store when attempting to scroll over modules.
Ships that are out of date will no longer be spawned by the AI.
Fixed many issues with the controls options menu.
Clamped the range of brightness that sector stars can have so that the scene is not washed out.
Faction standings window now has properly working scroll bars.
[ i ] now opens the inventory in sector space
Control inputs are now properly accepting keys for the mouse mode field again.
Cursor mode roll keys are no longer reversed by default
If only one group of drones are deployed it is now possible to deselect them
Drone Command groups now expand vertically.
Inventory quantities should now update properly while mining
Inventory filters for trade goods are now working properly again.

Mr.48
May 1, 2007
I backed this on KS way back when because it was goon-made, but have been out of the loop since then. Are there any plans to let you form and run your own faction or command a fleet of ships? Because I really want "Lego Mount & Blade in Space"

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Mr.48 posted:

I backed this on KS way back when because it was goon-made, but have been out of the loop since then. Are there any plans to let you form and run your own faction or command a fleet of ships? Because I really want "Lego Mount & Blade in Space"

Its still goon-made, 4 of five of us are goons. Lego M&B in space" sums it up pretty well, this is what we have planned for release. Faction Ownership (you can join a faction though) and fleet command are not planned, but with enough support post release there is a lot of stuff id like to do.

LumberingTroll fucked around with this message at 22:00 on Oct 29, 2014

tehsid
Dec 24, 2007

Nobility is sadly overrated.
Just a reminder that Kinetic Void is currently -66% off on Steam for Halloween! That brings it to $6.79USD! Now is the time to jump in, especially with the new patch having just dropped.

http://store.steampowered.com/app/227160/

Yar The Pirate
Feb 19, 2012
So it looks like Kinetic Void has been released out of Early Access.

Anyone have some opinions on the game?

HOTDOG
Apr 2, 2013

Yar The Pirate posted:

So it looks like Kinetic Void has been released out of Early Access.

Anyone have some opinions on the game?

Im loving it so far. I got it during the halloween sale. I seem to be having trouble accepting missions or knowing who to kill/protect when i get there, but building huge fuckoff battleships and becoming everyone's worst nightmare is pretty fun.

I wish i was at my computer so i could post screens, there are a few that im really proud of.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
Yep we released on Friday. There is still more to come in the following months as well.

Hotdog, right now random sector missions just happen, its like a distress call, you can choose to help or not, we are working on making the participants of these missions easier to identify as well. Next week we will also be releasing the mission editor so people can make and share their own sector missions.

Comming up we will also have mission vendors in stations and a lot of other things to come.

a7m2
Jul 9, 2012


Yar The Pirate posted:

So it looks like Kinetic Void has been released out of Early Access.

Anyone have some opinions on the game?

I hate to say it because I wish the developers the best, but I feel the negative reviews it's getting are largely correct. This game, in my eyes, has no business being out of Early Access. I hope they continue developing it since it still has a lot of potential, but I can't recommend it in it's current state.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
Staying in early access isn't really an option unless you are one of the few that have very large userbases and a lot of attention, with the changes to the store pages most people are not allowing early access games to show at all.

We completed the features listed on the store page and that we had planned for release, staying in early access indefinitely wouldn't do us any good.

Malek
Jun 22, 2003

Shut up Girl!
And as always: Kill Hitler.

LumberingTroll posted:

Staying in early access isn't really an option unless you are one of the few that have very large userbases and a lot of attention, with the changes to the store pages most people are not allowing early access games to show at all.

We completed the features listed on the store page and that we had planned for release, staying in early access indefinitely wouldn't do us any good.

This is going to come off sarcastic and I *REALLY* don't mean it that way, but was there any good for getting out of Early Access.

Genuine question.

VVVV: Cool, thank you for the answer. I wasn't trying to be a dick or anything, literally was curious about how the transitioning was helping out.

Malek fucked around with this message at 03:53 on Nov 25, 2014

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
The game shows up on people store page now at least, the analytics show that. we have less than 170 negative user reviews, most of which are bug reports, maybe 20 of them are from release. we have over 130,000 total sales that means 0.13% of all of our users disliked it enough at some point to post a negative user review, the user review rating is very misleading, and I hate that they put it on the store page at all.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
People tend to complain more if something is wrong more than they would praise it if something is right.

61% of the reviews are still positive.

A large portion of the negative reviews are more that the users feel that the game isn't finished yet and should stay early access. Not that they dislike the game or the direction. And another bunch is bug reporting that should be some other place.

This means that there probably are more people that enjoy it than have issues with it at the moment.

Drinkfist
Aug 2, 2005



Troll I still don't see a biological waste jettison port. When can we expect that added in the future?

Tell me when I need to buy KV a third time to dodge a mumble permaban. I'll be here all week.

FileNotFound
Jul 17, 2005


LumberingTroll posted:

The game shows up on people store page now at least, the analytics show that. we have less than 170 negative user reviews, most of which are bug reports, maybe 20 of them are from release. we have over 130,000 total sales that means 0.13% of all of our users disliked it enough at some point to post a negative user review, the user review rating is very misleading, and I hate that they put it on the store page at all.

I find it absurd that you "released" a buggy and unfinished game and are now getting butthurt that people are posting reviews complaining about bugs. What did you expect?

The irony here is that you claim you released because of how Steam is now treating Early Access games - yet projects like yours that fail to deliver are exactly why the policy is changing.

Also flagging honest negative Steam reviews such as this review as violating community guidelines will not win you any supporters.

I deeply regret funding your game - more because of your review flagging than premature release.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...
Not butt hurt, nor was I complaining about the policy change, thats not the problem and if you were not so up in arms and bothered to read what I said, the changes to the store page are the problem.

That "review" is full of false statements about there not being any way to change controls and features missing, flagging these reviews are the only course of action that developers on steam have. Not to mention your so quick to defend the guy that wrote the review but even he admitted that he was unfair.

About the change to Early Access policy it didnt affect us one way or the other, we never promised features other than what is listed on the store page.

As for release, once we had all of our listed features done we called it v1.0 and came out of early access, with the way early access works now there is very little way to get visibility. In a 75 million user community we were getting less than 20k views a week. this is a pitiful number and when you consider that only a small percentage of those impressions will click on your game, and even few of those will purchase staying in Early Access longer than you need to will only lead to the end of sales, the closing of the studio and then no updates at all could be made.We do have some release bugs every game that has ever come out has release bugs just check out the recent triple a offerings. All reported bugs for KV will be patched tomorrow, the game otherwise is finished, we have completed all listed feature on the store page.

Sorry your not happy, thats life and not everyone can be made happy.

LumberingTroll fucked around with this message at 07:42 on Nov 26, 2014

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

FileNotFound posted:

I find it absurd that you "released" a buggy and unfinished game and are now getting butthurt that people are posting reviews complaining about bugs. What did you expect?

The irony here is that you claim you released because of how Steam is now treating Early Access games - yet projects like yours that fail to deliver are exactly why the policy is changing.

Also flagging honest negative Steam reviews such as this review as violating community guidelines will not win you any supporters.

I deeply regret funding your game - more because of your review flagging than premature release.

Just because the games media does it doesn't mean factually incorrect statements in reviews is okay. Doesn't matter if it's a paid for review or a consumer review - if you're making claims that are false your review should get removed. Steam does the whole thing in the worst possible way, which is letting trial by internet commenter decide who is "right" regardless of the facts.

Basically, gently caress the new Steam Community and Store design.

Drinkfist
Aug 2, 2005



I'll make great reviews for this game if you get me a Gamecube adapter for the Wii U. I'll also text message you nudes of myself.

Pochoclo
Feb 4, 2008

No...
Clapping Larry
I'm sorry but as an average Steam user I just quickly skim through user reviews and if I see a lot of red thumbs down then I know something is bad about the game, this isn't perfect but you'd be surprised at how accurate it is. In this case, again, sorry, I've supported your game since kickstarter and releasing in this state will be seen badly because the game is just not fun yet. So the reviews, even if factually incorrect, accurately reflect the current state of the game. It's super mega hard to make a tight, fun game, not even industry veteran superstars like Sid Meier manage to do so consistently. Forcing a release is not gonna change the fundamentals, greater audience will not mean greater sales and your studio saved at the last minute.
You can definitely turn this around, though. I wouldn't know where to begin but I've seen it happen. Best of luck.

Hav
Dec 11, 2009

Fun Shoe

Drinkfist posted:

I'll make great reviews for this game if you get me a Gamecube adapter for the Wii U. I'll also text message you nudes of myself.

Is...er....this offer open to everyone?

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

Drinkfist posted:

I'll make great reviews for this game if you get me a Gamecube adapter for the Wii U. I'll also text message you nudes of myself.

Nudes Texted.

OwlFancier
Aug 22, 2013

Pochoclo posted:

I'm sorry but as an average Steam user I just quickly skim through user reviews and if I see a lot of red thumbs down then I know something is bad about the game, this isn't perfect but you'd be surprised at how accurate it is. In this case, again, sorry, I've supported your game since kickstarter and releasing in this state will be seen badly because the game is just not fun yet. So the reviews, even if factually incorrect, accurately reflect the current state of the game. It's super mega hard to make a tight, fun game, not even industry veteran superstars like Sid Meier manage to do so consistently. Forcing a release is not gonna change the fundamentals, greater audience will not mean greater sales and your studio saved at the last minute.
You can definitely turn this around, though. I wouldn't know where to begin but I've seen it happen. Best of luck.

I also rather like the user reviews, as you say, the fine details are hit or miss but the general theme of a bucket of red thumb downs on the front page is a very welcome caveat to counteract the developer pitch.

Honestly the user reviews are one of the best things I think steam could put on their pages, I've yet to not find them a useful metric of my approach to any given game.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Scamming people twenty five dollars for a game that isn't anywhere near complete and never will complete is some high brow stuff. Most people go for fifteen or ten.

You should have gone for thirty, but congrats on the success.

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XENA I LOVE YOU
Sep 11, 2010

Gamerofthegame posted:

Scamming people twenty five dollars for a game that isn't anywhere near complete and never will complete is some high brow stuff. Most people go for fifteen or ten.

You should have gone for thirty, but congrats on the success.

They could double down on a collectors edition. Includes a PDF file of the tutorial novel and automatically flags your reviews over the slightest inaccuracy.

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