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techbear

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Reply with quote  #1 
If you've seen various media posted by various community members, you may be aware of my plan to make Artemis 3, from scratch, using a brand new game engine.  The engine (codenamed PAX, because it's short) has been in development since April of 2018.

In 2019, I personally got to a place where I was ready to consider a full re-write of Artemis, and began planning for Artemis 3.  My vision was to approach it from an angle.  I would continue to write whatever weird game code I wanted, but I would try to ALSO build tech parts that would be re-used in Artemis 3.  When I finally decided to build Artemis 3 itself, I would have lots of good useful parts I could assemble.

One of the weird little experiments I worked on (in late 2018) was a real-time multi-player ship v sub game.  I got it working, and had a couple of local playtests.  The feedback I got convinced me that I really should rebuild the ship v sub game as an Artemis-branded game, with spaceships instead of terrestrial ships.  Then I moved on to other projects.

Well, I've been working on that project again.  I've got it changed over to Artemis ships and terrain, and I think it's a playable Alpha.

So I've made it available, and I really need your help to test it.  Download it from:

http://www.artemisspaceshipbridge.com/wp-content/uploads/2017/10/ArtemisSVS-x64-release-01.zip

It's alpha, so don't expect any tutorials or polish or tuning.  However, any feedback is welcomed.  Gameplay, GUI, art, please let me know what you think.

I'm especially interested in hearing whether you can play it with friends across the internet.  I'm using the Enet UDP library for networking, and I don't have enough experience with it to trust it completely.

Thank you!



Xavier Wise

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Reply with quote  #2 
Hello,

A couple of us have just had a quick look at this. Is there a specific port that we need open to be able to connect? We were unable to connect to a server that was being hosted on one-another's computers.

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Fleet Captain Xavier Wise - TSN Sabre
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techbear

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Reply with quote  #3 
Right, sorry, the networking port is 2000.
ogremasch

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Reply with quote  #4 

XAudio2_8.dll is missing

Win 10 only?

I get this on Win 7, looking it up it appears that it is a an error related to trying to run it in Win 7.

I saw this but didn't get deep into it yet:

https://docs.microsoft.com/en-us/windows/win32/xaudio2/xaudio2-redistributable

davidtrinh

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Reply with quote  #5 
That was a fun! Thanks for sharing this Alpha version.
Sky Captain

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Reply with quote  #6 
This looks interesting, it can most definitely keep the fighter jocks busy when they get bored with blackjack.  In the 2 mins I took to fool around, I figured out you can zoom in to see the ships and how to build and direct ships.  It does seem incredibly difficult to hit other ships with torps though if they aren't tracking.  Maybe I need to get my inner U-boat captain out and launch spreads and patterns.
techbear

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Reply with quote  #7 
It's clear that I didn't communicate clearly about this alpha game, and I apologize.

It's not Artemis 3.

It contains a lot of code I plan to use in Artemis 3.  And it uses Artemis art assets.

But it's a different game.  Specifically, it's a lot less co-op, and much more adversarial.  In fact, right now there are NO AI units in the game.  When you shoot at another unit, it's being controlled by another player.  The idea is to play by classic "ship v sub" rules.  The sub has stealth.  The ships have speed.  Both sides have torpedoes.

You score points by killing opposing units, or by getting cargo ships to another port, or by capturing a port for your side (by sending enough troops ships to the port).


CMDR Whitley

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Reply with quote  #8 
We got the opportunity to play this with tom on 6/9/2020 and it was fan.  I don't know if notes were taken so I will post here what we observed. 

1) Torpedo sound (was muted in new update) needed to have a longer cool off time or a difference instance (such as only triggering when the torpedo is detected in your range)  

2) The X Coordinates updated with mouse location but the Y only updated when scrolling in or moving the map left to right and NOT with mouse location.

3)  The tracking of an enemy lost on your sensors would be more helpful if it was a dark gray or some other color that is not close to a team color

4) While scrolling in, it would be very helpful if the zoom went in on what was selected instead of dead center of viewing location OR it would also be helpful if the zoom centered on mouse location.

5) Click and drag, for multiple grouping and /or hot keying groups (ex: Left click and drag, selecting 2 ships then CTL + (number) to assign to battle group) Then allowing you to snap to the number that you assigned your battle group to.

6) An indicator showing your detection range (EX: A ring around the ship that will get bigger as you increases your speed)

7) Stats (EX: Shields: ON/OFF and/or engineer: Increases specific  sub systems of the ships to fire faster or move faster ("overheating" and/or boosted systems would cause a higher detection range) [wink]

8) Enemy AI and/or Extra activates such as way points or side missions. 

I did have fun playing this game the other night and although its not Artemis 3 it is a un side game and i hope to see more of it.
davidtrinh

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Reply with quote  #9 
It was really nice to see the progress. Here are some of the screen shots I grabbed during Alpha testing. I'm looking forward to being a part of the process and providing feedback to shape what Artemis 3.0 will become in the future. We all have a wonderful community of collaborators and I am thankful for that.

svs_map.png  svs_ship1.png  svs_sb.png 

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