Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 3 of 3      Prev   1   2   3
Jake Ryker

Avatar / Picture

Registered:
Posts: 128
Reply with quote  #31 
Question: So, does this mean that only the Marine role will have a weapon?

Generally in landing parties /away teams basic equipment was on each member. Weapon and communicator. While scanning device was optional.

Question: Will the game have any communications device other than verbal between the players being close by?

Example: if players are working on different parts of the scenario to communicate with one another via text message or other?

I have seen a lot of discussion around cargo and economy system for Artemis.

Question: What about a role for a Quartermaster / Diplomat type?

Just a few more thoughts and I am hoping to find time soon to sit down and put more focus to this.

__________________
My job is to solve problems, find amazing tools and toys, and above all inspire people. Serving on board the USS Albatross docked at bay 1325.
ryleyra

Registered:
Posts: 3,007
Reply with quote  #32 
Whee, more questions! [biggrin]

Quote:
Originally Posted by Jake Ryker
Question: So, does this mean that only the Marine role will have a weapon?


All players will have a standard issue pistol they can swap out for their device. However, the Marine's will have far more power, and will be able to select a setting based on frequency. Basically, in Artemis, your beam setting makes damage vary from 75% to 200%. The standard blaster pistol will always do 75% damage, while the Marine works like Artemis, meaning in theory the Marine is the equivalent of 2 2/3 other away team members firing at the same target.

In short, the game CAN be played without the Marine, but it will be a lot harder, particularly in combat missions.

Quote:

Generally in landing parties /away teams basic equipment was on each member. Weapon and communicator. While scanning device was optional.
Question: Will the game have any communications device other than verbal between the players being close by?


The Leader's device is a communicator. The players will talk to each other verbally. The communicator is only used for talking to the ship, or bargaining with enemies or natives. (I haven't decided if there will be a "seduce" option for green skinned alien babes, but it's possible. [biggrin])

Quote:

Example: if players are working on different parts of the scenario to communicate with one another via text message or other?


Players MUST remain together, in the same location. If an away team wishes to split up, that will have to be a PvP game. This is because the Leader (or Host of the game if there is no Leader) controls the away team's location.

You reminded me, the Leader's communicator should also be able to send messages to other away teams in PvP. That seems self evident, but I didn't think of it when I wrote the design notes.

I am going to try to project the players' location relative to the Leader onto the game map, and adjust their view of the game accordingly. But I expect that to be very difficult, and I'm not sure the resolution of the accelerometer is up to the task. So the default will be for the Away Team members to all occupy the same game location.

The enemies will be the same way. Except for Torgoth, enemy blips will represent 2-5 targets. Torgoth, of course, are armored steamrollers and only one can fit in a 2 meter circle. [biggrin]

Quote:

I have seen a lot of discussion around cargo and economy system for Artemis. Question: What about a role for a Quartermaster / Diplomat type? Just a few more thoughts and I am hoping to find time soon to sit down and put more focus to this.


That's unlikely to be necessary. A Quartermaster would be used on the ship, and if the away team is gathering resources, they just need to be "picked up" by any player. I will be avoiding transporters, so the player will be assumed to be carrying the container(s) back to the pick up point, which could be the away team's shuttle.

I've already thought up a "Diplomacy" mission. It will be a PvP mission, and the object will be to turn all of the native people to your side, through bargaining, diplomacy, or intimidation. It will be the one mission designed for the Leader.

If a cargo system is developed for Artemis, I may try and come up with a way to hook the Scavenge scenario back into Artemis so resources can be collected that way.

ryleyra

Registered:
Posts: 3,007
Reply with quote  #33 
I have finished building the Doctor's interface. I don't have time for a detailed report right now, but I do have the generic blaster which is used by all Away Team members but the Marine working, and that's the image to the right.

DoctorScreenshot.png  BlasterScreenshot.png 

I'll come back and post more details when I have more time.

ryleyra

Registered:
Posts: 3,007
Reply with quote  #34 
Okay, I couldn't continue my post yesterday, but here's an update on my progress:

The Doctor's interface is now working. It wasn't yesterday when I posted, but I went ahead and implemented all of the functions. So except for those functions that require another player, it all works. The Doctor can heal himself, as well as fight with his relatively weak blaster. I was able to just barely defeat a group of six enemies on difficulty 1, so I'd say I've got the balance just about right.

As you can see, the top part of the Doctor's control panel, which is used by the Marine to select his power settings, is used by the Doctor to select his teammates. Since other players don't appear on the radar, this is necessary. This isn't shown in the image, but when the Doctor selects a teammate their health and stun level appear in the right pane, in place of the text that describes the selected object. The Doctor can monitor a teammate in the right pane and an enemy's health in the left.

Note the selection cursor on the radar changes depending on whether the Doctor is in blaster mode. You will be able to see what all other players have selected, so each role will have a distinct reticle with its own color. Marine is red, Doctor blue, Surveyor green, Tech orange and Leader white. That enables you to say things like "select my target", or "selected target has 50% health".

The Hypo and Heal functions work on the selected player, so there is a "Select Target" button that lets you use those functions on selected allies or native aliens. The selected button is highlighted, so in the image above "Select Target" is selected and hypo or heal won't work, since the selected target is an enemy. You would probably want to select "Doctor" or "Marine" before beginning healing.

Heal is a regeneration over time thing, when you press down the button the Medikit begins healing yourself or your ally. It can be overwhelmed by enemy fire, but it's fairly fast. Right now, Heal makes the player recover from stun and HP damage at the same rate. (Players do not normally heal HP at all) I may tweak this if needed, but in testing it seemed to work fine.

The Hypo has several "vials" that can be selected from, which are represented by the radio buttons below. This is obviously similar to the Marine's grenades. The Stim hypo will restore the ally's stun bar to full, the Boost hypo will restore HP to full. The Boost is quite helpful for when incoming damage is too much for Heal, but you only get 3, instead of 20 for Stims. Again, I may tweak this, but it worked well in gameplay. Basically, I only needed it to kill the first three or four enemies, and then I had plenty of regen rate, even when I had to switch and fight for a while, then switch back to the Medikit and heal myself up.

There is space for two more vials, they will hold various "cures" in the Plague scenario, or a temporary radiation immunization for the Radiation Leak scenario.

The Diagnose button is supposed to work based on the selected player buttons, but for right now it is basically only a scan. I may choose to have it only Diagnose players in the plague scenarios. I have added onto the scan function from the image, so when an enemy is fully scanned, it displays an HP bar under the stun bar, which is shown in the left pane on the right, and the resistance numbers are moved down to make room. All of this is shown only to the Doctor, the Marine now just sees the health diamond and the stun bar, the HP bar and resistances are for the Doctor (and Surveyor) only. Next I will probably change the numbers to a bar graph.

The Blaster button obviously changes to blaster mode. Because I had just taken a screenshot, the Android UI brought up its navigation buttons, and covered up the text at the bottom. So I'll just have to tell you that the blaster is a Mark II Pulsed Plasma Weapon, Model PI-570L. [biggrin]

As you can see, all of the blaster controls on the right are from the Marine's blaster. To the left is the Back button, which takes you back to the player's normal control panel, and "Give Cell To". The background decoration which links Give Cell To to the player buttons above was just thrown together. In the final version where I use Artemis-like buttons, I will probably use Artemis UI elements, such as the arc decoration on the Weapons console, to establish this connection. Anyway, if you have spare Power Cells, and a teammate has used theirs up, you can trade with them. This is obviously most useful for the Marine, which is the only role that can't trade cells back.

The interface probably shouldn't include the Doctor himself, but he's on his own Medikit interface, so I didn't want the selection to change when you switch between modes. The function will just be disabled if you target yourself. For the Surveyor and Leader, who won't select players, I will probably make it four buttons. Note since the Doctor has Select Target selected, no other player is selected for Give Cell To. Most roles will probably initialize the buttons so the Marine is selected.

I welcome any comments or suggestions. Right now the game is only one player, so there is no network connectivity between roles. That's what I'm going to work on next. Once I have it working, I will probably post an APK of the game so you folks can download it and try it out.

Oh, and I almost forgot, based on playtesting, I decided to upgrade all of the standard blasters so they have 20 shots instead of 10. The Marine's more powerful blaster doesn't have as many shots per power cell. This makes it less of a waste for the other Away Team members to use their own blasters instead of giving their power cells to the Marine. The Marine will still eliminate enemies faster and more efficiently, but at least the other roles can compete. And just giving them more power cells wouldn't have changed that.

The reason the Doctor can "just barely" beat six enemies is that he has exactly 60 shots, and a standard enemy takes 10 shots. Torgoth take more shots to kill, so if the mission has any, the Doctor is toast. Fortunately, Shipboard missions now no longer include Torgoth unless you select a Torgoth ship. (And that would be challenging even for the Marine) Arvonians actually take less hits to kill, (but they and Skaraans do more damage) so having them show up in the mission means the Doctor will have shots left over.

notsabbat

Avatar / Picture

Registered:
Posts: 1,297
Reply with quote  #35 
Looking really good! Looking forward to playing w8h it.

__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Jake Ryker

Avatar / Picture

Registered:
Posts: 128
Reply with quote  #36 
Right now, looks interesting. Waiting to kick the tires so to speak. I am sure more comments / suggestions after playing around with it. Looks great so far, and nice progress.
__________________
My job is to solve problems, find amazing tools and toys, and above all inspire people. Serving on board the USS Albatross docked at bay 1325.
Jake Ryker

Avatar / Picture

Registered:
Posts: 128
Reply with quote  #37 
I was just wondering if you had thought about using chromecast / casting as part of either storytelling or combat? Would offer those spectators watching the action to see something happening?

Just a thought?

Looking forward to trying this out... [smile]

__________________
My job is to solve problems, find amazing tools and toys, and above all inspire people. Serving on board the USS Albatross docked at bay 1325.
ryleyra

Registered:
Posts: 3,007
Reply with quote  #38 
Just an update that things have slowed down. I'm trying to implement the networking interface and it's turning out to be more unreliable than I expected. I know Java Sockets can be somewhat fragile, but the problem seems to be worse than I remembered.

More updates as I come up with something...
Trigger Happy

Registered:
Posts: 26
Reply with quote  #39 
Could you have multiple Marines in the combat scenario? if so could you use Nerf gun if you don't have a laser tag thing?
Richard

Registered:
Posts: 127
Reply with quote  #40 
Quote:
Originally Posted by ryleyra
More updates as I come up with something...


Ryleyra, live longe and prosper!
I m looking forward to play It with my friends.
Is there a Beta version availabe for download?
ryleyra

Registered:
Posts: 3,007
Reply with quote  #41 
@Trigger Happy

No, each role is mutually exclusive in a game and you cannot double up on any role. However, all away team members have a limited version of the Marine's gun, so you could have everyone concentrate on just killing all the enemies if that's the way you want to play.

Nerf guns would not be able to interact with the game code, unfortunately. You might be able to make a normal scenario into PvP by using nerf guns, but the "kills" would not show up in game.

@Richard

Unfortunately, the problem I'm having with networking has stalled the game indefinitely at this time. I've been meaning to get back to work on it, but I have other priorities at the moment, so I haven't made any more progress. There is not a beta available for download since at this time it is only a one player game and not really much fun to play. (It's impossible to win unless the difficulty is set so low that it isn't a challenge)
Richard

Registered:
Posts: 127
Reply with quote  #42 
Thanks for the info, ryleyra.

I hope you won a lottery, become a millionaire and have lots of free time to play this amazing game and develop the away team app!

Matsiyan

Avatar / Picture

Registered:
Posts: 70
Reply with quote  #43 
Keep at it ryleyra! Your original progress was very neat. Just wanted to let you know that there is a lot of interest.

Alas, I mostly get to play online so this per se is going to have limited application for me. But the concept very much fits our desire to widen the areas where we can roleplay.

I just wish we could use something like the Mission Architect in the old (now defunct) MMO City of Heroes. Creating away team missions in that would have been amazing with the costume designs and maps available.

__________________
Captain Conrad Matsiyan - TSN Viper
4th Light Division, 2nd Space Fleet, Terran Stellar Navy
TSN RP Community  |  WTSN Fleet News Pulse Podcast  |  Stellar Navigation Console
ryleyra

Registered:
Posts: 3,007
Reply with quote  #44 
I thought I would post some news. I have actually begun work on rebuilding the app from scratch, using Xamarin in Visual Studio. I don't know if the networking issues will run me up against a wall again once I get to that point, but so far I am making progress.

Once I have something that is useable, I will post a whole new thread for the results. But I thought I would post with an update.
HaydenBarca

Registered:
Posts: 198
Reply with quote  #45 
Very cool.  I look forward to it.  I'm tinkering on a different tack on an away mission using Discord and bots.  You've inspired me to post in case anyone else has ideas.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.