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LawsonThompson

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Reply with quote  #1 
And here we have v0.1, ready for a shakedown!

There are a few little glitches with timing, and there's an audio blooper where grid echo 5 v. alpha 5 is a bit of a buggaboo... I'll need to re-record the narrative to fix that.

BUT... enough for starters! Needs some Game Master controls IMHO...

MISS_LTE_Bridge_Experience_1 v 18.7.7

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Gypsyjuggler

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Reply with quote  #2 
Fired it and ran it, not through the full mission, but got to part just finishing the target practice. So far so good. I've got some friends who have never played Artemis before planning to come over and try it. I'm gonna start out with this and see how they react.
MarkBell

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Reply with quote  #3 
Woot woot!  We'll give it a run through here sometime soon.
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Gypsyjuggler

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Reply with quote  #4 
When we finish the mission, is there a listing of the voice cast?😁
LawsonThompson

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Reply with quote  #5 
Quote:
Originally Posted by Gypsyjuggler
When we finish the mission, is there a listing of the voice cast?😁


Great idea! I have a few other bugs to fix, discovered during my July 7 test run, and can insert the final cast names in main screen title cards in the next revision.

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LawsonThompson

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Reply with quote  #6 
July 7, 2018 Test Results: "Cautiously Optimistic"

I attended an Artemis party hosted by a friend of mine, who eagerly consented to running the Automated Newbie Mission on his bridge. We had 3 experienced players and 3 total newbies, so a fair mix.

Overall it went fairly well. I've come up with the following necessary fixes:

Volume control: The script needs to adjust the game audio just so, ducking the music under the narration and returning it to normal when narration is done. Then in the main battle, music needs to return to normal volume and stay put until the end of the game.

Probe loading/fire detection: Still need to craft the recommended "detecting a probe has been launched" feature. Presently, the lines which cite that the probe has been launched are just a rough guess based on a timer. They actually overlaid the follow-up narration.

Popup fatigue: As "neat" as the various set dressing messages are when the diagnostics start, it's too much information displayed just for the purpose of having something happening on the screen. Later, the popups are essential to mission progress, but there have been too many by then and crew members were not reading them.

Engineering hints: Missed a hint to put power into impulse and maneuvering; then later, warp. Derp.

Ahead Warp slow: The trek to Vanguard is long due to limit of warp 1 and damaged warp engines--that would be a great time to play the backstory from Vanguard station.

Ship is sinking: Not a script problem per se, but a slight calibration/deadzone problem with the Helm controller caused the ship to sink down below the center. I could actually override this in script.

Go Kill Things!: Crew wasn't 100% sure when it was time to go kill the wrecks. Not sure if this requires additional narration recordings or just a main screen popup message saying, "Leave dock and destroy wreckage" if the crew sits too long docked at Vanguard.

Probes Do No Harm: Somehow it wasn't conveyed to Weapons that once they've selected probes, you can select other torpedos also. The Weapons officer (newbie!) fired 4 or 5 probes at wrecks, doing precisely... nothing.

Elite Torgoth (Sentinel) is overkill: Finally, the main difficult enemy, an over-shielded Torgoth Behemoth with elite AI skills, took FAR to long to kill off.

Thanks for NOTHING, Apollo: Brain stack was supposed to have Apollo take orders. Nada, nothing. Apollo docked with the station and just sat there.

The crew finished in 52 minutes, which was actually more time than expected. This was partially due to the amazing anti-torp skills of the enemy elite AI (whoops!).

I should have fixes in place this week.

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Gypsyjuggler

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Reply with quote  #7 
Any updates on the fixes for this mission? I played around with it again today, and finished the entire mission successfully. One thing I did notice was on more than one occasion, the game gave me a warning stating "Five minutes left in the mission" I didn't time it, but it came up more than  once.

Gypsyjuggler
mandash

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Reply with quote  #8 
I played this today with a few people at a con. One issue that we ran into is if someone missed what was said, it was difficult to find out what needed to be done. Is there a way to add a replay button or to have text at the comms station to refer back to?

We also noticed some audio overplaying each other.

Also had the message say that the probe was launched before it was. 

Looking forward to updates!
LawsonThompson

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Reply with quote  #9 
I have my "worked in testing but crashed at Dragon Con" version ready for upload later tonight. Sorry I didn't get it posted sooner.

I've added some Game Master controls for various features:
  • Add/subtract mission time in 5 minute intervals.
  • Push the narration timer, causing narration pauses to immediately expire.
  • Skip the entire opening sequence and move to "weapon training" phase.
  • Skip to "combat begins" phase.
  • Relocate any ship to any point on the map: useful to simulate an "emergency jump drive" escape to Vanguard if a newbie crew is about to die.
  • Add power to Artemis, including a popup to Engineering for them to read some technobabble about how they managed to work a Scotty-level miracle and get more power.
  • Declare victory!
  • Declare mission time ends.
  • Game Master can send messages to any station, as usual.
The script also pushes hints as popup text when things stall or aren't heard correctly. 

Fixed audio overlap, and the detection of probe launch really works!

The problem: for some reason, the script keeps crashing on my server, but passes testing on other machines. Grr!

I'll post the update later tonight.


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mandash

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Reply with quote  #10 
Great news! Mostly because I intend to run this at a con in November. I'll try to test it out this weekend if possible. Let me know what else I can do to help playtest.
LawsonThompson

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Reply with quote  #11 

OK here goes:

First: the GM screen notes are at the top of the original design document here: 

https://docs.google.com/document/d/1goqdDCowL37A93O0GysTTiq8cSv71A67JC6hpEkBsa4/edit?usp=sharing


And the original download link now has version 18.8.30 of the script: this is the version which SOMETIMES crashed at Dragon Con on my server, so it's not very well "convention tested".

https://drive.google.com/open?id=1MUgfD7-_8na7LnV6bAO5I5B5EZzV7Tbg

 

This assumes that you will have a game master who knows the plot line. Very highly recommended.

If the mission crashes on you, please retain a copy of the log file in the mission directory. It will have a LOT of detail of the most recent mission.


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mandash

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Reply with quote  #12 
I'm going to try to playtest this before the con in November. I'll keep you posted.
Mike Substelny

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Reply with quote  #13 
We may give this a whirl at the Artemis party tomorrow. Thanks, Lawson Thompson!
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LawsonThompson

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Reply with quote  #14 
Hosting my own little shindig tomorrow too! Here's hoping...
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LawsonThompson

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Reply with quote  #15 
Well, got through the entire mission without a crash during our Saturday Oct 27 Artemis party! Crew was at the 11 minute point as they took on the Sentinel, so I used the "Spawn More" to kick up the pucker factor, then added another 20 minutes to the timer. Total mission time was about 60 minutes.

Notable: Sentinel may surrender if you sneak through a nebula and hit it with EMP + 2x Nukes. I'm not sure I like that, so will probably fiddle with surrender chance settings in a future release.

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