Astrox Imperium Devlog 46, Walk around outside your ship!
In this video, I cover a few new quality of life tweaks that make things a bit easier all around. I am sure once the game releases next week, the flood gates will open with new ideas for better functionality.
https://www.youtube.com/watch?v=uekQer9KNjQ
I have added the ability to drag specific quantities of items. By holding down the ALT key when dragging and releasing an item, you will be presented with a slider that will allow you to select the exact amount you would like to move.
I have also added a tweak to the notifications, so that they no longer are obfuscated by the Galaxy Map filter bar, or the Tactical Overlay bar. You can still move these bars around to your liking, but by default, they will no longer block the top notification.
Major changes to the missiles and physics that controls them. I have addressed the issue of slow missiles, by calculating the current speed of the ship when the missile is launched. This will help keep most of the in front of your ship when using afterburners. The missiles will improve their lock on ability when they are within 100 meters of the target. This helps prevent the loopty- loops that can sometimes occur with certain targets.
The big new feature is the ability to walk around outside of your ship. When docking with any structure (NOT Stations), you will automatically disembark from your ship, and have the ability to run around inside the structure, using WASD and the mouse. This functions much like any FPS type game. You are then able to interact with various objects, kiosks and soon, there will be actual NPCs walking around in there.
I plan on adding the ability to rent spaces inside these structures. I will also add the ability to design and construct the interior layouts of these structures, but that will come much later.
I will add the ability to decorate your rented spaces with props, and various in game objects that are collected, purchased, and in some cases, earned.
I am extremely excited to announce that Astrox Imperium has finally found it's very own store page here on Steam. No more hijacking this page for updates. I do apologize for the delay in posts here, but I have been so busy trying to get everything ready for the Early Access launch. With my to-do list is getting shorter by the day, things are looking great heading into these final 4 weeks.
You can head over to the new page, and tickle that wishlist button for me. I will be posting all the future updates on the new page.
I am getting very close to opening this up for some testing from you guys. I can't thank you enough for sticking around all this time. It won't be long before you guys will be able to give this a whirl, I promise. I just need to get a few things in place and all set up before I take the next step with the alpha testing. Anyway, stay tuned, be patient, we are getting close now... and I can't wait!
Here are a few of the latest DevLog videos.
https://www.youtube.com/watch?v=-psPi05g84Y
https://www.youtube.com/watch?v=2XDjuV86a8Y
https://www.youtube.com/watch?v=1EoCqC7kS-s
Here is a video that has a ton of info about Imperium and Astrox HSE
https://www.youtube.com/watch?v=FzE9PlKJdAM
Hey guys, just thought I would post an update to the progress of Astrox Imperium. I have really gotten myself into a groove lately. I am averaging about 7-10 hours a day, every single day for the past 4 months. Things are really shaping up, and I am beyond excited about how this is coming together.
https://www.youtube.com/watch?v=Fyy-dYuQsAM
Check out the NPC Mercenaries. I have added some additional functionality to the Fleet UI panel, allowing you to manage the tactical stance of your formation. This lets you switch the Mercs behavior between evasive, neutral and aggressive. In evasive formation, a Mercs will immediately return to the nearest station when any damage is sustained. In neutral, the Mercs will stay by your side, target what you target, and basically follow orders. In aggressive, once damage is sustained, they will break formation and attack the target that attacked them first. This is great when you have a mixed fleet of combat and labor oriented ships. The workers can keep working, while the combat guys keep the rats off your tail.
I also show how Mercs are hired in the station lounge. fairly simple and straight forward at this point. When a Mercs is hired, he is removed from the list. When a Mercs is retired, they will return to their home station in their respective home sector, and will become available for rehire again.
I've worked a ton on getting all the ship templates put together, and I am just about done with all 36 base ships. I plan on doing about 5 variations per base ship, so that's about 180 ships total. Lots more to do on that front, but little by little, I am getting there.
Here is the latest promo video 4... Promo videos have no commentary, and only show game-play with in game music in the background. I did manage to figure out my screen capture software, so the quality of these videos have finally improved to HD quality. Anyway, hope you guys enjoy the progress.
https://www.youtube.com/watch?v=anNfHc_bk9s
Please take a moment to follow me on social media, especially if you want mid week sneak peaks on what I am currently cooking up.
Hey guys, thought I would go ahead and make a post outside the forums for those surface dwellers who are looking for Astrox Imperium updates at a glance. I have been posting every week on my youtube channel ( http://www.youtube.com/jacemasula ). Most of the videos have commentary that gives you a basic overview of what I have been working on throughout the week. Subscribe if you want notifications when I post a new video. I usually upload them on the weekends. Anyway, enjoy!
If you are looking for last weeks podcast video with the guys from SpaceGameJunkie.com, you can find it over on ( https://www.spacegamejunkie.com/podcasts/sgj-podcast-227-astrox-imperium-contest ) . If you are a fan of space movies, check out the constest for a chance to win a free steam key for the game. You can also watch the Podcast stream below. Almost 2 hours of in depth commentary about the game and its features. Lots of great info in this one.
https://www.youtube.com/watch?v=uUwmgQCMfm0
Astrox Imperium
I have been somewhat silent for awhile now about what I have been cooking up behind the scenes, but today, I am excited to reveal that Astrox Imperium, the sequel to Astrox HSE, is on it's way .
As many of you know, Astrox was designed as a browser game, and because of this, many limitation were hard-coded into the game to help
optimize it for web play. It was only after the success of Astrox on Kongregate that many of you began asking for a stand alone version. I was directed to Steam by the players, and after much work, and plenty of hoop jumping, Astrox hit the Steam Store 2 years ago. It didn't take me long to realize that Astrox could be so much more if it had been designed as a stand alone game from the start.
I'm proud of this game and I want to make it the best that it can be. To do this properly, I had to start over from scratch, taking all the best parts of web version, and adding everything I would have added if there were no limitations. I am ecstatic to announce that after working diligently for the past year, my vision is finally coming to life. I started with a clear plan on what I
wanted to accomplish, and I would like to share some of that with you now. Hopefully this post and video will convey what Astrox Imperium is, and what you can expect to find when it is complete.
What is Astrox Imperium?
Astrox Imperium is a stand alone game that will have it's own store page, separate from Astrox HSE. It is not a DLC or expansion of Astrox HSE. It is slated for release in the 3rd quarter of 2018, and will include all the things I wanted for HSE but couldn't add without an entire code rewrite.
What will be different about Astrox Imperium?
Almost everything. I basically kept all the concepts that worked, and added all the stuff that was missing. I have read every review, suggestion, comment and idea that players have submitted over the past two years. I took notes and tried to find the best way to implement these features without making a mess of the fun parts. I think I have found a nice balance between the immersion, and the functional game-play elements.
MOD tools?
The game will include all the MOD tools I have created and currently am using to develop the content. This gives you the ability design and create just about everything in the game. No additional programs or files will be required, and everything you create can be shared via the workshop so that other players might enjoy your hard work.
Storylines and Factions?
Astrox Imperium will has a rich, unique, non-linear storyline, allowing you to play through missions and quests for 6 main factions, each with 2 sub factions that represent certain interests. By doing missions for these factions, the perspective of good guys and bad guys change. You are never locked into any faction, and with a little hard work, you can literally switch sides. Are you a pirate looking for the next big score? Lucrative, but you'll run into problems with the law. However, If that gets old, you can befriend the allies of your enemy and eventually get back into the good graces with those who once hunted you.
Combat Physics?
All active modules will not only be visible on the ships, but will function in a way that allow for a whole new level of ship configuration. Turrets actually turn, track, and lock their targets. Where you place these weapon modules will effect your combat play-style. Projectiles , missiles , beams and lasers, shields, engines, etc... will all operate within the physics engine, no RNG at all. This opens up combat to a whole new level. All NPC's play by the exact same rules, and are limited by the same weapons physics that you are. The direction that you point these modules will allow for endless configurations, and thus play-styles. Focus all modules in one direction, or space make use of their ranges
Example: If you are piloting a ship that has all the modules on one side of the
ship, you will find an advantage in broadside combat. Adding a passive module to improve your turn speed could make all the difference. Perhaps you choose to equip additional Engine modules to your ship, and have your weapons facing to the rear of the ship, so that you can deliver damage to ships that chase you, keeping them out of range as you use your superior thrust to escape their weapons systems. Maybe you move the weapons to the front of a ship, for a head on, guns blazing type configuration. The way you configure your ships are limitless. The same ship, with the same modules, can be configured many different ways to achieve various combat
play styles.
NPC's?
They are smart! they play just like you do. All NPC's are aligned to one of the 12 sub factions, behave accordingly, and are persistent in their actions and ability. They will reconfigure their ships, just like you do. They will optimize and adapt, just like you. You will actually learn a lot by watching NPC's.
Example: If you destroy an NPC miner that was mining Adamyte, you will discover that exact amount of ore in the wreckage. If an NPC grabs a crate that you dropped while you made a quick run to a station, you can recover your stuff by waxing them. The NPC AI is smart, and plays just like you. You can literally follow them to a station, and watch their stuff hit the market.
Command A fleet of NPC's-
You will be able to hire, befriend, and in rare cases enslave NPC's. Set their
targets, assign support roles, and even trade and equip their ships to make the most out of your missions. Create an organization and assign, train and level them up.
Sandbox play-
If you prefer the no story, procedural creation sandbox style play, you will be able to adjust practically every aspect of how the Astrox universe is created. If you thought The first Astrox had a lot of sliders to play with, you will be very happy with the new options available to the the galaxy generation screen.
Exploration-
Using the ship scanner is how you are able to lock onto targets, whether they be stations, resources , npcs or warp-gates. Each ship can only hold a finite number of locked targets in the targeting panel. You can toggle the Auto-scan feature, which will send out a new pulse scan when the ship has an available slot in the targeting panel. This allows for a feeling of true exploration, as not everything is always visible. Dense gaseous clouds and refracted light can obscure objects in space, and using your scanner will make uncovering them , much more realistic.
Along with the new scanner system, you will also find your exploration limited by the energy and life-support systems.Keeping close to a star will allow your solar systems to recharge your ships energy efficiently. the closer you are to the star, the faster it will charge. Not all sectors have stars, and in some cases, you will need to stock up on auxiliary power before exploring areas without a constant source of light.
Life support?
This is a new attribute that has been added to allow the player to manage their reach of exploration. Life support breaks down into 4 categories.
⦁ Food - You gotta eat right? Your ship comes equip with a food synthesis unit, and food items can be created in space using special food items. These will provide various bonuses to the pilot, and can be useful when training skills, engaging in combat, mining , or just plain exploring. You never 'Run Out' of food, but by discovering or purchasing new food items, you can manage your food systems in a way to exploit the play-style you prefer. Yes, there are space-burgers.
⦁ Water - is also an important factor of your life support system. Similar to food, your water collection, and filtration systems will provide you with clean drinking water and hot showers. Water is greatly effected by temperature, and if things get too hot or cold, your water will become and issue, thus limiting your exploration range.
⦁ Thermal - It's cold in space, and you need to keep warm. By upgrading and improving your thermal systems, your ship will provide the adequate warmth needed to maintain a comfortable temperature onboard. The further away from a star you are, the colder things get. Extreme temperatures can effect your ship, its modules, and so on. If you get too far away, and your thermal systems cannot keep the ship warm enough, you will suffer from malfunctioning equipment, thus limiting how far you can explore.
⦁ Waste disposal - At lower levels, waste is just ejected into space... I know, it's messy. But as you improve your waste management system, you will be able to extract and utilize the waste so that the resources it can provide are not wasted. You can wear diaper if you want, but at higher levels, you will be able to process and extract valuable resources and use the waste you produce in a productive way.
The best way to summarize the Life Support systems as it applies to game mechanics is this. The better your life support, the further from a station, or outpost you can travel. Eventually, you will need to construct you own outpost to allow for safe docking when exploring the furthest reaches of the Astrox universe.
New Targeting Mechanic?
Each target capable module now has independent targeting abilities. Only specialized modules effect all current targets. You can have each mining laser focused on a different rock, providing the range and position of the rocks do not interfere with the individual module's range of motion and orientation.
I am also very happy to announce the launch of AstroxImperium.com A new website dedicated to showcasing the development process. If you have questions or ideas, that will be the place to share them. It is still in it's infant form, but over the coming weeks, you will find all kinds of good stuff to keep your appetite at bay.
Build 67 : Local Save Game fix
I have removed the saved game function that was using the windows registry. The game now saves into a local folder called SAVE_DATA in the astrox_Data folder. (Right next to the MOD_DATA folder). When you load your saved game, it will pull the data from the registry and place it in a save.txt file. Once your game is saved, you can clear the old save and the game will use the txt file from there on out. make sure you see your saved game before clearing your old one. If it looks like your game isn't saving, clear the slot and the txt save will replace it. i will be hanging out on the forum if you need help.
This will also allow players to modify saved game data, I will be opening up the workshop soon with tons of info about what all those numbers mean in your saves, as well as the MOD_DATA files.
(HELP!!! i lost my saved game!!!)
If you open astrox and do not see your saved games...
Step 1, close astrox... do not create a new game, do not click clear all... just close the game
Step 2, open your ASTROX folder
C:\Program Files (x86)\Steam\steamapps\common\Astrox\astrox_Data
then open SAVE_DATA folder. You will see some files called old_slot_1.txt , 2 and 3... along with the new save txt files.
Step 3, Rename the old_slot_1.txt to slot_1.txt and do this for any old saves you have.
Step 4, restart the game... and enjoy.
Ship Editor, Astrox Sale
Astrox will be on sale for just 4 bucks over the next 2 weeks. I was hoping that some of the younger gamers with tight wallets can knock this one off their wishlist. I can't thank everyone enough for the support over this past year.
Okay on to the good stuff!
I am slowly getting back into the swing now that the kiddos are back in school. I have been working quietly on some stuff behind the scenes and I figured it was time to share.
People are asking me for a number of things, and it seems like one of the biggest improvements I need to make is a scaling UI. You will be happy to know this is in the works. With this new UI system, I have already started working on some basic editors for Astrox. The SHIP editor will allow players to construct the ship model from various smaller components. Then you can edit the base stats along with special bonuses and hindrances.
The editor will create the TEXT file that holds all the data for the ship itself. thus allowing you to share designs with me, and each other. Stations, NPC ships, etc will also be editable.
I am currently working on the the flight mechanics based off of the engine position and stats. This will allow players to design some interesting ships, that all fly and feel different.
Anyway, just wanted to give everyone a heads up about what's been cooking. Again, I cannot thank you guys enough for the feedback and support. I will do my best to make Astrox a gem we can all enjoy for years to come.
Developer Webcast, In Two Weeks
We've recovered Momo's ship from dead space and cracked open his cryostasis chamber. As soon as he's gone through the decontamination scrubbers, we'll be doing a live webcast Q/A with the developer himself.
The webcast is ear-marked for the second week in May and provides an excelent opportunity to talk about what's next for Astrox and to answer any questions you may have.
Specific date and time to follow in the coming week so stay tuned!
Build 66, NPC Merchants, Sprites, and bigger text.
Build 66
*Fixed mouse over tooltip for pause button.
*Fixed magic crate bug.
*Fixed asteroid respawn / regen bug.
*Fixed Permadeath - reload pause bug.
*Fixed small bug with qty slider in market.
*Fixed graphic bug with tootip overlay on galaxy creation screen.
*Fixed Death + Drone docking bug.
*Adjusted font face, sizing.
*Adjusted font sizing on tooltips for galaxy creation screen.
*Adjusted COMM LINK button size to match others.
*Added Foward and Back buttons to pilot avatar selection.
*Added new options for Text size adjustment using sliders.
*Added new toggle option on main HUD for friendly fire, default is off.
*Added new map Layout option in galaxy creation, 'Tree'.
*Added Popup notification when attempting to open a crate with no room in cargo.
*Added scroll bars to notification text popups, to allow for larger text.
** New Feature: There are now NPC merchants that will buy rare modules at a decent price, or sell them for a fair one.
The number of items that a merchant will sell is completely random. However, the high level merchant, the better stuff he
might sell you. The merchants will buy any rare modules you want to sell with no limits on what they will buy from you.
** New Feature: New NPC type, called Sprites. They have no shape, or form... just balls of energy and light.
They behave strangely, and no one really knows where they came from, or what they are doing. normally harmless, but rare reports of
strange effects on ships, some good, some not so good. Best to avoid them to be on the safe side.
*Ships data, now loaded from (MOD_DATA) folder.
*Skills data, now loaded from (MOD_DATA) folder.
*Modules data, now loaded from (MOD_DATA) folder.
*Asteroid data, now loaded from (MOD_DATA) folder.