Aaaand we're back!
The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.
Who we have
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@FCfromSSC - 2D/3D artist
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@Southkraut, @RenOS, @netstack - Interstellar Warfare Consultants
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Me - developer
Who we need
The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into
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developers: “mission” code, “strategic” system map code
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artists: 2D (user interface), 3D (space ships, weapons explosions)
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writers: worldbuilding/lore, quests, characters
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testers: the way the any program works always makes sense to the developer, so feedback from people who aren't me is always appreciated. This is a pretty easy way to get involved, though it does require an initial investment of buying Freespace2, at least until we manage to turn it into a proper total conversion, and use only our content.
A small note if you want to contribute:
Don't be afraid to ask questions however small, or silly you might find them. This is literally one of the primary functions this thread has. The Hard Light documentation is... there... but it's not great, and between that, the peculiarities of LUA, the FS2 scripting API, RocketLib, and other parts of FS2 modding, it really might not be obvious how to resolve issues you run into. I might not be able to answer all questions, but I've dabbled in all these things, so there's good chances I might be able to help.
What we have
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An official Highspace Github Org and Repository
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An official Highspace Wiki
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Even more concept art for ships, curtesy of @FCfromSSC:
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A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.
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A “tactical” RTS-like in-mission view where you can give commands to your ships.
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A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.
Updates
November was a mess for me IRL, December was Christmas time, and even though January was busier than I would like, I managed to get some work in. The biggest change is the Battle Group split / merge feature. Also did some refactoring because there were way too many ship lists to keep track of whenever any ship is was added / removed, but of course that's not the kind of thing that lends itself to flashy gifs. Another change that I managed to get in back in November is setting up debugging with EmmyLua which helps in development a lot.
Bugs found
- Cannot jump into mission without “Alpha 1” being present in group
- Crash on win/lose of the game
- System map targetting is off - sometimes the target ship moves on before you reach it
What's next
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Improve the simplified orbital mechanics
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Fixing the bugs
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AI code for System View ships, first for plotting the course, and if time permits for some basic enemy movement as well.
Jump in the discussion.
No email address required.
Notes -
Whoops, I meant in terms of in-fiction resources, not necessarily in-game. It’s not enough for the frigate to have better sensors than a fighter; it has has to have better sensors than however many fighters you could buy/staff/fuel instead of a second frigate.
I’m envisioning something where you can set up zones on the map to run your fighter patrols. Region on the map, region around your fleet, or cone around your direction of travel. Abstract your fighters patrolling in that region. The size of the region (and distance from your nearest base) would determine your chance of encountering enemies who are within, and succeeding at that random chance would give a popup letting you start a fleet battle. Obviously if the enemy reached your permanent sensor bubble, you’d see them either way.
Love your feedback, man. Yeah, that's obviously a batter solution (orders of magnitude easier to code, if nothing else). I swear my 'tism wanting to model everything will be the end of me.
Shit, wanting to model everything is literally my job title.
Maybe this weekend I can get the debug version installed properly. I do want to contribute instead of play peanut-gallery.
That sounds like a sweet job, though maybe I'd change my mind if I had to do it every day. OTOH, maybe that's just the cure I need.
As usual let me know if you need any help.
Compiling from source could be a good idea, it's pretty straightforward, and you'll need it anyway if you want to attach a LUA debugger (though so far I was only able to figure that out on Linux)
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