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(6 edits)

Actually, I liked your code a lot. Polished and well organized.

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The only thing I would change is the way loadOutTimer works to allow different load times for different weapons/torpedoes/mines.

Now it is decreasing 3 turns and load when 0. I would change it to 1 and when 0 await loading... If 0 check the returning weapon before loading:

"110_classes_core.rpy", line 2354, code

      GAME.ship.equipAddOn("launcher", torp.ID, i)

then depending on the returning weapon you set the turn number to reload

e.g  now if mines, +1 turn if low end torpedo, +2 turn if hi-end torpedo and so on...

and then you issue the load command and reset the loadOutTimer to 1

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about torpedos: Since I did not see an  ""AOE": 1" in those (205_init_items.rpy) I guessed they should not have AOEeffect, although it seemed strange for "ITMArmageddonCore". By the way "ITMEMPPod" and "ITMAttractor" existed in previous versions and were removed, will be added later or is forgotten code? 

Some other things that did not ask/report earlier, since I did not know if they are bugs or intetionally desinged that way:

- "ITMTorpedoVoronMkII" and "ITMTorpedoHellcore" have both C_ENE*40. "ITMTorpedoVoronMkII" shouldn't have C_ENE*39 ?

- "ITMTorpedoVoronMkII" cannot be bought anywhere. Is it a Zealots exclusive weapon?

- when going into stealth/cloak the loadOutTimer does not change (bug?)

- when launching mines "ITMMineCluster" around the ship both the timer and the loadOutTimer do not change (bug?)

- "ITMOreGalaxite" shouldn't be priced higher since is the most rare mineral? ???

- torpedoes line effect. Instead of instant display it would be visually better to change it to particle effects as you have done with the exploding circle. particle gradually increasing when closing in to target and after it hits, gradually fading starting from the launching ship.

I will have to look over quite a few aspects of the combat code. So far I superficially tested it and moved on when it appeared to work. I went onto work on other things but there are probably quite a bunch of features that do not work as intended.

thanks for your suggestions and ideas in that regard. Today I went over my loadout template code and the auto reload code and refactored that because it actually did not work properly.

Hi, after analyzing the code here are some thoughts
- voron mkII is zaelot loot only
- loadouttimer for mines/ core activated too
- galaxite price increased > chtonium
- hellcore x * 42, voron mkii x * 38 now
- AOE for core not required as it one shots everything on the map
- attractor and emp were not implemented

Regarding loudout time i do not want to make it ovrly complex and confuse players so its the same for all.#

reload code was actually faulty and I refactored it completely to work as intended. If you enter battle, loadout is now "recorded", that is it is used as template in combat. Non recorded slots fill with best available

animation chnges in pygame I have noted but for future consideration due to complexity and not get sidetracked.

Thanks again for the ideas and hints on code issues!

(5 edits)

You're welcome.

Two final thoughts related to gameplay:

1) Unique Night events (like infiltrator,lab,etc):

Instead of happening between "sleep" (... later that night ....)and "Day X" save point

would be better to trigger them right after "Day X" starts (...earlier the previous night....) before assigning jobs to crew members

2) members jobs and proficiency

When the max tec level (and/or submission level) is reached you can give some Jobs a bonus as reward.

Examples:

Tris (pluged)

"JOB_Pods" becomes "JOB_Pods"+"JOB_Diag"

"JOB_Torps" becomes "JOB_Torps"+"JOB_Diag"

Nimhe (pluged)

"JOB_Upgrade" becomes "JOB_Upgrade"*2 (6x upgrade parts)

Khelara (pluged)

"JOB_Loadout" becomes "JOB_Loadout"+"JOB_Repair"

Kehlara (pluged) + extra training quest (while pluged)

set the initial "loadouttimer" to x 

if the quest completed  and if khelara(pluged) "loadouttimer" becomes x-1

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 about the strange battle bug (Nephilim Projector and subunites destroyed)

if with turned_hostiles you defined the enemies that got manipulated then the problem should be at the:

# proximity detonate / drone or seeker hit?

lines with strings

if i.focus.shields <= 0:

destroyedSubunits.append(GAME.ship.destroySubunit())

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as it is, turned_hostiles destroy the subunits of both enemy and ownship, since the initial definition "if i.kind == "seeker"" resolves to both active_hostiles and turned_hostiles

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Thank you for the game and for answering all my questions

(2 edits)

forgot to mention earlier

I like the changes.

I only porposed two different loading times for light and heavy wepons, because mines, Photon and Neutronic become obsolete after krell space, since their C_ENE is weak compared to canons. Maybe you can add with "weapon license 2" a C_ENE+2 to Photon (C_ENE 6+2) and "weapon license 3" C_ENE+4 to both Photon (C_ENE 6+4) and Neutronic (C_ENE 12+4)

and change "ITMTorpedoBFT" C_ENE from 20 to 22

or better add the C_ENE+4 for those two to level "grade_3" launchers

(1 edit)

"ITMLauncherMkII" "A torpedo launching unit of Voron Design with up to six active loadout slots. Brings out the full potential of Photon and Neutronic torpedoes"

Hi.
thanks a lot for the report (especially the destroyed subunits)!
As these all were really helpful I'd like to send you a 3 month membership voucher for Patreon (if you can use that platform). Then you can easily join discord for reports, suggestions and game info. My discord is paid patrons only, thats why the voucher ;)

If you are interested:
- Join my patreon (free tier) and contact me via the private patreon member chat and I can send you the activation link.
- Make sure to _not_ subscribe to any paid patreon tiers or the voucher cannot be redeemed as long as you have a valid subscription
- this thread is publicly readable, so in order for me to know its really you please include some fact in the patreon chat message  that confirms that its really you (some detailed combat code insight a normal user would not have etc... ;) )  

(4 edits)

You're welcome and thank you for the offer.

I posted a message in your Patreon under your post "Space Journey X - V2.30 - Feature Complete!" (October 9) (/posts/space-journey-x-140836028) under the username "Fantom": 

"Hi y.v. This is pan from itch.io 2 more bugs that I did not report yet, related to battle focus and turned_hostiles. Probably to the "AI RELATED" settings. 1) If visible or ownship lost focus (because of underverse plates) the turned_hostiles stop moving when they should and 2) when their target gets destroyed->wreckage they should change focus to another mob instead of continuing to hit the wreckage. (I'll post the same message in itchio in a few minutes...)"

ps. ---I should have wrote "if not visible or ownship ..."

(1 edit)

patreon: private messages to creators are not allowed for free members:

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You can privately message creators on Patreon if one of the two conditions is true:

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After relooking again at the items value...

what breaks the balance in battles and torpedos is "ITMLauncher" C_ENE *4.

I would set the output like this (should balance outputs without modifying other scripts)...

---------

Torpedos output faq:

B = Base output = 8

G = generation upgrade = 6

I = immobility penalty = -6

U = unique race bonus = 4

L = Loot only bonus = 2

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I would change 

"ITMLauncher" from *4 to *1

and the torpedoes

"Photon" from *6 to *8 (B)

"Neutronic" from *12 to *14 (B + G*1)

"MineCluster" from *16 to *18 (B + G*2 + U + I)

"BFT" *20 (B + G*2)

"Voron" *30 (B + G*3 + U)

"VoronMkII" *38 (B + G*4 + U + L)

"Hellcore" *42 (B + G*5 + U)

"Swarm" *50 (B + G*6 + U + L)

Thanks for the proposal.
Will have to look at it carefully as balancing should not be done too often to not annoy players.

If you can let me know on discord (features channel) in what way C_ENE*4 breaks balance it would be great so I can understand it.