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v0.1 Pre-release Notes
Aims for v0.1
To create an obvious progression/storyline for new players with clearer immediate goals - in general, 'make it a bit more obviously a game' (while maintaining the wider scope for general exploration, creativity and new island ideas).
Integration of 'elite'-style galactic-economy with existing worlds/islands with minimal changes.
Get some of the fun old gameplay bits working properly :)
Finish fishing!!
The new game structure
A brand new player to the game is initially given a character selection screen. Here you choose your style of character, grouped along the lines of Economic, Fighting, Leisure, etc.
The character you choose affects your starting world. This is one of 3 or 4
specially built 24/7 worlds, all with a short & simple gameplay style. In game-terms, these
starting worlds are 'Level 1'.
The aim of the starting worlds, as well as to introduce new players to the basic features without overloading
them with complex economic systems, is to earn enough for the player to progress to 'Level 2', by purchasing a
spaceship from the world's starport. Earning enough for this will be a fairly simple task, like making a few deliveries, flying a plane from one place to another, capturing a flag from an auto-defended base, win a crow-fight, etc etc, which should take at most about an hour to complete, depending on how much time is spent prattin about nd explorin.
Once you've got a ship, you can launch into orbit and view the details of the system you're in. Each starting world is in a star system with up to 4 other worlds. You will need to play and do well on at least one of these worlds to earn enough for a stardrive that can take you to other systems in the galaxy.
These other worlds in the starting system will be a selection of slightly longer-term and more complex gameplay goals - like an economy game that would take a couple of days, or a fighting game that takes a few hours (and enough opponents). The emphasis of the worlds in your starting system
will be related to the character selection you made earlier - so a fighting character will start in a star system where all the worlds have a fighting element.
Beyond the starting systems ('Level 3') will be other staff and 'player-run' worlds and islands. Any of these that are well-run and not easily open to abuse may have additional starport items, such as longer-range stardrives and ship upgrades that can be bought in exchange for the local currency, and in time will become a part of the wider galactic economy.
The player will be free to move to any of the available star systems - providing they pay for the fuel - but the total number of star systems available will be limited by the range and capacity of their stardrive. (Which can be controlled galaxy-side.)
Two key new elements to the game will be Starports and Space Stations
Space Stations
Each world has a space station in orbit around it.
Space stations sell items to upgrade ships (at fixed prices determined by the galaxy server) - such as weapons, faster between-planet drives, stardrives (for travelling from star system to star system), armour etc etc. Initially, most of this isnt used or available - space is not yet 'physically' connected (See below) - perhaps a few different drives, a few different ship models and a few different stardrives.
The stations also include subgame, repair and information options.
Starports
These are a new, special building type used on the islands. When a player accesses a starport he is dealing with the galaxy server, not the island server. (Though this is not be noticeable to the player).
Starports give you the ability to exchange money or kudos earnt on the island to cash for your universal character - with the exchange rate regulated by the galaxy server and being determined by how easy it is to get money or kudos on the planet.
On any player-run world or island not conforming to acceptable economy rules, this exchange rate will be limited to a minimal level. (i.e No matter how much you earnt on the planet, you wouldnt be able to make more than 1cr for your universal character).
At the starport you'll also be able to choose to buy special 'universal' items like spaceships and other extras, as well as get general game information and access to other subgames.
A few specific features highlights and info..
If you're jus interested in poppin on for a quick blast or to play on an old style staff-run 'isolated' island,
you'll probably be found hanging out in dingy backwater space stations, where you can access a special limited selection of 24/7 game servers.
Flight mode has been fixed up and is wayyy nice now. Proper physics and fun to fly.. better than before it got broke. :]
CTF is working again, Robocrows have been polished up and new gameplay options have been added for them. Much fun when they work right. STG is also working again.
The stardrive is generally described as "cool".
A new 'remote access' screen means you'll be able to change buildings, models, textures via the client on worlds/islands you have remotely hosted.
Theres now a multiple chat system similar to the one in subspace - once you see the message 'Universal chat server connection active' you can use ; to talk to anyone on your chat channels, no matter where they are in the universe.
To join a chat channel, you type "?setchat chatname"
And you can add more channels, e.g by doing "?setchat chatname,mychat" for example. (To type on the channel 'mychat' proceed your messages with ;2; ) You can have up to 6 different chat channels.
Some bits that ya shouldnt expect too much of yet :] -
Galaxy economy is not gonna be anywhere near like finished for a long while yet - its basically at about
the same level that a 0.009.6 island was, with jus a limited set of basic features.. In many ways, thats probably no bad thing :). Linking the output of worlds directly to the galactic economy (as opposed to thru the exchange rates in the starport) is still a way off.
Full collision detection systems for really good proper jumping off ramp type stuff is being worked on intermittently and will hopefully be added in sometime this year. For now, there are some simplified but stable collision detection options available - these are effective for doing things like stopping ppl driving thru buildings but no use for any serious fun yet :)
Flying around and fighting with other ppl in space is obviously something that would be.. umm.. 'Nice'.
If you think thatd be so nice that you want to pay me to write it.. well, then thats jus sweet :)
Finally -
Special thanks to hedge and fooli who've pretty much been working fulltime on the game for the last few months - hence why its so pretty lookin now :)
Mit 2004
© 2000-2003 Games For May.
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