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My Time at Portia enters Early Access on Jan 23rd 2018!

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Topics - Zifei

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And yes, some aren't in yet. And that needs a name creature needs a name. 8)

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Planet Explorers General Discussion / Save games
« on: September 02, 2013, 09:41:43 AM »
A couple of people have been emailing us about save game files...well, we're been way beyond 0.62 now so our save files won't work with yours anymore since we have added more stuff. Anyone want to post theirs (probably all the way up to Earth camp would be best)?

You'll probably need to delete all the custom stuff in your bag/creations editor before saving it out since that'll cause errors as well if the person using your save don't have these isos.

Thanks!

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Planet Explorers General Discussion / A0.62 Action Trailer
« on: August 21, 2013, 08:33:04 AM »
http://www.youtube.com/watch?v=AljyzPfY0Ao

I'll also address another point. A lot of people have been asking me about "hey, why aren't you marketing it more?!" Well, the short answer is we're really busy with actually making the game. The word of mouth for the game has been pretty good so far, so we don't have some dedicated community guy out there trying to spread the word.

As for actually talking to the media, I do contact some of them every time we put out a major release. That's what the above trailer is for. Still, overall, I think PE won't be a good enough game until a0.7 comes out with the new building and farming and colony. Then, we can market it as a full on colony sandbox game, which is what we aimed for in the first place. So basically, we don't market it because we don't think it's good enough yet.

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Planet Explorers General Discussion / Forest animal names
« on: August 17, 2013, 12:57:48 PM »
http://www.indiedb.com/games/planet-explorers/images/forest-animal-names

Yeah, we got lazy and started skipping the scientific names.  :(

20
Planet Explorers Bugs / Bug Tracker
« on: August 13, 2013, 07:46:25 AM »
Hey everyone, try to use the bug tracker up in the menu, it should help all of us keep the bugs in a database and not repeat post bugs.

You might need to log out and back in before you can use it.

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Planet Explorers General Discussion / A0.62 and the future
« on: August 12, 2013, 12:49:05 PM »
So, we're going to release a a0.62 in the next 2 days, with Linux and Mac builds as well. This build doesn't add any features, it fixes a lot of the current bugs as well as some balance tweaks.

Looking forward, we'll probably release a a0.65 build between now and a0.7, probably in late September. We haven't decided what to put into this build yet, mostly just story progression, probably.

A0.7 will be the biggie. We're changing the way we build in the world, you're going to get block and angles for shapes instead, the resolution will be at 1/4 meter, and yes, you can change the size of the brush from 1/4 all the way up to 1m. For a 64bit build, this could be even smaller, say 1/8m. You asked for it, you got it.  :) Because of this, buildings will now be done on the outside and not in the editor. So we'll rewrite some of the colony coding. If we work fast, we might get this in for a0.65.

The other thing we drastically changing is the creations editor itself. We'll aim to allow you to turn the object, turn the templates, decals, bevel, smooth, more colors, add effects, and most importantly and awesomely, import your own textures (up to 16 per iso).

Oh yeah, and the adventure mode will be focused on, we're aiming for random set generation by this build, so you can get a random alien town. And we'll be taking a look through that suggestions thread to see what we can pick up.

And more, like farming, npc jobs, boats, pvp in multiplayer, etc.

So the bad news is it won't be here until sometime in November.

22
Planet Explorers General Discussion / Alpha 0.61 Released
« on: August 06, 2013, 04:18:44 AM »
PC for now, MAC/LINUX later.

Torrent: http://www.pathea.net/a061p.torrent

Direct: http://www.indiedb.com/games/planet-explorers/downloads/planet-explorers-alpha-061

Also, there’s no patching this time, since we sorta forgot something important, which is, we changed the terrain a lot. The terrain takes up the most space in game, and when we update it, it does it as a whole chunk. The patch itself ended up being 1.85G this time, while the entire game was 1.9G…yeah.

Changelist:

- able to load iso files in build/adventure mode
- bullet script and other new scripts
- torches become charcoal when picked up
- andheras will run from flares (sometimes!)
- might want to check out the cave near Carter Camp
- script for ladders
- climbing ladders
- flying enemy when flying to a certain height
- chop and pick up plants in adventure
- adventure mode working
- adventure mode starting with way less things in the pack
- able to dig tin to replicate bronze with copper
- pickaxe balance
- custom shields in the creations editor
- chairs for npcs to ride in vehicles
- npc able to shoot in vehicles
- crystals for Hitomi’s quest
- repair kits in camps to fix items low in durability
- gunpowder script
- grenades
- can pause a mission in the middle, leave the npc there, do other things, come back and lead the npc on
- fixed multiple launcher, Mac, Linux bugs
- chat ui in multiplayer
- bigger ore deposits, less random (still no detector yet, working on that)
- more stable settlement
- sentry gun type 01
- fixed bugs

This build should have slightly higher framerates, but the memory problem is still there for 32 bit folks (so we still suggest you use ramsmash and/or use the lowest settings in game). Once Unity has the ability to release 64bit builds, we’ll probably do 2 builds for 64 and 32bits.

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Planet Explorers General Discussion / a0.61 status update
« on: August 04, 2013, 06:14:01 AM »
Just 2 problems left for this build. Our lead programmer spent the last month optimizing the voxel generation algorithms, so now it uses less memory and is more efficient...but when we merged it in, it caused Armageddon, stuff broke, lots. So we're deciding whether we want to include that in the build or not now. Fixing stuff will take a couple more days probably. The second problem is when we merged new animations in, since the mainline npc, follower npc, and player all use some parts of the same animation, what might work for one might not work for the other. I think this has been mostly fixed last night. Anyway, it's just a bunch of headaches. We're taking today off and will try to finish it up tomorrow.

As far as the balancing is concerned, it's actually pretty fun. The sentry has some great things going for it (2 sentries can finish the Chen tower defense mission with a little help from the player), but it can be taken out fairly easily (1000hp), it's not cheap (1200 meat), and you have to constantly add bullets to it. We'll see how everyone plays it and change things based on the feedback. All the parts for vehicles and vtol can be gotten through quests now. Oh...and you know that cave that's right by Carter camp? You might wanna check that out now.

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So we're actually going to add quite a bit of stuff to the a0.61 build. Having a bigger team is really helping our speed and ability to tackle multiple things. The bad part is organization is a lot sloppier now since we're keeping track of a lot more things and bugs slip through the crack easier. If all goes well, we'll release the 0.61 patch next week (and yes, it's a patch, although it's still pretty big, since Unity's asset files can't be cut up).

- able to load iso files in build/adventure mode
- bullet script
- torches become charcoal when picked up
- script for ladders
- climbing ladders
- flying enemy when flying to a certain height
- chop and pick up plants in adventure
- adventure mode working
- adventure mode starting with way less things in the pack
- able to dig tin to replicate bronze with copper
- pickaxe balance
- custom shields in the creations editor
- chairs for npcs to ride in vehicles
- crystals for Hitomi's quest
- repair kits in camps to fix items low in durability
- gunpowder script
- grenades
- can pause a mission in the middle, leave the npc there, do other things, come back and lead the npc on
- fixed multiple launcher, Mac, Linux bugs
- chat ui in multiplayer
- bigger ore deposits, less random
- more stable settlement
- sentry gun type 01
- fixed bugs

25
Planet Explorers General Discussion / Adventure Mode brainstorming
« on: July 20, 2013, 05:41:24 AM »
We have got 1-2 programmers and 1-2 artists focused on adventure mode now. We have some ideas of where we want to go with this. Everything will be procedural. We'll start fitting in towns and npcs and mission. The landscape will get better. The biome type will get much more distinct. But what would you like to see? What do you think will make this mode fun? What would make it unique instead of "hey it's a hi res version of Cubeworld."

Try to be realistic, don't ask for animated voxels and the likes.  :P Open season though, I'll read everything in the thread, and if it's feasible, and we think it's a good idea, we'll try to implement it.

26
Media / Legend of Korra
« on: July 19, 2013, 07:43:17 PM »
First book 2 trailer: http://www.youtube.com/watch?v=7ftLm52V1y0

 :)

Hype train!

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Planet Explorers Multiplayer / BTW, if you're not connecting
« on: July 12, 2013, 09:31:53 AM »
Please post your log found in the ..\HostServer_Data\Log\ folder. That'll help us a bunch.  :)

28
Planet Explorers General Discussion / Turret gameplay direction
« on: July 09, 2013, 02:18:05 PM »
Hey everyone. I was having a long talk with our number crunch designer today about how most of the current players seems to be going at the game similar to Skyrim/Fallout, sword in hand and guns blazing. We thought it was going to be "this enemy is too tough, lets build some turrets!" Instead it's, "this enemy's too tough, I need lots of potion and medpacks and revival shots and oh **** why did this wolf join the fight!"

So with that in mind, I was thinking maybe we should try to go in another direction with this, by making turrets much harder to obtain, much harder to place, but also much more powerful. So this way, instead of being part of the core gameplay, they're more of an addition to the core gameplay.

What do you think? It's just an idea right now.

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Planet Explorers General Discussion / Alpha 0.6 Released!
« on: July 08, 2013, 07:48:10 AM »
http://planetexplorers.pathea.net/alpha-0-6-released/

Hey all, it’s been too long, but we’re finally done with the alpha 0.6 build. There were just too many things packed into this build for us to move any faster, but we should have scheduled better. We’ll try to make the build content smaller for a0.7 (yeah right knowing our personalities) so we can hit our scheduling better.

As for alpha 0.6 itself, the build is no longer free to play, for anyone that wishes to only try out the game, please try alpha 0.53. We’ve reached a point in the game’s life where we think it’s actually worth people’s hard earned money. To get into the alpha right now, you can just pre-order it here: http://planetexplorers.pathea.net/order/ (if you like the game, please help to get more people to support it! we do still need the financial support especially as we have staffed up to make the game better). For early backers from Kickstarter and Paypal, we’ve been sending out your keys over the last few hours, if you don’t get your key within the next 24 hours, please contact us at admin@pathea.net, check your spam folder first though (we really screwed up and sent the email out as “hello player”). Currently, the build is for PC only, we’ll be releasing the Linux and Mac versions later this week. For anyone looking for a direct link, we're working on that, check up on the game's page over the next 2 days for that.

Here’s the changelist for Alpha 0.6:

- flare gun with very cool flare
- blaster gun
- stun gun
- rifle tupe 2
- gatling turret
- proton turret
- battery (to power things such as blasters, shields, and other energy devices)
- 12 men hair styles
- 15 women hair styles
- 2 all new face types (f/m)
- building creation (5 types)
- launcher for game with patch updating
- minerals everywhere
- random mineral patches
- 5 new armor types
- caves everywhere
- new adventure map random seeding (with names as the seed, so "Planet Godzilla")
- random map is now looking great and infinite
- flora on random map
- new npc system
- new npcs
- ragdolls for ai
- new forest animals
- switching items no longer have frame drop
- new save ui with instant picture taking when saving manually
- multiplayer adventure and build modes
- new inventory for multiplayer
- digging materials in multiplayer
- freed around 100MB of ram
- vertical take off craft creation
- settlement building
- new landscapes
- new missions
- new locations
- new weather
- new moon cycle
- new materials such as coal and sulfate
- player being able to load items other players made in multiplayer
- alien base
- alien ai
- personal PC UI and functions
- using shield (defaults to the ctrl key)
- energy shield
- glass windows
- invert mouse in first person and gun mode
- tree cutting progress bar
- overheating for vehicle weapons
- animals causing area damage to other animals
- items durability (include turrets and vehicles! Fix them up in the repair center for now)
- andhera queen
- flying bird small
- layerback boss
- blindatillo boss
- player being able to load items other players made in multiplayer
- Personal PC UI and functions
- newer tutorial ui
- NPC can fire ranged weapons
- better pathfinding for ai
- option to show hp change
- better animation when standing still
- more animation variations
- better cave detection to turn down the ambient (still needs work)

If you're on a 32bit machine, we'd suggest you try using a software called Ram Smash. It clears your ram whenever you get close to the crash limit (1.7G), that way you can play the game for long periods of time without crash (the game pauses for a bit when the ram's getting cleared).

To activate the game, please type in the email you received the key with as well as the key itself. If you cannot connect to the server, please wait a bit and try again. The activation server is in the US. If you still cannot access after 24 hours, we'll have to troubleshoot case by case.

For multiplayer, hosting a private server allows you to play on LAN, an open server is on the lobby. So far it's still coop only. There are still some bugs in it that we'll attempt to address with a0.61. And yes, there will be an a0.61, we already know a lot of the bugs in the current build.

After we release some patch builds for a0.6, we'll start moving in the direction of a0.7, which is aiming for a ~September release <<< in flux.

We didn't get to finish the mineral magnetometer scanner tool on time for this build, so here are some locations for some of the ores (you'll need to find the rest on your own, there are lots).

copper 11574, 9117
copper 11601, 9288
copper 10728. 7654
iron 11083, 6507
iron 11367, 7803
iron 11047, 8167
oil 11898, 7888
oil 10017, 7191
aluminum 10300, 8527
aluminum 10530, 7915
aluminum 11835, 7596
gold 11740, 7443
gold 11862, 8091
coal 10269, 7299
coal 11182, 7380
silver 11133, 8748
silver 11799, 6178

Finally, the backers page is up: http://planetexplorers.pathea.net/backers/! Anyway, thank you again for all your support and please enjoy the release!

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I'm beginning to hate multiplayer simply because they're so hard to test out, heh.

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