View unanswered posts | View active topics It is currently Thu Dec 26, 2024 5:53 am



Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
 map bottom causes lag 
Author Message

Joined: Thu Dec 07, 2006 5:27 am
Posts: 2
Reply with quote
Post map bottom causes lag
Hi, you've probably noticed this by now, but getting a heavy digger and tunnelling to the bottom of the map (the black void) creates a lot of lag that doesn't seem to stop, the game slows to a crawl


Thu Dec 07, 2006 5:29 am
Profile WWW
User avatar

Joined: Sat Oct 14, 2006 8:51 pm
Posts: 155
Location: Chair
Reply with quote
Post 
Yup. It's because the engine can't handle real borders(or something) yet. Data could explain it better but he's like a ghost.


Thu Dec 07, 2006 6:34 am
Profile
User avatar

Joined: Wed Nov 15, 2006 2:42 pm
Posts: 304
Location: Western Australia
Reply with quote
Post 
WANT BORDERS!!!!1!!!!eleven!!1!!


Mostly as i keep crashing my drill through the bottom


Thu Dec 07, 2006 11:24 am
Profile WWW
User avatar

Joined: Fri Dec 08, 2006 4:10 am
Posts: 26
Location: Wisconsin
Reply with quote
Post 
I have this problem but it just crashs on me, is there any way to fix it?


Sun Dec 10, 2006 1:46 am
Profile ICQ YIM
User avatar

Joined: Wed Nov 15, 2006 2:42 pm
Posts: 304
Location: Western Australia
Reply with quote
Post 
Nope, just dont dig to the bottom


Sun Dec 10, 2006 1:57 am
Profile WWW
User avatar

Joined: Fri Dec 08, 2006 4:10 am
Posts: 26
Location: Wisconsin
Reply with quote
Post 
Then how do i get on with the story line?


Sun Dec 10, 2006 2:27 am
Profile ICQ YIM
User avatar

Joined: Wed Nov 15, 2006 2:42 pm
Posts: 304
Location: Western Australia
Reply with quote
Post 
Pardon?


Sun Dec 10, 2006 2:39 am
Profile WWW
User avatar

Joined: Sat Dec 02, 2006 4:00 am
Posts: 343
Location: Devil's Advocate
Reply with quote
Post 
There is no story-line yet, the game is currently a defend-your-base game. A good one at that!


Sun Dec 10, 2006 3:01 am
Profile WWW
User avatar

Joined: Fri Dec 08, 2006 4:10 am
Posts: 26
Location: Wisconsin
Reply with quote
Post 
Quote:
Act 1: Gold Mining - You're a miner. You mine gold in this quasi-training level (and blast animals for fun if you like).

Act 2: Discovery - Underground bunker, wha? It's a small installation with some kind of passive defenses built in. Maybe an automated turret, etc? It's clearly native, not built by your fellow colonists. You discover somehting somehting important, maybe coordinates on the planet for the next act?

Act 3: Following the info found in the previous place, find another, much larger bunker installation, and the objective is to raid it and see if there's anything valuable inside?

Act 4: You bump into one of your rival colonists! He's generally an ♥♥♥hole and gets in your way. Objective is purely about collecting more gold so you can buy equipment to go explore more sites on the planet.. maybe collect a set number of components, the first of which was discovered in the previous mission? But the other guy is on the map too, and he's causing trouble... maybe he's also found a piece of the artifact?

Act 5: Rivalry continues... maybe this time you're both trying to search an installation? Rush to get the artifact piece! Argh.. coding the AI for that may be tricky though. But probably doable, however, with some fudges. Still need to collect gold to finance the continued struggle!

Act 6: In your eagerness to raid the last place, you set something off, and now there's suddenly swarms of robots attacking you! Defend yourself or die! This is on the surface of the planet, and you're defending your bunker... perhaps the same one from the last scene?

Act 7: Defend the Station - Space Station Alpha (or whatever) is under attack! Defend it! Whatever you awakened is very pissed off! It's attacking the station, storming it with its remote-controlled robotic bodies, etc... We have to figure out how to represent the space station/city; thoughts about animating the gravity vector and causing mayhem (either the station is tumbling in orbit, or the artificial gravty generator is going haywire). Maybe it's all in 0-gravity, and you're this little floating pod with a gun attached to it, and tiny jets to navigate the station's interior? This is a very different experience from the rest of the game, almost like a bonus stage? Maybe in the battle, many colonists' (brains) die, including your rival?

Act 8: Moon Mission 1 The attacking robots came from the moon! Maybe that's where the resident intelligence is? Basically, go there and explore... Environment is low-grav, presents different challenges. There's still gold to be collected.

Act 9: Moon Mission 2 You are attacked again, but now on the moon's surface, and by really big and tough baddies! They seem to be generated from these auto-factories which just churn them out. You need to fight your way to and destroy these spawn points. Upon completion, you discover the command and control location of the Resident!

Act 10: Final Boss Fight - HUGE installation, with a HUGE brain at its core! Super tough fight, super tough enemies, coming from spawn points all over! Your weapons will be overheating (not really, no plans for modeling weapon heat) by the non-stop use. You will lose many many bodies trying to penetrate this place and defeat the Resident! Tons of traps, mines, turrets and spawn factories here. It should be really really satisfying to beat this level. I'm talking NES-era difficulty.


Then how do we get to Act 2?


Sun Dec 10, 2006 3:02 am
Profile ICQ YIM
User avatar

Joined: Tue Dec 05, 2006 3:36 pm
Posts: 676
Reply with quote
Post 
Well, the opening movie explains some if it... you're on one of countless unexploited yet dangerous planets only reached by freezing your brain so your body doesn't have to go thrugh the strains of transport...

A good enough story for a game with so little depth (so far), but things will get better with a campaign mode. Especially a custom one.

*drool*


Sun Dec 10, 2006 3:04 am
Profile
User avatar

Joined: Fri Dec 08, 2006 4:10 am
Posts: 26
Location: Wisconsin
Reply with quote
Post 
So they havent made a campain mode?


Sun Dec 10, 2006 3:12 am
Profile ICQ YIM
User avatar

Joined: Wed Nov 15, 2006 2:42 pm
Posts: 304
Location: Western Australia
Reply with quote
Post 
Well duh...

Thats for the actualy version coming out next year, at the moment were only playing their technology test


Sun Dec 10, 2006 3:40 am
Profile WWW
User avatar

Joined: Fri Dec 08, 2006 4:10 am
Posts: 26
Location: Wisconsin
Reply with quote
Post 
ok thanks


Sun Dec 10, 2006 3:41 am
Profile ICQ YIM
User avatar

Joined: Thu Sep 14, 2006 10:44 pm
Posts: 488
Location: bay12forums.com
Reply with quote
Post 
I hate waiting.


Sun Dec 10, 2006 9:01 pm
Profile

Joined: Thu Dec 07, 2006 5:27 am
Posts: 2
Reply with quote
Post 
Thanks for the responses guys

Yon wrote:
Yup. It's because the engine can't handle real borders(or something) yet. Data could explain it better but he's like a ghost.


Surely it wouldn't be difficult to code in a single pixel border of infinite strength material...? Can it be done in the scene editing tool?


Mon Dec 11, 2006 6:17 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 16 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.511s | 13 Queries | GZIP : Off ]