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Topic Summary

Posted by: Grand Sage
« on: July 26, 2017, 07:11:41 PM »

That's off course entirely understandable!
Posted by: Christian Knudsen
« on: May 11, 2017, 10:32:30 AM »

I'm currently focused entirely on Hidden Asset in whatever little spare time I have.
Posted by: Grand Sage
« on: May 10, 2017, 11:06:03 AM »

C, could you please give us an update on ascii sector? Is development on hold? I would really like to see this get to version 1.0
Posted by: Christian Knudsen
« on: July 22, 2009, 10:29:51 AM »

I haven't done anything to make the difficulty harder. The only thing that may have affected it is the extra 4 angles when controlling your ship. It makes the ship rotate 12% slower than before.
Posted by: VincentFirePony
« on: July 22, 2009, 03:15:25 AM »

It might just be me... But when I downloaded 0.5.4.2 (I think that's what it is) things kinda got harder... Is the difficulty increasing with each new release? Maybe add a difficulty level adjuster for newer players...
Posted by: X Leviathan X
« on: March 17, 2009, 02:31:26 AM »

Hehe sweet, I'm looking forward towards the whole "walk around your ship" feature.
Posted by: Narushima
« on: July 21, 2008, 09:06:07 PM »

(never mind, I asked something that was already answered)
Posted by: Christian Knudsen
« on: July 21, 2008, 09:58:00 AM »

Quote from: "Narushima"
Five stars for the ranking ? On ten ?

I'm thinking five.

Quote from: "Narushima"
About the scripting syntax you showed, is there gonna be changes to it, or can we start to work with it right now ?

I've made a few changes. I've also completed work on the beta version of the parser/compiler. You can download everything (updated syntax, updated example quest, and the Quest File Maker) from the newly created Quest Development forum (check the "How to make quests" post). As you'll see, I haven't included all functions for the planned v0.4 -- the rest will be included in the versions following 0.4.
Posted by: Narushima
« on: July 21, 2008, 05:55:58 AM »

Yeah, the thread thing looks like a good idea. And if you can manage to have a direct notation on the list, it'll be even better.
Five stars for the ranking ? On ten ?

About the scripting syntax you showed, is there gonna be changes to it, or can we start to work with it right now ?
Posted by: Christian Knudsen
« on: July 19, 2008, 08:17:50 PM »

Yeah, definitely. I've been thinking about how to do that. What I think I'll do is have a webpage with a list of all the quests (sorted by the date they were added), a short description, and a link to a thread here on the forum. The thread will have a poll, where members can vote on the quality of the quest and post a more detailed review if they want to (or ask questions or just discuss the quest). There will be two forums for quests: One for quests in development, where the authors can discuss and ask questions, and another for completed quests, where each quest will have a thread with the quality vote and stuff. This ensures that only registered members can vote, so the ratings won't be ruined by people voting multiple times.

At some point I'll figure out how to interface with the forum database, so that members will be able to rate quests right on the list instead of in a thread on the forum.
Posted by: Narushima
« on: July 19, 2008, 07:27:25 PM »

Great ! That quest scripting release is what I'm really looking forward to, even if I will have to assemble and maintain all my focus to create a quest, which is kind of hard for me !
By the way, what is also always very precious with that kind of thing is a user-based ranking system, and of course a small description from the authors, all set somewhere in your website, so it's not just a list of quest that you have no idea about.
And if the community grows, as I hope and think it will, partly thanks to that kind of possibilities, it will become indispensable.
Posted by: Christian Knudsen
« on: July 19, 2008, 05:21:43 PM »

I'm not sure I understand what you're referring to here. Using the quest scripting you can give the missions you create whatever win/lose paths you want.
Posted by: Dwarmin
« on: July 19, 2008, 04:18:37 PM »

Have you decided to give missions diffrent win/lose paths yet?
Posted by: Christian Knudsen
« on: July 19, 2008, 11:16:02 AM »

I've changed my plan slightly. Instead of working on walking around on your ship for v0.4, I've changed it to the first implementation of quest scripting. I just felt more like working on quests than on ship strolling next -- and I'm already almost done with the program that will parse quest .txt files for errors and then "compile" (actually just encode) them into usable .qst files.

Now I just need to finish up the rest of the 0.3.x stuff before I commit myself completely to quests.
Posted by: Nie
« on: June 07, 2008, 04:51:19 PM »

Quote from: "Christian Knudsen"
Partly based on what Cort said, and partly based on my tinkering with the future plans, I've altered the Future Development plan a bit. This means that I won't begin working on War Mode until after 1.0, and I might call the first implementation of War Mode for 2.0, as in many ways it's an entirely new game on top of the existing game.


I completely agree with you. War mode seems like more of a module or an addon. It would be a nice extra once people got use to the gameplay of the first complete release.