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I like these ideas, blinking or highlighting or some other form of increasing visibility of ships while they are above certain textures would be a godsend. I can't count the number of times I've lost an enemy ship over a planet or station, or even misplacing my own ship!(Flying an Orion, represented by an 'O', over the green parts of some planets)

The quick reference would be nice too, maybe appended to the help screen? Maybe when you open the help screen, using the arrow keys could display more pages. These could contain further keybindings and functional help, as well as quick references for ships, weapons, the damage model, and a basic description of the flight display while flying or the ground combat system while on the ground.

A more user friendly and descriptive HUD would be nice too. Better keys for changing the contents of the display windows, as well as tweaks to the contents of the displays would be nice. One problem I have is the lack of detail in showing how electrically disabled a ship is. I know the little 'core' light in the middle of the shields and armor changes color after a ship has been EMP'd, but there is little communication as to exactly how much disabling has been done. I think this could be improved by giving the core status light more states, maybe instead of a single tile dot, a 3x3 tile square which could degrade and shrink similarly to shields until it hits minimum "health" and the ship is disabled, and it would then turn either dark blue or dark grey.

Being able to see the component health of targets would be cool too. Maybe adding a special scanner, or adding functionality to the Hunter line of scanners, to change the target status screen or radar to a readout of the enemy's component status. And it would be worth considering adding the ability to target specific components on an enemy. Thus allowing the player to destroy specific key systems, such as the generator or engines, to destructively disable a ship.
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General / questions for ascii sector pros
« Last post by handatoe on August 23, 2020, 10:45:49 PM »
how do i board the lucky ladys casino ship?

how do i work the ai turret? bought the turret, the ai thing, a gun, and the separate power source and turned on the ai turret by doing f1 but it still wont work/fire.

when you hit asteroids, can any cargo fall out?

can you become friends with the pirate faction?

when you buy a bigger ship, do you get more jump fuel per flight?

can pirates not attack you bc they recognize your fame throughout the game? or are they just there to shoot you.
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General / Re: !!!The Source Code!!!
« Last post by handatoe on August 23, 2020, 03:11:56 PM »
If anyone cares, i'm doing a 3D remake using the ZDoom engine. It's still not the good old classic Ascii Sector source code, but at least we get new content and support for many consoles (The Wii / Wii U will be the first to get a port)

And yes, it will have an optional ASCII texture pack  ;)
Along with online play.
Don't worry about the requirements, any Pentium 1 coupled with any DirectDraw-capable GPU and 64MB of RAM should be able to run the game at a rock solid 35fps! (or slightly less when theres too much going on-screen)

I will put up a thread around here as progress continues.

please do that! would be so awesome
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General / Alternatives to ascii sec?
« Last post by CasperOrillian on May 09, 2020, 04:12:36 PM »
I utterly love this game, but well, sadly there isnt much development, I am curious if there any others, I am wondering if there is one with a similar contruction/crafting to Cataclysm DDA. There probably isnt but I am aways looking for more on this.
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General / Re: !!!The Source Code!!!
« Last post by Grand Sage on March 20, 2020, 11:13:22 PM »
Bump, IM INTERESTED! TDRR, is that still an ongoing project?
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General / Re: !!!The Source Code!!!
« Last post by Someone on September 17, 2019, 04:39:08 PM »
if you were to remake ascii sec into a graphical version, it would probally need to be renamed to something like 'graphical sector' heh
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Cthulhu on July 03, 2019, 11:10:47 AM »
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Cthulhu on July 01, 2019, 09:32:32 AM »
Hey!

Sad to see the kickstarter fail, but I'm very confident there is a crowd for this game out there, if just the word of mouth got started.

Maybe this game could get some attention on Hacker News, with the angle of it being written in pascal, which might attract attention from nerds. "single quirky guy writes isometric stealth and dagger game in pascal"

I don't do social media, but I assume they have recommender systems that can help targeting the right audience.

I can't imagine what goes into doing a kickstarter, and I'm not saying CK hasn't done enough, just that it might need to find some niche channel and cult following, which of course is easier said than done. Or I can reverse the paragraph: which platform/forum is Hidden asset most exposed / get most attention on, outside this forum? Development videos on youtube? (Btw, I think dev. videos are a very good way to build a following).

Anyway, keep it up, and don't give up dev'ing!
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Christian Knudsen on June 24, 2019, 11:17:31 AM »
I did thank everyone who supported the Kickstarter campaign. Did you not read the Kickstarter update?

I also did have marketing and updates planned. But after the first 48 hours it was clear that the campaign was not going to succeed no matter what, so those updates I have saved for a possible future campagin.

I've been drowning in work from my daytime job and have also been a bit burned out after the sprint to have everything ready for the campaign, which is why you haven't heard much from me.

To suggest that I didn't want the campaign to succeed with the hours upon hours of work I've put into both the demo and the campaign is frankly pretty fucking insulting (as is that GIF you posted)!
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by GLI on June 23, 2019, 09:45:20 PM »
Well. It's one month since "campaign" ended. It wasn't successful, it happens. But what is going on with you, mister developer? Not even "thank you" to those 64 backers.

Don't get me wrong, I'm just asking questions. It's not attack, yelling or whatever aggressive... but where is your marketing?

You started with video eating bun like you didn't care you'll succeed or not.

You show something (text, pics, demo) and then you practically told "gib monies"



You were not prepared to Kickstarter campaign! What happened to regular "updates"? Where was information about "future development" with some examples (things not available in playable demo)? And other important things...

It looks like you didn't wanted to succeed. It looks like you wanted a failure to have excuse. I hope you're not...

Talk with some people who knows marketing. Who knows how to make crowdfunding campaign.

I hope your next campaign will be successful. You should make it better or next time I will not pledge at "Executive Level".

Keep up good work. Regards.
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