Super Melee: March Update

Greetings!

Lots of stuff happening.  The big project right now is merging the Super Melee code-base into the main game code-base.  It's boring and unsexy but it needs to be done.

We're also working on improving the DirectX 12 support.

As a few of you know, we did hand out the prototype Super Melee to a few folks with good results. Great feedback.   Right now, we're taking that feedback and incorporating it in as quickly as we can so that we can get it out to more people.

One of the things that came out of it is the desire to have more "knobs" for modders to be able to tweak and work on the ships.

If you have any particular questions on Super Melee itself, post here.

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Reply #1 Top

Sweet deal, thank you for the heads up :)

 

Also, never fear, there's a TON of things that have to be done that aren't sexy which make the world turn on.

Reply #2 Top

Can't wait to try out everything you guys have been doing with this game.  It really looks like it's starting to come together.

Oh, and having you post on a Sunday evening is one of the things that I love about Stardock.   :star:

Reply #3 Top

Brad, please post the design intent for every ship you want us to test. So we at least know which direction to be taking ships at.

Also, what is *fun* for you in SM?

Reply #4 Top

Well! 

so happy things are moving at a steady pace! =)

Reply #5 Top


One of the things that came out of it is the desire to have more "knobs" for modders to be able to tweak and work on the ships.

I am glad you guys are looking at this.

The specific example that comes to mind is the Scryve main gun. I can change its length, width, damage, energy cost, and duration, but I cannot fundamentally change the fact that it locks the ship into position. I couldn't change it into a Vux laser, for example.

I also couldn't change the randomness of the Scryve flak cannon. I could tweak properties of it, but I had far fewer knobs to change than I did with the beam.

Reply #6 Top

What do you mean "Locks the ship into position?"   Like it disables ship steering when fired?  I think the modder "knobs" should at bare minimum allow us to make SC2 ships and maybe SC3 (optionally).  In addition to the SCO ships, cause you know someone's going to want to do that.

Reply #7 Top

One of the things that came out of it is the desire to have more "knobs" for modders to be able to tweak and work on the ships.

I've mentioned it before. Please, I believe this is important: "modding" by adjusting numbers on a template does not really allow for significant gameplay changes or unique ships/abilities.

Please put in time to add a scripting support for ships/abilities. Along with exposing ship/ability properties and a long list of events to hook into. (OnTimer, OnWithinRange, OnDamage, OnAttack, etc)


Reply #8 Top

Quoting Hunam_, reply 3

Brad, please post the design intent for every ship you want us to test. So we at least know which direction to be taking ships at.

Also, what is *fun* for you in SM?

Good idea!

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Reply #9 Top

I used to play Star Control: Timewarp, and people made about 75-100 new ships for it.   Some ships were so powerful I personally treated them as *Boss* ships, rather than Over Powered ships.  Will we have boss type ships to fight? Or will all fights be fair?  

 

Also I once heard it said of sc2 ships that it was the "inefficiencies of the ships that made them fun." Will we be using inefficient but viable ships?

Reply #10 Top

Quoting Captain_Maim, reply 9

I used to play Star Control: Timewarp, and people made about 75-100 new ships for it.   Some ships were so powerful I personally treated them as *Boss* ships, rather than Over Powered ships.  Will we have boss type ships to fight? Or will all fights be fair?  

 

Also I once heard it said of sc2 ships that it was the "inefficiencies of the ships that made them fun." Will we be using inefficient but viable ships?

I'm hopeful that "special" encounters like a boss ship (space station, space monster, etc) are relatively common, spread throughout the game; as opposed to just as a special finale at the end.

 

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Reply #11 Top

I agree, some unique encounters or unit types to spice up the combat would be very much appreciated.

Reply #12 Top

Technically SC2 had mini boss fights on demand, just tool around Black/Green Ur-Quan space and mini boss fights abound.   But yeah, that was about it.

Reply #13 Top

Frogboy a couple questions, will this be a 32 bit (please make it 64) or will it be 64.  Will there be a workshop?  As a player of all stardock games, you already know we pushed Sins to the limit and sadly the end of the day answer was that the game was made when it was only 1 core, and technology has advanced and without remaking the whole game sins 2 it will have to do.  Thanks for taking the time to read and answer my question!  Sorry if its already been addressed.

Reply #14 Top

Mike: for the answer to the 64-but question, look at gal civ III. Same for multiple cpu cores. As for workshop, I would imagine there will be looking at gal civ III