Latest Comments by Sir_Diealot
Sunless Skies, the successor to Sunless Sea should see day-1 Linux support for Early Access
6 Aug 2017 at 6:22 am UTC
6 Aug 2017 at 6:22 am UTC
Was it 60 hours on Captain Moogie alone or including the drowned dozen or so?
Either way, the problem I see is that you play for many hours only to lose it all. Except for what you remember. And do the same thing over again.
I can even see a certain appeal in the 'it's all in your head'-thing. It's just not enjoyable.
Either way, the problem I see is that you play for many hours only to lose it all. Except for what you remember. And do the same thing over again.
I can even see a certain appeal in the 'it's all in your head'-thing. It's just not enjoyable.
Sunless Skies, the successor to Sunless Sea should see day-1 Linux support for Early Access
5 Aug 2017 at 4:23 pm UTC
5 Aug 2017 at 4:23 pm UTC
I love Sunless Sea, despite its flaws. I have to agree that the very slow pace together with the harsh deaths are the major issue. You can save or basically scum your way out of death, but that's clearly not how the game was designed to be played. Let's compare it to Rgoue Legacy for the sake of argument. I'm not saying that Rogue Legacy is perfect, but it has some similarities. If you die, you start over with a new character, a heir.
A run in Rogue Legacy is typically a few minutes at most, while in Sunless Sea it is many hours.
Rogue Legacy has a ton of meta-progression, Sunless Sea has almost none, the only thing I would count is the sub mission that you don't need to re-do.
Everything else is per-character and only helps the direct heir, so afaik you could have one great captain and his heir could lose it all. So after playing Sunless Sea with a single captain for 20+ hours you can get items that allow you to transfer some stuff to the next captain. They cost a ton, so you're inclined not to get them. You'll more likely get something with immediate benefit rather than something you hopefully won't need. You are very likely to die very often before you get any of those items.
You'll repeat the same stuff over and over many times because only a small portion of the game is randomized. Then your captain dies and you basically start from scratch with the measly few bits the previous captain left you.
Rogue Legacy is far more random and there are tons of meta progression, giving your characters new abilities and stuff.
Unless you're very lucky or know how to make money quickly you'll have the same ship forever, because you won't make it long enough to get the tons of money for a new ship.
I could probably go on. I still love this game. It's not necessarily the lack of meta-progression that's the problem, I also love games with zero meta progression, like Dungeoncrawl Stone Soup, but there a run takes me a few minutes, not days.
The only meta-progression you have in Sunless Sea is in your head.
Thanks for letting me know of this. I'm glad they'll do early access on Linux and GOG.
I'll be one of their paying beta-testers.
A run in Rogue Legacy is typically a few minutes at most, while in Sunless Sea it is many hours.
Rogue Legacy has a ton of meta-progression, Sunless Sea has almost none, the only thing I would count is the sub mission that you don't need to re-do.
Everything else is per-character and only helps the direct heir, so afaik you could have one great captain and his heir could lose it all. So after playing Sunless Sea with a single captain for 20+ hours you can get items that allow you to transfer some stuff to the next captain. They cost a ton, so you're inclined not to get them. You'll more likely get something with immediate benefit rather than something you hopefully won't need. You are very likely to die very often before you get any of those items.
You'll repeat the same stuff over and over many times because only a small portion of the game is randomized. Then your captain dies and you basically start from scratch with the measly few bits the previous captain left you.
Rogue Legacy is far more random and there are tons of meta progression, giving your characters new abilities and stuff.
Unless you're very lucky or know how to make money quickly you'll have the same ship forever, because you won't make it long enough to get the tons of money for a new ship.
I could probably go on. I still love this game. It's not necessarily the lack of meta-progression that's the problem, I also love games with zero meta progression, like Dungeoncrawl Stone Soup, but there a run takes me a few minutes, not days.
The only meta-progression you have in Sunless Sea is in your head.
Thanks for letting me know of this. I'm glad they'll do early access on Linux and GOG.
I'll be one of their paying beta-testers.
Helium Rain, a single-player space simulation to release in Early Access with Linux support
5 Aug 2017 at 4:01 pm UTC
I really have to suggest you try and make another video. The one linked here is not very exciting, it shows only a few in-game sequences but does not convey what the game is about or where it's strengths lie.
5 Aug 2017 at 4:01 pm UTC
Quoting: NiavokHello, other developer here !Thanks. I think that's quite similar. Accelerate to as fast as you want, but you need the same time to decellerate. That also meant that combat can become like jousting or strafe running.
Quoting: Sir_DiealotNeat.The spaceships and projectiles physical model is only Newtonian : ships have a mass, few big engines and a lot of RCS. Rotation and translation are done with a combination of engine action, and without any engine action, the linear and angular velocity is constant.
Oh, what's the flight model like? I loved the one in B5: I found her
As all engines are damageable, your reactivity decrease with damage and you can loose control on some degree of liberty if you loose the wrong thrusters.
When you play to Helium Rain (or see video) you may think Helium Rain has a classical non realistic flight model, because the engine controller do a great job to simplify pilot life : when you don't give order, by default, the engine controller will kill rotation and lateral translation and try to keep the current forward velocity. When you rotate your ship, the engine controller will automatically use thrusters to rotate your prograde vector and keep it in front of you. A low velocity, it seem to behave like a plane, but if the velocity is too high (there is no real velocity limit in Helium Rain) or if you have damage, the engines won't be powerful enough so you will experience a lot of inertia.
At any time you can disable this behavior just pressing a key, during fight for example, to pass near target firing at it like a turret.
I really have to suggest you try and make another video. The one linked here is not very exciting, it shows only a few in-game sequences but does not convey what the game is about or where it's strengths lie.
Helium Rain, a single-player space simulation to release in Early Access with Linux support
1 Aug 2017 at 6:40 am UTC Likes: 1
1 Aug 2017 at 6:40 am UTC Likes: 1
Neat.
I notice that you write everything in C++.
A colleague of mine is working on a game in Unreal Engine too. It's only a proof of concept so far. What he does is that he writes as much as possible in Lua. The idea is that you can work faster and change stuff without recompilation. Lots of games do that and Lua is a popular choice because it's easy to embed and pretty much the fastest scripting language around.
Another benefit is that it's easier to make games moddable. A recent negative example I encountered on that front is Battle Brothers, which is written in C or C++ and the devs don't want to work on it anymore, so all people can do is exchange the assets. If they had written the game logic in a scripting language people could modify all that stuff and give the game longevity.
Just something to consider.
Oh, what's the flight model like? I loved the one in B5: I found her
I notice that you write everything in C++.
A colleague of mine is working on a game in Unreal Engine too. It's only a proof of concept so far. What he does is that he writes as much as possible in Lua. The idea is that you can work faster and change stuff without recompilation. Lots of games do that and Lua is a popular choice because it's easy to embed and pretty much the fastest scripting language around.
Another benefit is that it's easier to make games moddable. A recent negative example I encountered on that front is Battle Brothers, which is written in C or C++ and the devs don't want to work on it anymore, so all people can do is exchange the assets. If they had written the game logic in a scripting language people could modify all that stuff and give the game longevity.
Just something to consider.
Oh, what's the flight model like? I loved the one in B5: I found her
Looks like the developers of the action filled RPG 'GOKEN' are considering a Linux port
1 Aug 2017 at 6:18 am UTC
1 Aug 2017 at 6:18 am UTC
the art style is definitely cute.
Factorio 0.15 is out with Uranium & Nuclear power and plenty more
28 Jul 2017 at 6:53 pm UTC
28 Jul 2017 at 6:53 pm UTC
I guess they should call it "Late Access" by now.
Nevertheless, seems like I should keep it on the radar for the gf.
Nevertheless, seems like I should keep it on the radar for the gf.
Open source RTS '0 A.D.' Alpha 22 Venustas has been released, it's huge
28 Jul 2017 at 6:49 pm UTC
28 Jul 2017 at 6:49 pm UTC
I have to try this again. My Laptop was too weak to handle it, but on my new machine it will hopefully run smoother than this video. No idea whether it is any good as a game.
What bothers me since years is that there are hardly any artists for FLOSS games but on the other hand there seem to be tons of talented artists on Deviant Art and probably a hundred other places.
How can we get them together?
What bothers me since years is that there are hardly any artists for FLOSS games but on the other hand there seem to be tons of talented artists on Deviant Art and probably a hundred other places.
How can we get them together?
Godot, the open source game engine has released the first 3.0 Alpha
28 Jul 2017 at 6:40 pm UTC
28 Jul 2017 at 6:40 pm UTC
I've cone across it at some point but never tried it. Having some real language support is usually better than some custom language. Whether Python 3 is a good choice I don't know. Python shines because it has a ton of libraries available. Whether this is true for Python 3 as it is for Python 2 I don't know. When it comes to performant scripting languages it's hard to beat LuaJIT though.
I wish them luck, but my impression is that they try creat a Open Source Unity and that they likely have bitten off more than they can chew.
I wish them luck, but my impression is that they try creat a Open Source Unity and that they likely have bitten off more than they can chew.
Mesa has a few more games in the threaded OpenGL whitelist as of today
26 Jul 2017 at 5:40 pm UTC
26 Jul 2017 at 5:40 pm UTC
You can always just add games yourself. You should report it to the devs if it works though.
Tooth And Tail, a new RTS game from Pocketwatch Games looks awesome, confirmed for Linux
26 Jul 2017 at 5:28 pm UTC
26 Jul 2017 at 5:28 pm UTC
Quoting: TheBardDoes the GOG version of the game requires Galaxy for multiplayer? And can GOG users play with their Steam friend?I've had a look around and got confirmed that multiplayer between GOG and Steam works. It will however require Galaxy and that seems to be the main reason there is no Linux version on GOG.
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