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Update on the development of the mix-and-match functionality

Posted: Fri Feb 14, 2014 8:21 am
by Nacho84
Hello all,

During the past two weeks we've been working on the implementation of the mix-and-match functionality. Unlike other changes we've been doing since the EAP started, this one requires substantial changes in the code and in the assets. We still have some work left to do, but I wanted to share some screenshots with the results of our work.

The first change is that rockets are no longer obtained by opening regular programs. Now there's a separate overlay, which is accessed via the 'Solar System' screen, that displays a list of all the rocket programs along with the properties of their respective rockets and a button to open them. Opening a rocket program adds that rocket to your inventory and you're able to assign SET personnel in order to improve its reliability.
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We've also added another overlay (which is accessed via the 'Solar System' screen, too) that displays a list of all the mission components that belong to the 'Regular Programs'. This overlay provides a handy way to see your stats and assign/remove SET personnel. I think you'll love this feature, it will certainly save you some time since it will be no longer necessary to hunt down each mission component by digging all the way through the Program Categories -> Programs -> Mission Configurations -> Mission Components hierarchy.
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The other important change is in the 'Mission Configurations' screens. Up to 0.7.15, you'd cycle across the different mission configurations and hit the 'Schedule Mission' button in order to start the process of assembling it. Now the game will display an empty slot for each booster required which, when clicked, will show a list of all the available boosters than can be used for such a mission given the combined weight of the payloads. Since the Explorer I satellite is quite light, all your available boosters are capable of lifting it into LEO.
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After choosing the R-7 booster, the 'Schedule Mission' button becomes available and we're able to proceed with the assembly process.
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Notice that certain missions don't actually have an associated booster. In those cases, the 'Schedule Mission' button is available from the start.
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Lastly, here's an example of a mission where the Explorer I booster is being launched on top of an R-7 booster.
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We'll post another update next week.

Cheers,

Re: Update on the development of the mix-and-match functiona

Posted: Fri Feb 14, 2014 10:27 am
by nats
Really nice to see all that extra user choice being provided in the game, thanks.

Re: Update on the development of the mix-and-match functiona

Posted: Fri Feb 14, 2014 2:46 pm
by Nacho84
nats wrote:Really nice to see all that extra user choice being provided in the game, thanks.
Indeed :) The plan is to deploy this new system in 0.7.16 and roll-out a modified database in 0.7.17, featuring more Apollo missions and lifting the current X-15 -> Mercury -> Gemini -> Apollo path. This will surely have an enormous impact on gameplay, and I'm quite curious to see the outcome of all this stuff!

Cheers,

Re: Update on the development of the mix-and-match functiona

Posted: Fri Feb 14, 2014 6:21 pm
by Sabratha
Really cool to hear this, yet again another change that makes the game more interesting, more complex and more fun.

I have worked professionally on some of the PC and console games made by the largest studios in the business. And I've seen cases where studios that operate on millions of $ balked away from making substantian gameplay changes, despite all the testers and volunteers telling them to do so.

That's why I really enjoy working on this project. I think its this flexibility and willingness to go a long way to hear and implement ideas and feedback from testers and beta players that sets this game apart. With each patch we are getting a better game, and I really think the final version will be a blast for all strategy fans. :mrgreen: