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  #181  
Old 10-03-2014, 05:57 PM
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Kisguri Kisguri is offline
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A quick video I made to illustrate the WIP on Ground Combat.


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  #182  
Old 10-04-2014, 11:54 AM
gemineye62 gemineye62 is offline
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This looks good so far.

I take it you will be doing the death animations as well. Right?
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  #183  
Old 10-04-2014, 12:46 PM
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Kisguri Kisguri is offline
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Yes, currently you can see them enter a "knockout" state, we will introduce a death animation, I am looking at something like a burning away kinda looking animation.
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  #184  
Old 10-28-2014, 11:45 PM
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Kisguri Kisguri is offline
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Default Connecting the Pieces

Connecting the pieces!

So things are moving fast with development, I have begun to sew in the various episode components, This build you can happen upon 7+ event triggers with various mission objectives. Over the next week I hope to triple that. But I wanted to get a build out so you could see the progress. The cool thing is as I add them they begin to feed into each other. Once I have these done, I can then begin to layer them in sequence to make robust episodes. Before I do that I have to rewrite the text display engine, as the one I have is inefficient and in capable of delivering large blocks of text we will need to drive the narrative. However with this build you should see some improvement! Other notable items added is three screen resolution options and the long sought after assignable key function.



As I develop the episode components I have to add some of the missing base features along the way. Some of those additions for instance are the Medical and Engineer Scanners both of which provide functionality to those away team members. The medical scanner allows you to heal sick or wounded crew or NPC’s in battle you can heal your own guys if you team had a medical officer or render assistance to a injured NPC. The engineer panel repairs stuff, by shifting the “tumblers” to the off or on position, you can reactivate machinery, repair stuff, or lock/unlock doors.



In other news thanks to you my supporters and interested gamers we have finally earned a greenlit spot on Steam, I appreciate all those who voted and look forward to providing something unique on the Steam platform. Those who backed for a PC build can choose a Steam key if they desire. Gamesare Studios was also recently approved to be a Wii U developer so it is now possible you could see Tiny Trek on Wii U or 3ds. Though it may have to wait for a period after release so we can afford the developer kit.

I hope to get iOS testing started first of December.

In any case I look forward to your comments on this build, Backers can find the link to download in the Test Builds section at http://www.TinyTrekVoyages.com Below is a list of complete changes.

Build 151 Change log

-Assignable Keys
-Changeable resolution (480320, 960640, Full screen)
-Auto entry to planets and stars from solar system screen
-Speed indicator on all manual control areas
-Cloned nebula code to Ship Encounter section for main game
-WIP intro music for episodes
-WIP Episode end music
-Completed First sections of episodes
Detect Damaged ship in asteroid field, Assist out with tractor
NPC ship under attack, defend from hostile
Derelict Craft Located, Scan vessels for life signs
Weak lifesigns, beam aboard and render assistance
No lifesigns, second ship returns and attacks
Good lifesigns, its a ruse defend your self
Intercepted by another vessel
Ship attacks you
Ship requests you go to star system
-Created Engineer Scanner, allows you to repair devices and open or lock doors
-Created Medical Scanner, Scan and diagnose correctly to heal a patient
-Added ground combat cover system, Crouch to have 50% chance of avoiding being hit, crates or other obstacles provide auto cover when you stand next to them providing 100% cover.
-Weapons use power, and need to recharge on away missions
-Interaction Icon flash when Engineer, Science or Medical officer is near point of interest
-Added refuel tick sound during refuel mission


Last edited by Kisguri; 10-28-2014 at 11:50 PM..
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  #185  
Old 10-29-2014, 02:32 PM
VirtualBoyFreak VirtualBoyFreak is offline
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This seems to be coming out very nicely. I'm going to enjoy a lot playing it these Christmas holidays
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  #186  
Old 10-29-2014, 03:13 PM
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Kisguri Kisguri is offline
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I will get a new play vid up soon!
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  #187  
Old 11-17-2014, 03:44 PM
VirtualBoyFreak VirtualBoyFreak is offline
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Quote:
Originally Posted by Kisguri View Post
I will get a new play vid up soon!
How's the release deadline going? Will you eventually be able to meet the "before Christmas" deadline? I want Santa to arrive early this year
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  #188  
Old 11-17-2014, 07:57 PM
nipunheritage nipunheritage is offline
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Have been following this game ever since it was first announced. Have donated 10 bucks on Kickstarter and have been highly anticipating this game. When is the planned release date and how much will it cost.
I AM HIGHLY WAITING THE RELEASE
Good Luck
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  #189  
Old 11-20-2014, 11:20 PM
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Kisguri Kisguri is offline
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Here is a recent capture of in game footage. and a little update information!


Youtube link | Pop Up


http://www.TinyTrekVoyages.com

Check out the latest work in progress footage of Tiny Trek, A procedurally generated space exploration game by Gamesare Studios.

In this video I wanted to share some of the new features and consoles available to would be captains in game. First off is a revamped control scheme, which I am still tuning. Each "command" you can give in game is associated to a button icon letting you know which controller button or previously assigned key to use for it. All keyboard keys are completely assignable.

The Cargo console is in place and accessible from the bridge. Here is where you review your 20 slots of cargo in your ships hold. Some of the cargo like plants and minerals can be processed in to raw materials for use on ship, while others can be sold at star bases. During ship to ship combat, cargo from another ship can be dropped as well as weapons systems which you can swap out are collected in the hold as well.

The engineering panel has been flushed out more and currently allows you to view your ship, conduct ship repairs after battle and gives you access to the weapon modification console. Each weapon system type comes with a certain number of points which can be manipulated and tuned in the weapons console, Allowing you to modify your weapons systems output.

Also space stations are now dockable and you may board them. They contain three rooms, Trading, Warehouse and ship modification. More coming soon!

Last edited by Kisguri; 11-20-2014 at 11:23 PM..
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