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Default Colony Ship - Demo update #2, More Screens

March 16th, 2019, 03:24
The latest update from Colony Ship has more info on the demo and some new screenshots.

We made good progress with things that matter (but hard to show) like programming, balance, and scripting but poor progress with relatively minor but highly visible things like armor models and portraits. As (probably) mentioned previously, the demo is fully playable and has 14 fights, 2 of them optional. We're still playing it on a daily basis, ironman-style as there's no save/load system yet, so the demo has already received 2 balance updates as a result. The engine is great and very stable. I didn't have a single crash yet (despite daily updates); there were some occasional freezes earlier (for example, if one enemy knocks you out and his helpful buddy shoots in the face, scoring a knockdown) but I didn't have any in my last 2-hour long play session.

The feats are now working and two gadgets out of three are done (the energy shield and the distortion field). All gadget parts (each gadget consists of 3 upgradeable parts that increase its properties such as shield's regen rate or damage resistance) are nicely modeled and textured. The main new addition is the targeting info (see the screens below). It gives you a full THC breakdown, which will help the player to understand how it's calculated and helps us make sure that bonuses and penalties are implemented properly. RNG is working great, so far the balance between hits and misses is perfect.

So far the armor thing (the delay) is our biggest problem, which is a good indicator as I can think of worse things to screw up. It's slowly moving forward, so I hope that we'll have it done in 3 weeks. Similar to the weapons, the armor is split into 2 main categories: common Ship-made ballistic armor and rare Earth-made combat and anti-riot armor. You can expect 10 unique models for each category: helmet, body armor, jacket/coat, boots, goggles, mask/respirator. Right now we have about a third (talking about the models).

Anyway, some screens for your amusement:





Here you can how a weapon range affects THC and why having a long gun is always a good idea. While the damage is about the same (because the caliber and craftsmanship are about the same), the rifle is a lot more accurate. While I managed to hit twice, the second hit was merely a graze.





Not a good start, he crippled me before I could run for cover, so by the time I reached it I had no AP left to shoot. This revolver is great at close range, especially when Fanning but it has low range so I can't hit much and the shotgun isn't much help in this situation either. These Looters are armed with better weapons so losing this fight is very easy. I started again, managed to beat them with better planning (I forgot to switch weapons before that fight) and - in the best traditions of AoD - was rewarded with a really challenging fight that starts a series of very unfortunate events (liberty-loving Brotherhood fucking hates when someone kills their assassins):



[…]
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March 16th, 2019, 10:03
Looking good to me. I generally dislike too "realistic" settings like the one in AoD, this one is much more to my liking.
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March 16th, 2019, 14:02
If this new project turns out to be half as fun as AoD was/is, they'll have another certified hit on their hands. I'm really looking forward to getting my greedy mitts on this one!!!
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March 16th, 2019, 14:14
Looks promising. Anyone know what engine they're using? Did they roll their own?
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March 16th, 2019, 14:17
Originally Posted by Ripper View Post
Looks promising. Anyone know what engine they're using? Did they roll their own?
It's Unreal Engine 4. Ditched the Torque engine they used for AoD/DR.

edit: Epic announced a while back that the 5% royalty they charge for Unreal Engine games will be waived for copies sold on the Epic Store. Maybe Colony Ship will go Epic Exclusive? :trollface:
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March 16th, 2019, 20:46
I would hope not, meaning they shouldn't go Epic exclusive. I don't know how companies feel justified in doing that anyways, where is your loyalty if you've ever had games on GoG or steam? I'd take that rather personally if they eschewed me like that for the new company.
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March 17th, 2019, 07:55
I'm pretty sure this will be glorious!
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March 17th, 2019, 20:09
We'll gladly sign up with Epic but we wouldn't do any exclusive deals, ever. Nothing good will come out of treating your potential player base this way.
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March 17th, 2019, 21:54
That is good stuff to read, VDweller! A lot of people and companies could learn much from reading your last sentence there.
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March 18th, 2019, 23:05
Screens, who cares! I want that gorgeous Commando Girl! Devs, you make sure she gets a really good voice!
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