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by StuartMorgan
Mon Dec 04, 2017 1:12 pm
Forum: Announcements
Topic: DevLog: November 2017 - Ship Designs
Replies: 3
Views: 296

Re: DevLog: November 2017 - Ship Designs

TuriusRay wrote:So the cannon is 25cm but shots laser,plasma,lead? :D

Autocannon's in the game will work like real life kinetic type weapons, like a repeating artillery cannon that shoots projectiles and costs no energy to fire... so lead or explosive shells would be the most fitting description out of those.
by StuartMorgan
Fri Dec 01, 2017 10:42 pm
Forum: Announcements
Topic: DevLog: November 2017 - Ship Designs
Replies: 3
Views: 296

DevLog: November 2017 - Ship Designs

Welcome to the Galaxial development log for November! Ship Designs This month has been spent focusing on the ship design interface, modules and under the hood features. Below is the new ship design and fitting window. http://galaxial.com/Screenshots/Forums/DevLog-2017-November/ShipDesign.png Only a ...
by StuartMorgan
Tue Nov 21, 2017 5:23 pm
Forum: Announcements
Topic: DevLog: March 2017 - Early Access Plans
Replies: 12
Views: 2450

Re: DevLog: March 2017 - Early Access Plans

Any news on the early access plans? I would be very interested to participate on this project in any ways possible. Financially, bug hunting, feedback giving... :) I have been following the project for years and am super happy it is still going on. The game looks really awesome and as a fellow game...
by StuartMorgan
Wed Nov 01, 2017 10:57 pm
Forum: Announcements
Topic: DevLog: October 2017 - Production
Replies: 0
Views: 456

DevLog: October 2017 - Production

Welcome to the Galaxial development log for October! Production This month I have been working on the production lines for building ships. The interface and layout has been finished, but it is not fully functioning yet. However I'm quite happy with how it is looking. http://galaxial.com/Screenshots/...
by StuartMorgan
Sun Oct 01, 2017 8:48 pm
Forum: Announcements
Topic: DevLog: September 2017 - Screenshots
Replies: 1
Views: 428

DevLog: September 2017 - Screenshots

Welcome to the Galaxial development log for September! I have a rather bad cold at the moment, so this months log will be quite brief with a few bonus screenshots... :( http://galaxial.com/Screenshots/Forums/DevLog-2017-September/September2017-1.jpg The past month I have been continuing to implement...
by StuartMorgan
Fri Sep 01, 2017 12:29 pm
Forum: Announcements
Topic: DevLog: August 2017 - Populations and Migration
Replies: 3
Views: 923

DevLog: August 2017 - Populations and Migration

Welcome to the Galaxial development log for August! Populations This month I have been working on populations, adding a lot more depth to the way they work than there was previously. Below is the new first page of the colony screen: http://galaxial.com/Screenshots/Forums/DevLog-2017-August/Populatio...
by StuartMorgan
Wed Aug 30, 2017 11:45 am
Forum: Announcements
Topic: DevLog: June/July 2017 - Planet Types and Building Upgrades
Replies: 4
Views: 937

Re: DevLog: June/July 2017

You can quickly grab the localization settings from the System, store it as a variable somewhere, and use that instead.
Then it'll be what ever the user has set it to on their system, and match all other number formats on their system.

I have done exactly that. Also for decimals :D
by StuartMorgan
Tue Aug 01, 2017 5:13 pm
Forum: Announcements
Topic: DevLog: June/July 2017 - Planet Types and Building Upgrades
Replies: 4
Views: 937

Re: DevLog: June/July 2017

Stuart, in the screenshot of the ice planet where you put 2,600 millions, I think its better a dot than a comma so 2.600 millions its what you mean. The value is for 2.6 billion. (2600 million) We don't use dots to separate thousands in the UK... so perhaps I will change it to just use a space 2 60...
by StuartMorgan
Tue Aug 01, 2017 12:10 pm
Forum: Announcements
Topic: DevLog: June/July 2017 - Planet Types and Building Upgrades
Replies: 4
Views: 937

DevLog: June/July 2017 - Planet Types and Building Upgrades

Welcome to the Galaxial development log for June/July! My apologies that there was no devlog at the end of last month as I had lots of holiday time off, and there wasn't much "interesting" development stuff to share at the time. The last two months was mostly spent tidying up the entire co...
by StuartMorgan
Mon Jul 17, 2017 8:54 pm
Forum: General
Topic: Update?
Replies: 12
Views: 2239

Re: Update?

Geach wrote:Bump where is June?

Hey, I had a lot of holiday time in June and there wasn't much "interesting" development stuff to share with you... so I decided to do a combined June/July update at the end of this month instead of a rather lackluster one.

I'm very sorry for not notifying everyone.
by StuartMorgan
Mon Jun 26, 2017 3:48 pm
Forum: Announcements
Topic: DevLog: May 2017 - Ship Roles and Armour
Replies: 17
Views: 1502

Re: DevLog: May 2017

Stuart I've seen your videos and your engine is impressive, moving thousands of ships around hundreds of systems at stable fps, what you think about games like Stellaris from great studios like Paradox, a game with a fps drop in galaxy view on mid game and horrible fps at fights in mid-late game? W...
by StuartMorgan
Thu Jun 22, 2017 9:40 pm
Forum: Announcements
Topic: DevLog: May 2017 - Ship Roles and Armour
Replies: 17
Views: 1502

Re: DevLog: May 2017

Cburton wrote:I can't wait for this game! What game engine is it build with?

It uses my own custom game engine that has been written from scratch.
by StuartMorgan
Wed Jun 14, 2017 12:10 pm
Forum: Announcements
Topic: DevLog: May 2017 - Ship Roles and Armour
Replies: 17
Views: 1502

Re: DevLog: May 2017

damage reduction as an explicit value to include armor piercing effects? i'd personally do that as an subtractive value on the armor value. The armor penetration value for weapons currently ignores a percentage of the targets armor, and is subtracted from the armor value. I prefer your idea of havi...
by StuartMorgan
Tue Jun 06, 2017 12:03 pm
Forum: Announcements
Topic: DevLog: May 2017 - Ship Roles and Armour
Replies: 17
Views: 1502

Re: DevLog: May 2017

Cornflakes_91 wrote:So the applied damage is damage^2/(armor+damage) ?

That is correct.
The damage reduction is capped at 90%, so you would also need to handle that somehow.

Code: Select all

damageReduction = min(armor / (armor + damage), 0.9)
resultingDamage = damage - (damage * damageReduction)
by StuartMorgan
Fri Jun 02, 2017 11:26 pm
Forum: Announcements
Topic: DevLog: May 2017 - Ship Roles and Armour
Replies: 17
Views: 1502

Re: DevLog: May 2017

so just by having 1 armor you mitigate 50% of all incoming damage? Not quite, the effectiveness of armour is based on the amount of damage received from each hit. Not if the enemy is shooting you with a weapon way more powerful than your armor, but if your armor and their damage are equal then you ...

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