Ambrosia Garden Archive
    • A neat note, that may be of use to folks writing mission scripts and even descriptions. Often overlooked is the ability to have a mission text read a bit value and present different text in response. Nova uses this a few times, primarily to give you gender-appropriate lines, but it can be extended to completely change how a mission reads, according to a number of variables. For instance, I'm using bits to tell the game what size of ship you have, divided simply as "small", "medium", and "large". These exist as a subset of the actual ship hull classes, in that frigates, destroyers, and cruisers are categorized as "medium", for example. In scripting, this allows me to avoid a traditional problem in the Nova storylines, where the mission text will sometimes describe your ship doing all sorts of amazing tricks that you don't realistically imagine it doing. For instance, you're flying an IDA Frigate, when the game says something like "You hurry back to your ship and jump into the cockpit, blasting out of the small hangar and dodging fighters on the way back up to space."

      To avoid this, come up with some control bits that determine your ship class. Then, if one bit is read as "true", it tells the game that you have that kind of ship. Now you can write a script that goes something like this:

      (If bit is false and ship is "small"): "You sprint across the hangar and dive into the cockpit of your ship, skipping several safety checks and igniting the engines far sooner than the warmup time they need. With lasers flying past the cabin and glancing off the hull, you burst out of the small hangar and escape to space."

      (If bit is true and ship is "large"): "You sprint across the hangar and jump into your shuttle. Skipping several safety checks, you blast out of the hangar and rocket through the atmosphere with enemy fighters sniping at you from all sides, as the long-range cannons on the (player ship name) lance down through the atmosphere and cover your approach. One of your assailants is struck by a shot and bursts apart in a loud, bright fireball, and the others, reassessing the odds, break pursuit. You pull the damaged shuttle into the hangar aboard the (player ship name), and order the helm to break orbit."

      While Nova uses the bits to simply provide brief branches in dialogue, you can arguably use this system to completely change the outcome of a mission, or at least, an exciting difference in how the mission plays out. I am extending this as well to provide for some differences governed by what equipment your ship has installed, such as an outboard anti-personnel cannon on a small ship allowing you to land and capture an enemy base while gunning down the defensive forces, possibly ending the mission early because of your decisive victory. By comparison, perhaps the lack of the outfit results in a protracted space battle after takeoff, because the ground forces mobilized before you could stop them. I haven't actually experimented yet to see if this is possible - changing a mission's succeed/fail status on landing based on a different bit, but I'd imagine it should be possible. "Alternative victory conditions", if you will.

      This is extendable to other things, as well, including planet descriptions. Let's say you're flying a ship that is just impossibly large, and could not dock at a station (NDC Dominants fulfil this criterion). You can change the description text to say something about your ship staying at a distance while you get carried over in a shuttle, and you can even change the string that appears when hailing the station to dock, e.g. small ships see "You are cleared to dock, (ship name). Please make your approach." while huge ships see, "We are prepared to receive you, (ship name). Shuttlecraft are standing by." This has been determined to be false; I incorrectly assumed that mutator bits in descriptions would apply to strings, too.

      Another great use for this is to simply accurately describe the number of crew on your ship. In a small ship with few crew, it's generally assumed that you'd be performing most of the ship's functions. So, lines like "You fly your ship into orbit" or "You grab hold of the targeting controls and get a lock on the enemy ship" make sense. But, if you have a cruiser, it would make more sense that you'd command your bridge staff to perform these tasks. So, by reading the ship size bit you've set, you can have mission text reflect this, by showing alternate text such as "You command your tactical officer to get a lock on the enemy ship."

      So, get creative!

      This post has been edited by Delphi : 16 May 2015 - 03:50 PM

    • You've tested STRs/STR#s with desc mutators?

      EDIT: Specifically, the ones in the "string1","string2" format?

      This post has been edited by ScratSkinner : 15 May 2015 - 03:31 PM

    • @scratskinner, on 15 May 2015 - 03:26 PM, said in EVN - Delphi:

      You've tested STRs/STR#s with desc mutators?

      EDIT: Specifically, the ones in the "string1","string2" format?

      Not yet, but I've seen them used in other ways. Consider that the player name/ship name are evaluated in the hailing strings from some ships, such as Terrapins that hail you to offer you an escort mission. I'll test it out, but if it evaluates them in the same way, it should work for landing/docking request strings. I know for sure that it works on landing/bar/outfitter descriptions, at least.

    • I was a bit over-zealous when describing the mutator bits being used for landing/docking request strings. It looks like those "broken" strings - in that they are separated strings and the mutators are defined by the game engine between strings - cannot be mutated with bits. So, a developer trying to accommodate ships that either land/orbit will have to come up with some neutral strings for the landing/docking requests. However, it DOES work just fine in planetary/station/bar descriptions, so there's that, at least.

    • The earlier pages of this topic are amusing because it appears as if your image host has been making new images correspond to old links. It casts old conversations in new lights.

      Posted Image

    • Ha! That's definitely not what was originally there when I made that post.

    • @delphi, on 09 May 2015 - 08:14 PM, said in EVN - Delphi:

      A new ship!

      I am very happy to see you are still at it. Cant wait to see more!

      You may want to edit your first post where you say you are 19. What are you now, 27?

      This post has been edited by Gooust : 26 May 2015 - 04:40 AM

    • Hey Delphi! Any updates from the front? How's EV4 looking? I'm gonna do the typical thing here and nag you. haha

      Want anything tested?

    • @1purevengeance1, on 08 August 2015 - 06:22 PM, said in EVN - Delphi:

      Hey Delphi! Any updates from the front? How's EV4 looking? I'm gonna do the typical thing here and nag you. haha

      Want anything tested?

      Yes yes, I'm still here. I've been working on a lot of graphics, throwing them out (I'm something of a perfectionist), coming up with ship outfits, juggling work, and raising my daughter. I'll admit, it's difficult to find free time these days.

      I've been working diligently on a massive upgrade/outfit table that works based on bit values to make the TC's upgrade system as unique as it is. Instead of just having a general pool of outfits, each hull size gets specific upgrades particular to that hull type, and balanced differently. So, for instance, a fighter cannot strap on artillery weapons, no matter how much a person plays with the ship's mass. This is probably because the ship's don't use "mass" for their upgrades; ships in my TC have complex computer systems with a limited amount of resources. So, instead of a ship having 5 tons of free mass and installing a light blaster that weighs 3 tons, the ship has 2048 CPU cycles/resources and a light Electromag cannon takes up 1024 cycles of processing power. Then, players can install special co-processor modules that set a bit address and unlock other equipment not normally available (like the way that the Starbridge Mod is only available when your ship type is the Starbridge), such as swivel guns for fighters or advanced scouting systems. The trade-off is that you can only have one co-processor installed, and you can't remove them once purchased without selling your ship. Fortunately, most hull types will still have a plethora of general equipment modules and methods by which to expand their systems; the co-processors are usually for very expensive and specialized systems that a player would only buy if they have a very deliberate idea of their play style, such as someone who doesn't care so much about fighting and wants to install a survey suite that gives them better multi-jump and a system scanner instead. Not to mention, having some equipment sets will allow you to do certain missions; a military ship isn't sent on diplomatic endeavors, and only ships with the mentioned survey suite can perform planetary surveys and specialized exploration missions.

      I've also been working on "finalizing" the landing interface. It's quoted because I know I'm notorious for using a design for months on end before suddenly deciding I hate it to death. I'm pretty comfortable with this one so far. Here's screenshots/mockups of the interface for all of its typical landing uses (look at the titles for each image).

      Main Landing Screen
      Things should look mostly familiar here. Typical landing screen with the title of the planet and a brief description. Your local services are visible down the left side; in this picture I have artificially greyed out some to simulate what it looks like when certain services aren't available. "Assignments" is the Mission BBS but re-named to make it more flexible for any task, "Commerce" is the good ol' trade centre, "Command" is where you go to request a new ship posting (the shipyard), and "Equipment" is the outfitter.

      Posted Image

      "Bar" ("More" from the main screen)
      Usually includes a description of some interesting area you can explore beyond the realm of your ship, or just an expanded description of the topography/demographics/industry of a planet. I intend to see if it's possible to have players pick up "bar" missions by going to the "Communications" screen instead of just the bar itself, which will double as the news interface; I felt the news interface was underused, and this lets me create a whole second area to some planets with more information but still keeping special/storyline missions in a space where it makes sense that you're getting in contact with someone else. Alternatively, it gives me the freedom to just have certain missions happen spontaneously when you leave your ship. Greater flexibility, and doesn't always assume that you are meeting every important mercenary/debutante/CEO in a dive, over a whiskey; that thing never really made sense to me.

      Posted Image

      Shipyard
      The usual shipyard. Slightly different grid arrangement to let the descriptive text flow from left to right more aesthetically than in the original EV Nova; I don't like reading columns. I'm eschewing the preview picture from the primary shipyard screen (aside from the thumbnails); it'll appear in the "Info" screen instead. I'm not making full "wallpaper"-sized pictures for ships, so these will beautify the info screen a bit while keeping the primary view practical and utilitarian. Purchase buttons are in the interactive panel on the left, like the main screen and others.

      The outfitter looks almost identical, but with "Buy" and "Sell" buttons.

      Posted Image

      Trade Centre
      The "Commerce" interface is difficult to dress up because it's so simple to begin with, but I added some textual ornamentation nonetheless. I'll see if I can come up with something like a logo or some other graphic to decorate it, but for now, it has a header and a little disclaimer at the bottom to make it feel more "bureaucratic".

      Posted Image

      The captain's data management device pictured above is brought to you by the good folks over at Ableford Integrated Systems, makers of exceptional personal devices and starship components.

      P.S. For bonus points, see if you can figure out how I'm going to make the corners of the landing graphics appear curved.

      This post has been edited by Delphi : 23 August 2015 - 06:49 PM

    • Looks good.

      @delphi, on 23 August 2015 - 06:47 PM, said in EVN - Delphi:

      P.S. For bonus points, see if you can figure out how I'm going to make the corners of the landing graphics appear curved.

      Include part of the tablet interface itself in the upper left corner of each landing pic so it lines up.

    • Looks pretty sick! 😄

      I understand getting time for this is hard and I appreciate and admire your dedication. I've just been following this thread and eagerly awaiting it (as I have some other tc's back in the day) and I just want to make sure it isn't forgotten 😛

      Keep up the excellent work! I'm always amazed at the amount of depth that comes from you in your concepts and designs.

    • Merry Christmas to ALL and to all a happy time with friends and family!! (hopefully)

      Yep, it's that time again. Time for me to ask for another update on the Delphi page haha

      Hope everything is well 🙂

    • Just registered to give all of you guys who are working on this a small motivation... Go go go! YOU GUYS ROCK! Delphi = ❤

      EDIT: Played EV, EVN (including TCs) for years. Downloaded ENDLESS SKY in steam hoping for a EV like game, and it turned out pretty good - although only 1 major storyline is complete. THEN i saw in one of the comments about that game to visit the Ambrosia web forum and support a certain "Delphi TC" for EVN, the poster said it was the real "successor" to all the EV games. Boy was i not disappointed! I am now officially hyped! Thanks Delphi for dedicating years of work for this! Thanks to the poster as well, whoever you are, you did great by leading me to this thread!

      Cheers all!

      This post has been edited by beachcan : 24 January 2016 - 07:30 AM

    • I have news from Delphi. I sent a PM asking how he was doing and he responded. He is well, and still trying to work on this project. He is, however, very busy and work is slow. But he's determined to finish, and his actual words were that it, "eats away at me that I've left it unfinished for so long." He has not posted recently partly because he's busy, and partly because he has no new content to post. Once he does he says he'll give us an update himself.

      So rest easy everyone. He's not dead, and the project continues. Just have patience. I feel I speak for all of us when I say we'd like Delphi to remain a sane and productive member of society even after finishing this. 😉

      Anyone wishing to read the full PM response he sent can see it below in the spoiler tag.

      Spoiler

      I'm sorry that I haven't updated in a while. I was going to post an explanation on the forum topic, but for a while I was locked out of my AmbrosiaSW account, and also didn't have access to the email address associated with it; issues with my ISP, which my original registration is under, and Ambrosia SW hasn't yet responded to my request to change it to my current iCloud email address.

      I'm still alive and well, and I've love to continue working on the project. I just worry that it's not going to be for much return other than my own enjoyment, what with the diminishing forum population. I've had trouble finding time to work on the project. I'm in my late twenties, working a full-time job, with a wife and kid at home; life is busy, to say the least. Regardless, I still want to finish this project. It actually eats away at me that I've left it unfinished for so long.

      I've actually been considering porting a bunch of the 3D assets into the Unity engine, to make a proper 3D game out of it. It would still be done in a top-down view with arrow-key "arcade" controls (I love the Nova control style), but with a proper 3D engine to give it some added depth. This is just a pipe-dream, though; I've never worked with Unity before and don't know what I'm up against. Still, I'll keep you folks posted, just in case. I know that early on, people were singing accolades about my plug being "Escape Velocity 4", and while I don't like to inflate my ego, I like the idea of bringing something new to the universe, even if I have to change certain names and titles to avoid the obvious copyrights.

      Once I've got some major content, I'll update the thread. I know it's buried/hidden, so keep it bookmarked.

      (I was also messed by someone else, so I'm copying this response to all to save on typing time)

    • Good to hear that. It would've been a shame if he stopped working on it.

    • @beachcan, on 23 January 2016 - 11:42 AM, said in EVN - Delphi:

      Just registered to give all of you guys who are working on this a small motivation... Go go go! YOU GUYS ROCK! Delphi = ❤

      EDIT: Played EV, EVN (including TCs) for years. Downloaded ENDLESS SKY in steam hoping for a EV like game, and it turned out pretty good - although only 1 major storyline is complete. THEN i saw in one of the comments about that game to visit the Ambrosia web forum and support a certain "Delphi TC" for EVN, the poster said it was the real "successor" to all the EV games. Boy was i not disappointed! I am now officially hyped! Thanks Delphi for dedicating years of work for this! Thanks to the poster as well, whoever you are, you did great by leading me to this thread!

      Cheers all!

      Im actually working with a group of people on that project right now. We are using procedural planet generation in houdini engine. And porting that over to unity. Currently the only first startup plans are going to be a pvp 3d dog fighting match online for the xbox (we only have the license to work on xbox).
      Game includes 5 basic game modes and will be updated from there based on popularity.
      If there is anyway to contact you delphi, I love to have you on the project with us. skype watch.out.kjtr

      This post has been edited by KJTR : 15 April 2016 - 02:03 AM

    • I'm SOOOOO HAPPY to hear of that response. I think I had bugged him with a message or two haha

      Also, to the person talking about being directed here from Endless Sky, I was posting there under the username of Zachita. Glad you found this thread enjoyable and I know we'll all enjoy whatever Delphi releases, whenever he ends up doing so.

      Glad things are going well Delphi. Keep up the good work. Real life first... fan base second 😉

    • It's good to hear this project is still being worked on! I've been waiting for this to come out for a long time, it would be a shame if it got cancelled. 😄

    • @darthkev, on 08 April 2016 - 01:48 AM, said in EVN - Delphi:

      I've actually been considering porting a bunch of the 3D assets into the Unity engine, to make a proper 3D game out of it. It would still be done in a top-down view with arrow-key "arcade" controls (I love the Nova control style), but with a proper 3D engine to give it some added depth. This is just a pipe-dream, though; I've never worked with Unity before and don't know what I'm up against. Still, I'll keep you folks posted, just in case. I know that early on, people were singing accolades about my plug being "Escape Velocity 4", and while I don't like to inflate my ego, I like the idea of bringing something new to the universe, even if I have to change certain names and titles to avoid the obvious copyrights.

      My brother tried making an EV in Unity. He said he didn't want to make a Ev Nova clone though and turned it into an RTS. Then gave it up, 'cause I didn't make any graphics for him.

    • @vvaivi, on 19 April 2016 - 12:58 AM, said in EVN - Delphi:

      My brother tried making an EV in Unity. He said he didn't want to make a Ev Nova clone though and turned it into an RTS. Then gave it up, 'cause I didn't make any graphics for him.

      So it was an Ares clone? 😛