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DarkHorizon

Alpha Team Vanguard
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About DarkHorizon

  • Rank
    Novark Citizen

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  • Gender
    Male
  • Location:
    The void of space
  • Interests
    Astronomy, tanks, reptiles, dinosaurs (Jurassic Park included), dragons, technology
  • backer_title
    Ruby Founder
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    Yes

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  1. Thanks for the question, indeed, that's very much a scenario that twenty people may not be able to take on in a timely manner. If it ever got that bad then we would more than likely reach out to our affiliates who are working with us to see if they can lend a direct hand in an unofficial logistical capacity. If such can't be achieved, then we'd stagger our resources with community assistance and assign unique IOU's to non-members that assist us which we will seek to return at the next available opportunity should they request it. Why we choose this option is to negate the need to return to restock on supplies (if possible) if we run out in our on-board storage. Not only does it allow for more timely assistance, but it also gets more people involved in a community directed force for the benefit of all. If worse really does come to worst and the outside assistance gets no outside assistance of its own, then people will simply need to wait. Since our objective is to get people up and running to a satisfactory degree so they can get someplace where they can properly repair themselves (especially for the larger vessels), we can't do that without the proper supplies, so why bother showing up empty handed? I hate telling people to hurry up and wait, but many will quickly come to realize that patience is a virtue. Of course, I fully expect more people to be interested in joining this team between now and the next year and a ~half when release comes, so having more hands on deck will most certainly lighten the individual load we all feel. Twenty people is already a fair lot of people in my mind, but when you consider the fact that organizations will probably be the first major wave that goes up and that they'll be looking after their own while the lone stragglers come up a fair bit later. By then I'm confident that Eyes & Ears will have the required infrastructure in place to handle the volume in a reasonable manner. --------- Oh, and for those of you wondering where the updates have been. I haven't been feeling the desire to report on three hour tests and have instead opted to wait for more lengthy tests before bringing you all up to speed again. You won't be waiting long, this upcoming test is slated for 96 hours so an update will be coming sooner than you think!
  2. Maybe not optimal, but have you tried adjusting your browsers settings? I'm pretty sure with most chrome based browsers, you can also increase font size (and everything else) by holding CTRL and pressing + or - to raise or lower the zoom level.
  3. Organizations are being more heavily sewn into the game. The A3 launch brought along extensive changes of which the most perteniant here is deeper RDMS. NQ has released a YouTube video on the subject, you can find it there or skim through the news section for more detail. Sadly this has made the organizations site unusable to an extent but trust in NQ to fix it soon.
  4. I know this is going over my head right now since I haven't played EVE long enough and I'm also ignoring the premise behind the movie War Games, but let me humor this from an ignorant perspective. That sounds like a bad thing from a game developers perspective. So, we all want to win, do we not? If loosing is your thing, blaze your own trail but me, I like winning. Everybody uninstalls the game and therefore wins. Dual Universe is shut down. NovaQuark (theoretically) goes out of business. People loose their jobs. JC's hopes and dreams are destroyed, or at the very least put on hold. None of this sounds good! I've also read some stories about how the game sometimes leaks over into real life and... well, you're doing all of this so you can 'win' in some video game?
  5. Quick point of personnel privilege... - DSA Huh, so someone who made some money comes across a job they don't like dealing with, therefore they purchase the time of someone that likes dealing with that problem, and exchanges their time for money. Sounds kinda like capitalism to me... Those people with the DAC's found people with the blueprints and materials, both sides traded for the things that they wanted all supply and demand like, and went on their merry way. What's the first thing that comes to mind when I think 'capitalism'? Oh, and that whole going from needing 100 people to 10, it's kind of like how farming changed with the advent of technology and the ability to specialize your trade. Food, water, shelter, once you've accounted for the basics, people can afford to branch out. I have space drugs, you have money. I have an exotic alien body, you have money. I have a heat ray, you have a heck of a lot of money (see above flag). People have done worse things for money, much, much worse things that I can't describe on this forum. Your moral implementations aren't as big as they seem. as mentioned previously, Slavary. Someones whos choices are stop playing the game or work for some.. leaving the soul with little to no choice, which is degrading. Not to mention it doesnt benifit any1 if they do stop playing, in the long run. It's a callous model that favours making money rather than immersve game play. like i get that everyone would rather play for free, which makes these Dac the only thing worth.. well anything!! which is why its so broken Slavery won't even be much of an issue in DU. Find something you like and go after it. Someone forces you into submission, log off and play something else for a half hour then log back in. If they don't get bored, respawn and try to avoid those players/org. If you don't have a choice in what you're doing in the game, then are you even playing the game? DAC's are only worth as much value as people give them, if they are worthless (see PLEX) then is it pay2win? See capitalism which I mentioned in reply to the first quote. Do you have any suggestions on what to replace the current subscription / DAC scheme (which sounds fitting in the context of the topic) with? If people pay once then never again, the game will die quicker than it would with a subscription. If they included a premium shop then they would need to keep coming up with new gear (and thus less time spent on the core game) for the shop to keep the money coming in. Maybe in those three months you will have put in enough work to utilize DAC's and resources on the market to actually continue your subscription free of charge. Don't cut yourself short, but nobody is keeping you here either... Game development is fun. Something tells me that the team was just a little too optimistic on that initial schedule though. Oh well, I mean, it's not the first time a set schedule for something has ever been pushed back now right? I'm not saying that making money is the worst thing in the world. As an American, I for one would know that making money is pretty nice. You can buy what you want, travel wherever, enjoy a eight ounce medium steak dinner with fries that don't need ketchup. I like seeing the fruits of my labor. For NovaQuark, that means a game people are interested in playing, a technology successfully implemented into a game which allows that technology to be implemented elsewhere, game designers and developers that get to explore their passions and do what they love... ...So yeah, being a money maker is at least somewhat important here. Since EVE and 50k players is constantly being brought up in the context of this thread, I'm assuming we're talking about concurrent players as represented on the linked website. Since that website updates every half hour by the looks of it, I'm assuming this is players online at any given moment, not any larger metric like day, week, month, etc. Sure, 50,000 unique accounts (unique accounts, not people) might not be much but you're looking through a fairly narrow lens. Consider all the people that might have an account, but just aren't playing at that moment. You can probably step foot in that universe and not meet the same person again for a fair while. There's lots you can do with 50,000 players. Spread them out over a hundred systems, that would be five-hundred players each. Say five planets makes a hundred players per planet. Might not sound like a lot but a hundred people don't even need to be working together to make something fun happen on that one planet. Zooming back out again, that's 500 unique planets and a lot of space in-between. What can you do with all that? And we're not just talking about the same 50k players either, folks are constantly logging in and out, waking up, going to bed, returning from work, leaving for lunch, wiping the babies bottom and so-forth. Again, too narrow of a perspective here folks. EVE is dead, yet they've been alive for over 15 years? Okay, what would you consider not dead? Also, DU isn't your typical shooter. Send unto me these people with their straw hats and pitchforks, I wait for stuff like this! To further this, NQ is only sticking to cosmetics because anything more than that would be pay2win, contrary to the argument that the OP is making where DAC's are concerned. Buying say a weapon that's 10% better with stat xyz for example, now you have a leg up on every other player that doesn't have that weapon, pay2win in it's simplest form, which is why we're sticking to cosmetics. Oh lord, we're getting emotion involved? Okay I'm done, last quote then I'm out. If you're going to inject your emotion into this, well I don't know what you're expecting, but emotion makes people irrational. That underlined bit right there is what the person you were replying to in that quote was referring to. Your condescending nature isn't winning you friends or changing minds.
  6. Weekly Update - January 13th - 2020 Three rescues were made this test, that's 42 rescues for Alpha 2 and 56 rescues overall. ---------- On Friday evening I had heard a distress call from @Driktheviking who, for real life reasons, ran out of fuel on their trip to Sinnen. Lucky for them, I was active on the DU Discord and saw their message. While I hadn't decided to participate in the test (sacrilege, I know!) due to other DU related activities, this proved to be just the push needed. With the rest of the team either offline, not responding, or not as close as I was, I decided to set out with fuel on hand. Having gone to bed earlier in Europe, and nearing Midnight in middle America, I flew the entire way and refueled Dirk's tanks before retiring myself for the night, and considered rescue 54 a lock. Rescue 55 proved a bit interesting where various problems had presented themselves throughout the process. Respawning the day after at the north pole of Alioth, @Melvin requested a rescue to return him to one of his constructs floating up in space. Since this construct was still whiten Alioths gravity, this presented a minor technical problem which required a retrofitting of the rescue craft being used thanks to me committing a mathematical rounding error. We landed back at base to refit and this is where problems started occurring. I won't go into any detail about these issues in particular, but it was enough for Melvin to summon a squad-mate of theirs to pick them up. After a bit of bug testing by all three of us, I had a small list of things to submit to support by the tests end. Haunty set out from Alioth to assist @Develon who ended up stuck in space a little over 100 SU from Alioth. Their refueling wrapped up rescue 56. ---------- Minor progress was made on the fuel transporter this go around, alpha 3 being most of the reasoning but my lack of creativity the other. Both side rows of fuel tanks have been removed since I don't yet know how I want to integrate those into the construct. The more I think about it the more I'm considering splitting this construct up into a handful of different types. The smallest variant retains only the bridge and top level small construct bay. It's purpose simply being the transport of the smaller construct and a minor contingent of crew. The second variant, which I have currently reverted to, is a compressed version of the fuel transport I initially intended to design. Capable of carrying half the fuel of the extended version, this is a lighter dual purpose craft made to serve multiple light to a single medium craft. Since this variant still features the small construct bay up top, an alternate will also be created which either removes this bay outright (and henceforth becomes the first outlined variant above), or serves as additional fuel storage. The expanded version I initially intended to create, again, doubles the fuel storage of the compacted variant and is intended to serve small fleets or a light warship. I think further major work will be put on hold until Alpha 3 comes out, which I'm being led to believe shouldn't be long now. For the time being, all that's really being done is adding elements, I'm fairly content with the hull design as is and don't anticipate too many changes going forward for now. The bridge looks plain yet modest, all it needs now is coloring, a bit of fancy Lua and some more buttons to press, a lot more! Now, if I was allowed to publicly say what I thought the future held, this would probably be a bit longer, but since I'm not sure if I'm allowed to discuss such, I'll just leave it off the table until then. You'll probably get further details news once more Alpha 3 news is publicly available. ---------- That's all for now, until next time, fly safe everyone! - DarkHorizon
  7. Yes, as a matter of fact we're always hiring. If you're looking to join, feel free to scroll through the positions we have currently available, then both fill out the google forum in the description tab on the community site, and submit an application.
  8. The game isn't online currently. The server is only online during specific periods and not 24/7, we actually just wrapped up our rather lengthy holiday test so @Atheos you in particular just missed testing. Don't worry, the next test will come up again on the 9th. https://www.dualthegame.com/en/server-status/
  9. 50 Rescues - Weekly Update - December 30th - 2019 8 rescues were made over the past eleven days since holiday testing began on the 19th. That makes 39 rescues since Alpha 2 started, and 53 rescues since Alpha 1. We hit our late goal of rounding out 2019 with 50 recorded rescues which, in my opinion, is pretty darn incredible. We're only a small team of do-gooders helping people out in the testing phase. Having come this far off of people getting stuck out in deep space, burning up on re-entry (haven't had a lot of these rescues surprisingly), or simply being re-spawned somewhere they shouldn't have and needing a lift to more familiar territory. For the most part, these random or unexpected accidents are just a small start. I think after PVP comes out we'll be seeing a lot more requests for assistance. Don't worry folks, we'll be there. ---------- As for rescues, @Armedwithwings was our first rescue of the test by Haunty with a simple pickup on Alioth and a return to their base and a lock on rescue 46. I would take care of rescues 47 and 48. A recently placed structure at a NQ designated respawn point proved useful when @ilodev sent out a call for help. I flew over and we were just about to take off again when @RJ respawned as well. After hearing their stories about how they were both doing their respective thing before a bug got in the way of their activities and respawned them, I dropped both off at their desired points on Alioth. Rok would pick up @Brahmnz the very next day at the same spot. Ardes provided @BaileyVandenbroek with some fuel and building advice. No doubt it proved useful and scored rescue 50. On Christmas day Ardes would meet up with @Jack_Blade who crashed underwater. Sounds like someones soft water landing didn't go as expected, luckily Christmas miracles do come true. While on Symeon, Rok assisted @vihalvor with a repair and rescue 52. Finally, rescue 53 happened out in space near Symeon where Rok supplied @Protius with some fuel and netted rescue 53. --------- No major updates on my end. My new hardware didn't exactly play nice in the days after the previous update. Without boring you with the detail, everything culminated in the corruption of about 2 terabytes worth of video recordings I've done of my testing since alpha 1. I'm recovering what I can but I'll just try and be positive and think it no big loss. That's all for now, until next time, fly safe everyone! - DarkHorizon
  10. If you use xsplit gamecaster for recording and streaming your gaming footage, they got a promotion out right now, feel free to check it out if you haven't already. I think the only way you'll beable to get this is through their newsletter. If you're already signed up, check your email, search 'Xsplit". If you're not signed up, consider doing so and you might get an email. The promotion should be wrapping up sometime in the new year so you should have at least the next two weeks assured. https://www.xsplit.com/blog/claim-your-founders-license-now-for-free-xsplit-gamecaster-for-life 'Free' is my second favorite word for all you wondering.
  11. Weekly Update - December 16th Four rescues were made during the past test, that makes 31 rescues for Alpha 2 and 45 overall. ---------- @maxamized started out strong and notched his first rescue early Friday morning by running some scrap out to @Reaper07 on Alioth. @Dr Rhubarb also scored their first rescue after 283 days in the organization. A lack of being in the right place at the right time both in-game and in real life made his first rescue so elusive. Nonetheless, he was able to aid @Context with what our logs say is a "full ship repair". Not sure how big, but I hope the service was appreciated! Haunty came to @Erquilenne's aid on Sicari with a resupply of fuel on Sicari. Finally, maxamized rounded out the rescues this period with another fuel run to @TheMaGoth on Alioth. The first three rescues were notably in a span of only six hours, more or less with me being totally stuck at work thanks to a change in scheduling. I will say that I was quite happy to turn up during my lunch hour to see the team had handled themselves well during my absence. While this is more or less all individual work, I hope that this is a trend that can continue into the future as the organization and team grows and develops. ---------- This is another short and frank update since it's late in the day for me and I wasn't able to attend testing over the weekend due to some conflicts between my old and new hardware (think it's RAM), hopefully that will be resolved soon though! That's all for now, until next time, fly safe everyone! - DarkHorizon
  12. Tutoring in general is not something that has been or is currently being considered as it currently isn't in the organizations purview. Maybe for some dedicated organization or group with a lot of members, but not us. We will teach members the basics of Dual Universe, should they be new, along with the ins and outs of our organization. Aside from that, in the future I will also be adding an additional page to my website consisting of best practices to observe so your risk of needing our services are greatly lessened. I know what you're thinking about that last part, we're just like any real life emergency service provider. Nice to have, but something you don't want to need.
  13. Was bored, so I took some notes of all the curious and interesting stuff I heard during the podcast in the latest news update. If you don't want to listen through the whole hour and forty-six minutes, feel free to read everything I skimmed off and enjoy. Also, feel free to post or message me if you got something I should add to the OP. Here's a quick rundown on what I got. PVP Social Features Piloting Revamp Industry Changes Surface Gathering Territory Units Visual improvements UI Roadmap Update Player Questions NDA Lift PVP === CVC is on track for January. First version of CVC: Large -temporary- arena in space only Will be expanded to atmospheres, then the entire game world. More versions in the future? Pillars of CVC: Lock+Target - operating at long range, one way of dealing with lag Destruction - piece by piece, physical holes Multi-crew - No battleships controlled by one person Future Improvements to CVC: Repair Units - Rebuild your ship at 'last snapshot', Shipyards Separation between PVP space and safe zones. Construct vs Avatar: If a player is hiding behind a wall and you shoot the wall, the player will die because of the blast radius. Explicit player targeting will come later (if needed). Social Features === Some features may be coming sooner. Legates: Legates will have the right to decide who should do what in an organization. A voting system for Legates You can have other organizations among Legates Someone in an organization can be chosen as a representative - A Super Legate Ownership: Everything in the game has an owner. Will be expanded to individual items in the player's inventory. An engine belonging to a specific player can be held in another player's inventory. New filters will be applicable. Organizations can now own constructs. Players can formally trade and transfer construct rights between each other and organizations. Partial revamp of RDMS: New types of rights introduced Legates will have rights to manage an organizations RDMS Three specific groups: Actors: Groups of people put together to define people. Miners, pilots, etc Rights: Construct based, territory-based, item-based, and more. Tags: Ability to tag items, constructs, territories, etc, to target a policy Chat system being worked on. A solution will be made for people in organizations that are non-testers. Piloting Revamp === All changes will be given a dedicated dev blog, this is just some of them Wings will be able to cause torque Script generation in control units redone Flight with mouse Autoconfig script will need to be run on A3 release "G" will trigger gears without the need for scripting. Cruise control will control your ship with velocity instead of thrust Different 'mode' Easier to control ship Easier for new players in space, more feedback, easier to understand what you're doing Not a 'better way' Balancing Space engines unbalanced, very overpowered Rocket booster fuel cost and materials adjusted Player specialization will start to increase Industry Changes === New Modes: Maintain - Indy linked to out container, will attempt to keep a number set of whatever the unit is building (always maintaining a set 30 ore then stopping) Set Number - Indy will make a specific number of parts, then stop. Recipes revamped, will now make sense, parts will have actual names, "burner", "case housing", etc Ore distribution altered New Specialized Indy Units: Glass, metal, etc New Indy designs, animations soon. Surface Gathering === Extension of existing game play Collect surface resources, fairly low value Resources may, depending on where they are, but not always regenerate Intended to be a more casual experience and help new players Rocks, crystals, trees Initial seeding will be done, then more refined over time New Tool: Surface Gathering Tool Walk up to a surface element, activate the tool, charge up, gather resource Territory Units === Making a comeback Who has rights to mine, build, etc Visual improvements === Space lighting 'too dark' Nebula added to brighten things Will be able to see other ships at a distance in space UI === Not all UI elements will be changed in A3, all however will be improved over time. Entire revamp planned for more consistent interfaces Roadmap Update === Consolidation and stabilization will be focused on after A3 Some beta features may be postponed New things will still be added User Experience Ensuring things work well Information provided when the player needs it Onboarding process further polished Beta 2 Need to introduce features really important to coherence for all gameplay pillars Release will be an acknowledgment of the maturation of the game, not necessarily addressing more issues. This was done with the unannounced 'pre-alpha' stage. Fast Travel Options: Visit a place once, unlock a 'fast travel' option. Planets moved closer together. Speed limit increased. Other ideas open to player feedback Planet Revamp: Exploring in DU gives a sense of wonder. Well underway. Destined for alpha 3 but was pushed back. Biome design, more realistic textures. How things look today are still considered placeholders. Ongoing effort. The geometry of planets will not be changed after the beta, no wipe, no regeneration. It will be the final version of where mountains, forests are, etc. Mining: Bigger variety of mining veins. From mega veins over multiple territories, to tiny pebbles, regular nodes, etc. Territory Warfare: Design not completely set. Claim enough territories around a territory you own, one in the center becomes a 'temporary safe zone'. Destroy the territory unit to claim it for your own. Evolution of combat V2. Expanded to the whole system, not just the PVP arena. Mission System: Nothing more than a player given quest system allowing players or orgs to design missions for others to complete for rewards. Will help address the need for things for new players to do, mine ore for an organization, etc. Exploring 'NPC type' missions that only new players can do (TBD). Release and Post Release: An indication of what NQ wants for release with some features coming after release. Some features might be ready earlier. Player-owned markets were pushed back due to challenges; what happens if you store your market in your inventory, destruction occurs, having player owned markets be in PVP areas or not. Energy management will come with specific challenges. Create groups of people who are not parts of the same organization to work, play, fight together. Player Questions === Will Beta be feature complete: What is 'feature complete'? It's really hard to say for a game like DU. What do we need to make a release ready game? We have our priorities for release. As company size increases, we'll be able to do more things. Things will get better the more successes occur for the game. Will gameplay look much different after release from alpha? Crafting times, recipes, talent costs, space station placement, restrictions, and so on. When will we see these changes before release: Balancing things will always be occurring, new things will always be here to fix for changes to old features and after introducing new ones. As much balance will be pushed as needed to keep the health of the game where it needs to be. We try not to revisit things that we consider are 'in a good state'. How many features we need vs how many we want. When there is a feature that is pretty good or where it needs to be, great, let's shelve it and work on other features that need help. Loopback if we need to. Preception of less communication in NQ since Kickstarter ended: It's been busy, the team hasn't exactly been happy with this lack of communication. Dev diaries reintroduced, would like to do one every month, but we need to gather high enough quality footage for these videos, this is why we introduced the podcasts, we're still trying to find the tone and type of content for podcasts, but the idea was to have a forum where we can speak to the community, talk about the game, give them an inside look at what we're doing, give them access to the developers. We've had a great reception, this is something we'd like to do more frequently. Hopefully all this we've been putting out to answer more questions from the community. We have a second podcast, we're planning an AMA, all to reinitiate that communication. Hopefully, this is something we'll be doing in the next few months as we head into another incredible year. Maybe as a reassurance, we spend quite a bit of time reading the forums, maybe we don't respond always, but when we think about new features and are balancing things, we spend quite a lot of time on the forums seeing what you're thinking and saying. As often as we can, we make changes to act positively to what you're saying. Our ticket system is carefully monitored and various things are given priorities where everything will be handled at some point. The problem is the limit of how much we can do in a given time so sometimes it might take a lot of time to fix something you think would be easy to fix, that's not the problem. The problem is other things need to be done before this because we've judged there are more needing. Think of it as a hospital, you deal with the most urgent first so even though you are in pain, you're not going to die, you're not first. Not just on the forums, we also spend time reading YouTube and Discord, something I can say and I'm going to give them credit, we have a team of community managers who are advocates for the players inside the company. They are extremely vocal about making sure the community and its concerns are heard, and you can be assured they have your best interests at heart. NQ-Nomad is one of them, he works on this podcast. I want to thank them and close this podcast by thanking the community for helping us move forward and for their support. We put that in every video and communication, we want you to know that we mean it and its not just a gimmick. This is something we all believe in, starting with JC and that culture of 'community first'. The community is our most precious asset as what this game and vision are based on, and this is distilled to all employees at NovaQuark. Nothing pleases me more than reading Discord on release days. Sometimes the feedback is good, sometimes bad, but as someone who works on the game, when players get their hands on what you've been working on and just break it instantly, we expect that, I just love reading everyone talking about the features and things I've had my hands on for a while. More community questions will be answered later in the second podcast along with the AMA. NDA Lift === Will come next year when the game is ready, closer to early March after A3 is released. We need to make sure people outside the community are ready to enter the game. Stabilizing everything, improving user experience. These new players won't spend as much time as Alpha players understanding the development process and will just jump in and judge the game by its current state. Need to polish performance, visuals, improve onboarding, etc. This needs to happen before beta which creates a hard limit. We hope to be able to do this in March but it is hard to say if we will be able to meet this deadline.
  14. Another one man org? Oh well, what's one more grain of salt in the salt heap...
  15. Weekly Update - December 2nd Five rescues were made this test, this is the new highest number of rescues made in one session since breaking four on the week of October the 14th. This brings our total to 27 rescues for Alpha 2, and 41 rescues overall! With only a month to go, only nine more rescues until we crack 50 total, which I think is a very achievable number to cap off 2019! I'm not asking you guys to crash into the moon so we can get some arbitrary number, or am I? --------- The first rescue of this test was also one of our newest members of the team! While on my usual watch I had spotted @Rok in the 911 channel in the middle of his first unsanctioned refueling mission. After assisting @FU3GO out in the black sea near Madis, we had a bit of discussion and I brought up the organization which he promptly decided to join during the flight back home. Haunty went out for the 38th rescue to transport @archerer8791 back to their camp. I myself went out on back to back missions, first to transport @LISPYxLUNA to a far off construct, they then the followed me around as I picked up another player and dropped them off at their mining site to cap rescues 39 and 40 respectively. @Flamm made their first rescue during the Alioth Aerospace Expo which was held this weekend at Objective Driveyards base on Alioth. @Kasper_DU was supplied with a fair 2000L of fuel. ---------- In the downtime I put in a fair bit of work on the medium hauler over the course of this test. The single person 'bubble' cockpit was replaced with a three person bridge. Mind you're head since headspace is somewhat limited. This combined with the cockpits distance from the windows in favor of a viewing port to the ground necessitated lowering the windows, so feel free to either crouch, or go out to the launching bay if you want a good upward viewing angle. This is somewhat by design given more or less the function over form utilitarian feel that I'm starting to go for. A new crew compartment is situated in-between the bridge and launch bay with seats for a tight group of twenty with ample leg room unlike most real life coach flights! Aside from a couple of windows into the launching bay, doors in and out of either the bridge or bay, and some screens which I'll put to future use, nothing all that special here. The voxels didn't exactly turn out as clean as I'd like, but the game is still a work in progress. Finally, as the test was wrapping up, I painted the entire front section black, in line with the small transport that the hauler was designed to carry in its bay. Of special note, on Sunday, I had a small stroke of genius. Normally, if the game is having an issue and you end up getting respawned, it's at the north pole of Alioth. It's here where I've positioned what I like to think of as a storm shelter of sorts, in particular I was thinking of a blizzard given the environment. Aside from some signage that details out a few things and a couple of fuel tanks for those who'd like to donate fuel, a second floor was added with accommodations to make it a sort of living space and less gloomy. A bed, a desk, a TV with no reception, and a keyboard with an attached screen with a few words on it's display. No facilities, if you gotta go, go outside and don't stink up the place. Exposed roof access is available giving you views of the scenery and a great place to watch for our rescue team on those crystal clear nights. Above all this shelter serves as a means for other people to call on us for transport to some location on Alioth. It's one of those 'nice to haves that you never want to use' sort of thing, so if you get stuck up in the snowy white, you know who to call! ---------- I hear that the Alioth Areospace Expo was quite the thing. It sucks that I missed it because those pictures that were taken of the event look quite great, hopefully I can attend and run around next year. I wasn't entirely inclined to stop by because the last event that was held, the DICE race to the moon and back, lets just say my computer wasn't up to spec to handle it. So, in spite of this, I may or may not have purchased me a ryzen 37x and gigabyte x570 for today, cyber Monday. I should have the two parts in time before the next test which I'm sure NQ is keen for feedback on. Before you say anything, no, I didn't make this purchase because of the event. It's something I've had on my mind since earlier this year, finally pulled the trigger on the main two components. Cant wait! --------- Finally, I wrapped up work on the website and have pushed it to the public. It's mostly the same thing aside from a few additions of various design elements, and some new odds and ends like our mission, a manifesto, and a charter on the About Us page, the new Sponsors page, some solid stats and additional stories of survival on our Stats & Stories page, and added more of Eyes & Ears history to its Our History page. The Index page has been condensed down to lower the amount of scrolling needed and as a matter of fact, I did that as a part of the overhaul in general. Paragraphs were split up into blocks to increase readability and breakdown walls of paragraphs. Aside from a bit of rewording of some other phrases throughout the site, that should about cover everything major. I might push out a few smaller things but those would be largely inconsequential overall. The banner image at the top I'm still looking at. It's not as much of a work in progress as before, it's actually something I could publish right now, but its something I'm still thinking about. That's all for now, until next time, fly safe everyone! - DarkHorizon
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