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CodeGlitch0

Alpha Tester
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Everything posted by CodeGlitch0

  1. Software development is my profession, and I have done a bunch of Lua scripting in games like Second Life and Legend of Grimrock I & II and scripting in other languages such as Javascript for games like CodeSpells. As a result, I will likely gravitate in a huge way towards construct building and sales. I will also be trying to get into the earliest possible alpha / early access program they make available through Steam or Kickstarter or whatever. As such, I hope to grow a huge manufacturing and sales empire in the game. From this perspective, I have a few comments: It is probably inevitable that certain resources will become dirt-cheap (literally) in the markets, others will have greater value. As a builder, I would rather spend my time constructing and coding, rather than mining and gathering resources. I would prefer to leave resource gathering to newer (or more dedicated who can handle that grind) players and just buy them off of the markets. Depending on how many people gather resources, I may pay more or less for them on some days. At first, I probably won't have much cash on hand, so I'll focus on smaller items that I can build and sell quickly in order to generate the revenue for larger products to put up for sale. According to the DevBlog, much of the markets will be automated. You post a buy order at specified price. Someone who has the resources posts a sell order. If the two line up on cost, it will automatically post the transaction for you. You shouldn't have to babysit the location for sales to go through. As to scripting the constructs, I will certainly be one player developing scripts constantly to make things bigger and better. I may even contract myself out to players from time to time to code private scripts if they can't do it themselves. So there will be at least one, but probably many people to assist with that sort of work. Contracting for script coding, means I will have more capital to buy more resources so that I can build more products to sell later. My product prices will be based on the amount of work I have to put it to develop the prototypes and cost for resources plus a bit of profit. From my perpsective, that will balance out nicely as I won't short-change myself. I plan to set up a base right near the Arkship so that all of the new players will be able to find me right away and Know I am the one to go to for the best constructs. EDIT: For the grammar police.
  2. I really like this idea, it almost seems like a required feature for any useful short of base or ship defense. Ie. One radar device, transmitting enemy locations to multiple turrets controllers. But yeah, hijacking and jamming the signals would be a problem if generic/common communication channels are used. The solution would be to use command codes (secret key) signatures to each message. Simplest and fastest method for devs to provide would be to append a keyed MD5 HMAC hash for each message. Then anyone with the commands code can verify authenticity to prevent hijacking. This could be part of a "security" construct DPU.
  3. Thanks for the vote of confidence. I hadn't seen that posting yet. It is good info, though to sad about the insta-shoot solution. I think that'll take away from the realism a fair bit, but I am sure they will come up with some acceptable lore piece to describe why the universe only has laser style weapons. As I mentioned in my getting post earlier, I am really looking forward to trying DU out when it goes alpha, as it is almost a perfect match for a hobbyist game I have been working on, but will probably never finish. As a result of that game, I have a ton of ideas for things to build that fit well with DU, from what I've seen.
  4. I have a specific, but sort of general, question about sensor granularity when it comes to DPU events and functions. What level of granularity can we expect from various sensor systems for things like developing an AI-based targetting system? For example, in the Lua DevBlog, the radar was mentioned with an enemyAt(x, y, z) event and the inclinometer would have our ship's getPitch() / getRoll() functions. Let's say I am building a targetting AI for a laser-based weapon. I would simply use the current enemyAt(x, y, z) position for the target location as it would be very unlikely to combat at or near light speed. But if my ship is using a projectile weapons system with a bit of delay before reaching the target, I would need to program the AI to use the enemy position plus their current direction of movement and velocity, combined my my ship's current direction velocity to compensate and lead the gun appropriately to hit the target if they maintain their current speed and vector. So, will things like getEnemySpeed(id) and getEnemyVector(id) functions be available from the sensor systems? Or will the gun DPU system have basic targeting and appropriate aim leading code already implemented for AI and human firing? On another note, would there be a mechanism for rayCast targetting from a gun? ie. Checking in the direction the gun is pointing to find the collision position and ensure it isn't a point on my own ship, or a friendly ship before firing? Sorry for all the technical questioning, but thanks for listening!
  5. I will likely be specializing in base and ship security / defense / weaponry when Dual comes out to alpha and beyond. If you will need those services, keep me on your contact list.
  6. Hey everyone! I just heard about Dual Universe yesterday, and my interest is piqued. I currently play CodeSpells, which seems--in some ways--like the magic/wizard version of Dual Universe and have also tinkered with building/scripting in Second Life in the past. Dual sounds like it might be an interesting combination of Second Life and space, which definitely has me interested. Especially since all the junk you find in SL should be largely impossible in Dual. On another note, I'm a full time professional developer who has been dreaming (and partially implementing on the hobbyist side) a space game which has very similar goals to Dual, by the descriptions given. I'd love to get in contact with the devs at some point to discuss ideas, but in the meantime, you will likely find me lurking around these forums. Looking forward to see how this project pans out! -CodeGlitch0 EDIT: My role in the game would definitely be artist / builder / space engineer.
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