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Starfighter General News

She ain't much, but she's an official MMORPG now.

The amount of praying to get over the finish line is absurd. Just finishing is a miracle.

She ain't pretty, and she ain't awesome yet...But you can shoot fodder enemies, and collect experience/gold/credits and other players can shoot you... I'm not sure how many players can be in there at once... Maybe many? At least 10 I think....

I'm so exhausted, coding from 6 am to 2 am to get this out... I can't even write proper patch notes.

This is a life's dream of 38 years, complete, and the journey just begun.

Praise Jesus!

Happy Palm Sunday!

Love's the way, always be helpin people, never spreading hate. In game, it's okay to roleplay a jerk, but IRL, be nice to everyone, even the jerks. Help everyone we can, and humanity will do well.

I just climbed the mountain and put the flag up.

Now I must make camp, good night, we have more fun later.

More robot friends slowly being added

I'm trying to patch more often instead of focusing only tech. We've patched twice this week. Steam sent an email to devs to patch more often, lets make this fun!


12:30 AM 3/20/2023
Patch notes:
Populated more space station adjutants
-Command Center
-Mining Operation

In the Pipes:
Multiplayer is working, is crisper than most multiplayer games I played for now, and may come out this week.
It's really cool because it will have fun says of basic attacking enemies.
It will have leveling and drop common/uncommon/rare/epic/legendary/UnaLegendary TimeCapsules.
A TimeCapsule will let you open it to random treasure from when you found it to the current patch you played.
They will be in demand in the future as long as some items become difficult to obtain in future patches.

Next Pipes after that:
Collision damage.
Specific item pickups.
Proceedurally Generated Galaxy (not sure if I want to make 1 mil or 420 billion star systems)
AI aliens who will do their daily life around you! This is some next gen AI stuff and seem like real interactable aliens like real life to a larger degree than seen before.
The talent tree paths for leveling.

Story line! (people looove it when I tell em the story)
More random events in MMO and Clash.
Conquering and taxing zones...
etc.






Hotfix server & Preview

Server hotfix: New players were not being given a ship unless they relog. This is unacceptable and has been fixed.

Preview of things to come:
The next patch, I'm looking to have an actual MMO core framework from which to build content from.

Yes, this means the MMO networking is in again and will stay in.

Before I work on the MMO I need to do some boring techs:
1) Write my own version control, GIT/Subversion/Collab, none of them are good for Unity projects.

2) I'm writing an item maker that is crowd sourced! Anyone can make some fun items. I want millions of items and can't make them all myself, but I can review them and put millions in.



I'll let you know when I make IGBH: Starfighter General item makers

Meet the Alien Trash Talk

Here's some fodder aliens aka dumb aliens that trash talk and attack you like most MMORPGS: https://www.youtube.com/watch?v=g8UQVVtc9Go& It's fun to watch a bit though to see what is coming. Later trading/hailing/recruiting/quest getting will be added.

MMO hopefully generally in by summer. Multiplayer tech is already in, Log (n) networking instead of traditional n^2 networking, which means we can easily easily blow away Eve Online's World Record of video game players in one zone away, and 30-60 FPS while doing it.

Multi-Core DOTS/ECS tech from Unity means 100x as many things on screen + more complicated AI possible.

Today I'm going to start scanning 40 years of design documents while finalizing the entire MMO design. It's getting exciting.

We have an actually sick space opera AI driven NPC biosphere.

It simulated traditional Sid Mier Pirates/Elite Dangerous trading, but every NPC has it's own shop keeping economy. It won't buy if it doesn't need product. It sells depend on supply and demand as well.

Every single NPC in the game, shop keepers, mercenaries, playboi party cruisers, scavangers, military folk and followers, everyone, literally every NPC and players have 120 personality sliders that influence what they do, and options. These personality sliders are inspired by Sid Mier's Civilization or Micropose's Master of Orion. So you can understand what may transpire...

Story time: A trader might be a successful trader, incorporate/franchise or build foundries and factories to buy and sell more things... Once he has billions of dollars, he might just buy a capital ship fleet, hire mercenaries and try and conquer star sectors.

Capturing Star sectors will be something players can do too, and then you can set the tax rates, set some laws etc. There will be a window for an hour once every few day another player crew could challenge to take the sector off you. This means your team can know when to get on to defend if needed, and afk allies ships can be auto piloted to join the battle.

It's a first person shooter like Xwing vs Tiefighter MMO, with RPG stats, the ability to accrue a large fleet, encourages role play and down the road will have like game master roleplayers who will let you change anything in the game pretty much, omnioptent RP.

Video of first trying to skybox actual real stars: https://www.youtube.com/watch?v=96cIYun83FE
Today I'm finalizing the proc gen galaxy designs and the power ramp curves over time, with the milestones you need to get to dive to deeper rings inside the galactic core. I'm a fan of Angband a roguelike,and it had things you needed to acquire to dive deeper or you just got obliterated. There will be a million stars. We could do 400+ billion, but we want players to see each other from time to time. The outer ring is level 1, and radiation zones prohibit warping to the next ring deeper towards the galactic core... You must find transit paths which are normally guarded by big fleets you must destroy or sneak past(sneaking bad laden with loot is tougher). In addition to diving deeper, towards the core, the rings are elementally biased on the degree of a cross section:




So the design I'm finalizing today as I scan 40 years of design documents will be working on the magic systems:





The RPG game mechanics are based on an unreleased gem of an RPG I made tested for 10,000+ man hours and most say it is the most fun RPG they ever played, cultured folk who played D&D, GURPS, Vampire the Masquerade, Paranoia, TMNT, Ghostbusters, etc etc. It has skills like fallout/wasteland and we're adding a talent tree like Path of Exile (this is about 70 screens large):




The highest level of some of these magic systems might be pretty deadly to fleets unless you have specific counter mitigations to em, so they can be part of the Angband Diving requirements deeper. Off the top of my head, I'll try and do free action/elemental resists much higher. I'll have an Angband Diving requirement of missile defense... And I'm proud of my missile defense design: Most xwing games have a thing called missile spam phase and it often happens as soon as you meet another fleet, volleys destroying ships right off the bat and no defense... In Starfighter General, there's a Physical Electronic Counter Measure PECM, which you fire out as a blob and it attracts many missles to it. So in case of missile spam, a PECM launch can stop them from hitting you with dozens of missles at once. However if missiles are fired periodically and not in big clumps, it isn't viable to deal with, but your shields, evasive maneuvers and such can be used. There will even be a shield dump ability to fire your shields away from your ship so things that hit the shield and explode don't localized hurt your hull/armor. So I'm going to kick back for the next 20-60 hours just scanning my design documents and doing a full double check of this ambitious design of Starfighter General Space Opera MMO. The new research level techs work which is a relief, but the implementation of a living and thriving world of NPCs needs a solid double check of the design.

Besides, I've been pushing myself too hard to get this thing done and the stress is killing me working every day... It's good to kick back and do some fun design. If anyone wants on board, we plan on taking a lot of market share away from Eve Online/WOW and Eve makes what 100 mil a month? Rev share will be considerable. We could use social media promoters, organizers of AI art(sort them to bins like planets/items/aliens), coders, musicians, sfx guys, modelers, story line script guys, trash talk makers, alien race designers, planet/star sector theme guys and more. I run this operation like a 1500s guild, I train you for free in ways better than a paid university could do it, and if you can eventually contribute then you get royalty payments for life. I say this because some of you might be so bored there's no MMORPGS out there, you might want to help make one, and that's how I ebb and flow between playing and making games. No skill needed, just a desire to try and skill always comes. If you don't want to waste time working and can fund us, PM me. Otherwise just hang tight or build your Clash base up right now, since it will help you get a jump on the MMO component that's coming soon.

Base Bud 4000 puts the taunt in adjutant: small patch

I always wanted an adjutant but didn't want to do it until I did it right.

Then I remembered I always wanted a robot friend.

BOOM! Base Bud 4000!



Enjoy


The dimensional reality flying might make you die of laughing, be careful, I don't want to lose my user base quite yet. That is only a taste of stuff to come... Also heads up... Lots of inventory/etc not quite functional. I was dropping the adjutant patch asap for new users... But still the dimensional reality flight is more fun than it's ever been, trust.