Spacenoth: New Year's Alpha released!
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New letters will be solved in the near future, with the new terrain system in 1.3. 1.3 needs other letters but the amount of custom letters there is huge.ILikeProgramming wrote:That was my reaction as well when I was working on the first demo.
I think the main reason is lack of terrain variety. But I have no idea what new terrains should be or whether their are enough letters left for them.
For 1.2 these letters are listed but not used $.;:<>_` and ½§@% as well as j and O since 1.2 is released and no new features are added is should be "save" to use them.
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Glad to see we're getting feedback
There are some issues with the current alpha version. The terrain being most appearant since factions had additions just before letting the demo go "live" the reason it's let live at this time is to try and convince people Spacenoth is a cool project and will need aid in order to reach completion. Unit Art and Terrain are is an area where there could definatly be more people helping and adding along side the current ones.
The terrain idea post is always helpful, thanks a bunch. We've had alot of them as suggestions but have not yet had a good way to implement and illustrate them.
One problem with space is that there is really not much there.. hence the "boring maps" but realism comes after playability and fun in this case and we definatly want more terrain types.
As with all alpha versions there are alot of child sicknesses. It is unbalanced in some areas and lacking in others. It should entertain a moment longer when playing in multiplayer since you get to try out all the factions basic shiptypes that are not yet introduced in the campaign.
It does need some more and improved mp maps and hopefully the next release will hold such and try create a fun scenario.
Either way this is a very good way for us to recieve feedback and help and raise averness aswell as interest people who think they might like to play Spacenoth games.
/dreampilot

There are some issues with the current alpha version. The terrain being most appearant since factions had additions just before letting the demo go "live" the reason it's let live at this time is to try and convince people Spacenoth is a cool project and will need aid in order to reach completion. Unit Art and Terrain are is an area where there could definatly be more people helping and adding along side the current ones.
The terrain idea post is always helpful, thanks a bunch. We've had alot of them as suggestions but have not yet had a good way to implement and illustrate them.
One problem with space is that there is really not much there.. hence the "boring maps" but realism comes after playability and fun in this case and we definatly want more terrain types.
As with all alpha versions there are alot of child sicknesses. It is unbalanced in some areas and lacking in others. It should entertain a moment longer when playing in multiplayer since you get to try out all the factions basic shiptypes that are not yet introduced in the campaign.
It does need some more and improved mp maps and hopefully the next release will hold such and try create a fun scenario.
Either way this is a very good way for us to recieve feedback and help and raise averness aswell as interest people who think they might like to play Spacenoth games.
/dreampilot
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Just installed it now.
Two very quick observations:
"Scambling" = "Scrambling" & "unkown" = "unknown".
The starfield in the background looks far, far too dense to me. Probably all the dark blue dots could be removed.
[Later thoughts]
"Asteroid field" is more traditional than "asteroids field" - much like a "minefield" has more than one mine...
And the planet is still called "Village".
Heh. I like the dialogue.
The in-game help could use bringing in line with Spacenoth - I'd like to know what the "charged" and "sturdy" traits actually do.
P.S. There's a satellite floating in space that doesn't seem to do anything (image attached). Is it just part of the background, or am I missing something?
Two very quick observations:
"Scambling" = "Scrambling" & "unkown" = "unknown".
The starfield in the background looks far, far too dense to me. Probably all the dark blue dots could be removed.
[Later thoughts]
"Asteroid field" is more traditional than "asteroids field" - much like a "minefield" has more than one mine...
And the planet is still called "Village".
Heh. I like the dialogue.
The in-game help could use bringing in line with Spacenoth - I'd like to know what the "charged" and "sturdy" traits actually do.
P.S. There's a satellite floating in space that doesn't seem to do anything (image attached). Is it just part of the background, or am I missing something?
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Pilot max makes me want to shoot him in the teeth, but the demo is fun otherwise.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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I'm always in for a nice surpricezookeeper wrote:I'd be very surprised if you couldn't override that with a custom terrain.SkeletonCrew wrote: Village is hardcoded for the mouse over. (It's translatable, but the Wesnoth sets the word village in the proper language.)

http://devdocs.wesnoth.org/reports_8cpp-source.html
start to read at line 373
At other moments (IIRC when selecting the terrain) the name shown is the name set in the terrain.cfg, which can be set for every terrain. This is controlled by the alias system as well, so if that results in village it's possible to change.
Uh, yeah, that sucks. I tried this:SkeletonCrew wrote:I'm always in for a nice surpricezookeeper wrote:I'd be very surprised if you couldn't override that with a custom terrain.![]()
http://devdocs.wesnoth.org/reports_8cpp-source.html
start to read at line 373
At other moments (IIRC when selecting the terrain) the name shown is the name set in the terrain.cfg, which can be set for every terrain. This is controlled by the alias system as well, so if that results in village it's possible to change.
Code: Select all
[terrain]
symbol_image=village-human-tile
id=notavillage
name= _ "NotAVillage"
char=z
heals=8
gives_income=true
[/terrain]
Last edited by zookeeper on January 5th, 2007, 5:20 pm, edited 1 time in total.
- irrevenant
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Looks like it does it so it can tweak the description (eg. "Owned Village", "Enemy Village") but yeh, it would be preferable if that were more flexible.zookeeper wrote:...but apparently the gives_income= key is what makes the game label it as a "Village", which IMO is completely unnecessary (or at least I don't see any reason to do so, the game should just display the terrain name the terrain itself defines).
I guess when they first coded that, they didn't anticipate anyone turning the villages into planets.

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A lot of things where not anticipatedirrevenant wrote:Looks like it does it so it can tweak the description (eg. "Owned Village", "Enemy Village") but yeh, it would be preferable if that were more flexible.zookeeper wrote:...but apparently the gives_income= key is what makes the game label it as a "Village", which IMO is completely unnecessary (or at least I don't see any reason to do so, the game should just display the terrain name the terrain itself defines).
I guess when they first coded that, they didn't anticipate anyone turning the villages into planets.

I'll add support for translating these strings in my terrain branch so it will be in the trunk in a little while.
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Also, it would be good to have proper names for the new recruits rather than just naming them after their craft ("I am the scout known as "Scout"").
P.S. Given that the planets take up 7 hexes visually, could the outer hexes symbolise something (gravity field, maybe?) rather than just being space hexes?
P.P.S. Pilot Max appears to just be flying a Scout - shouldn't his description just say 'scout' then? Or maybe "Scout Leader".
It's a good graphic, but it looks too important to just be background. Perhaps it could be used as a type of terrain? (eg. it's a jamming sattelite that makes it hard to lock on anything in that hex).ILikeProgramming wrote:It's just background.irrevenant wrote:P.S. There's a satellite floating in space that doesn't seem to do anything (image attached). Is it just part of the background, or am I missing something?
P.S. Given that the planets take up 7 hexes visually, could the outer hexes symbolise something (gravity field, maybe?) rather than just being space hexes?
P.P.S. Pilot Max appears to just be flying a Scout - shouldn't his description just say 'scout' then? Or maybe "Scout Leader".
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Let me throw this out for consideration....
Should Terran units be named for the pilot, the callsign, or the craft?
Examples...
Alex Walker, Jim Harrison, etc...
Vs.
Alex "Hammer" Walker, Jim "Darkside" Harrison, etc...
vs.
Lucky Lass, Outrider, Surprise II, Tiger, etc....
Should Terran units be named for the pilot, the callsign, or the craft?
Examples...
Alex Walker, Jim Harrison, etc...
Vs.
Alex "Hammer" Walker, Jim "Darkside" Harrison, etc...
vs.
Lucky Lass, Outrider, Surprise II, Tiger, etc....
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.