StarDrive is a 4X Action-Strategy game where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, you forge out into the galaxy, exploring new worlds, building new colonies, and discovering the StarDrive universe. The heart of StarDrive is its ship design and combat engine. StarDrive takes a module-based approach to ship design, allowing the player to create custom ship designs where the composition and placement of ship modules really matters to the performance of a ship in combat. In combat, if your portside armor is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship's shields, warp into and out of the fray, launch fighters, lay mines, and so much more.
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Bugs and problems. | Locked | |
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May 3 2012 Anchor | ||
Hey guys! I have played the new .61a update, did a live stream about it and noticed DURING my live stream the game had many crashes. Bugs: So far those are the only 2 crashes i've noticed, otherwise the only problems i've had is lowered frame-rate from the .59a Now i'm not sure how willing you are at taking recommendations or ideas, but I believe i have a solution to the frame-rate problem. I believe you've heard of a technique called procedural generation. Now my understanding is that this helps GREATLY with frame-rate and what not by having a save file on the side to quickly back-up any information the game puts out when a player zooms in (leaving you with the opportunity of not having to render so many planets at once) and giving you extra space to work with graphics like maybe adding in a few solar storms or plasma clouds which impede or slow down a ships engines or make it imposible for fighter craft to take off due to high power EMPs the clouds/storms are producing. Another idea i've had is when your zooming the camera out into space, you don't need the planets orbiting each star, NOR do you need them to be detailed like you see from close up. Maybe the solution lies in DRASTICALLY lowering the polygon count on the said planets when your zoomed out in system view, then removing the planets but keeping the orbital track and planet data on a quick save file for re-loading once you re-enter system view, saving an EXTREME amount of frames when your in galaxy view. Procedural generation: Generate planets and stars only when they are visible to the player, I hope my ideas help! Thank you for reading, Ps. I've also had an idea, which i believe would be a GREAT addition to this game. I've written up the coding for a top down INTERIOR perspective gameplay for a space simulator like your own.. It was an idea i had while playing the .59a of StarDrive and thought players would enjoy walking around the inside of a ship with the outside is fully automated, combatting enemy cruisers and such. Just an example of what i have so far.. I don't want any form of payment, just knowledge that i helped out a fellow programmer on a great game! |
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May 4 2012 Anchor | ||
THanks for the heads up! I'm aware of those fleet bugs, thanks! |
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May 4 2012 Anchor | ||
Anytime zer0! |
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