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Everything posted by Bluedrake42

  1. Hello everyone! Today I wanted to go over our development meeting schedule, that is completely open to the public, so you can stay up to date (and even have an influence on) our weekly development cycle! Meeting Schedule For those of you who are interested in being a part of Iron Armada's development cycle, you can attend our weekly meeting sessions that we hold publicly in our Discord! Our current meeting schedule is: Monday - at 4PM EST Wednesday - at 4PM EST Friday - at 4PM EST You can join our public meeting channel here[] where we hold our weekly meetings! Currently only developers (or lead testers) are allowed to talk during the meetings, however everyone is still allowed to type in our public text channels... and of course listen in! We also keep public recordings of all our meetings in the past, so you can feel free to check our archives to catch up... so you never miss anything! Here is the archive of our last meeting: We also keep a general topic and notes overview of the meeting in text form on Google documents! So you can also quickly check the summary of what we covered that day! Here are the general notes of our last meeting on Google documents. We'll continue to post follow up announcements for our future meetings! Hopefully (if you're interested in contributing to Iron Armada's future) you'll be able to attend! Anyone who is interested in helping report bugs, discuss gameplay ideas, organize events, make roadmap suggestions, and also generally test the game are more than encouraged to join! Thanks so much for attending the last meeting everyone, and we hope to see you all at the next one! Links for our community portals: Cheers! ~ Bluedrake42 Drakeling LabsView the full article
  2. Oxygen and airlocks Last development blog you all voted on which of the three upcoming features we should implement first! Oxygen & airlocks won by a huge margin! Now today, we're here to talk about how we're going to implement it! How will pressure will be implemented? Many people forget what Iron Armada looked like two years ago! For those of you who forgot... here is a little reminder (this is actually relevant =P) When we first started working on the Iron Armada engine framework... many things you take for granted now... weren't in the game at all (remember that Iron Armada isn't built on an engine like Unity! It is built from its entirely own custom codebase in Java... kindof like Minecraft) Every little detail of the game (bullets, destruction, player death, animations, moving, building, walking, and more!) had to be built from scratch. So... for example, when you used to break a ship in half (in older Iron Armada builds) it wouldn't break in half. This was because the computer literally didn't understand the concept of things "breaking apart" and we had to develop that concept from the ground up. When you think about it... even the seemingly simple concept of "breaking" is a little more complex when teaching it to a computer. So to keep processor usage low, but still simulate convincing "breaks" for ships in Iron Armada... we devised the following mechanism: Every time a ship tile is changed, or removed... the computer does a manual "flood fill" of the ship, originating from the point of the change. If the computer can still fill every tile of the ship during the flood fill, then it does nothing. However... if not, then the computer marks the isolated tiles and deletes them. Then at the exact same second, the computer re-spawns the isolated tiles as a completely new ship... in the exact same position they were when they were deleted. This results in two separate physical objects... creating the effective illusion of a ship "break." That is currently how the destruction system still works today! Why is this important? Because that flood fill system (the one we developed years ago) is exactly the same mechanic we're going to use to simulate atmospheric pressure! Every tile in Iron Armada currently has a parameter for "I have oxygen" or "I am a vacuum." For instance... this is why you recharge oxygen on a ship corridor tile, but lose oxygen while standing on an asteroid (try it yourself!) However this is also why (in the current version of Iron Armada) you can recharge oxygen on a floor tile... that is floating in the vacuum of space. However now... In order to detect that oxygen is in a sealed environment... the "ship split" mechanic will be copied and re-purposed. Now, instead of finding "breaks" in a ship... the system will look for "holes" in a room. Every time a ship tile is changed or removed, the same flood fill mechanic will originate from the offending tile. From here... the system will flood fill the ship, and decide if any "floor" tile (or otherwise non-pressurized tile) is touching a "vacuum" (or empty) tile. If it is... then that entire tileset is then set to vacuum. Simple... clean... and hopefully also very network efficient ship pressurization! Which is what we've been hoping for all along =) When is this patch coming out!? Hopefully soon! We're still working on a few bugs and critical fixes in the mean time, but we'll be releasing a feature patch (with oxygen) hopefully shortly after! If you all want to follow up with development, remember YOU CAN WATCH US DEVELOPING THE GAME IN REAL TIME ON GITLAB! You can also follow our development blogs and posts on our Discord, and our forums! We really value your input, feedback, and most importantly bug reports! So if you want to help us get these great features in faster... please stick around there! Outside of that... thank you everyone who has purchased the game, and supported development so far. We know we're still in an early state of development, but your support has already made a huge difference for us... and we are humbled by it. We hope you all will visit us on our Discord, and stick around for our community events! We're excited to work on our next feature after oxygen... which will include a singleplayer update! This way... many of you nightowls can continue playing the game, after the rest of the community is fast asleep =) Until then... I hope to see you on the space battlefield soon! Links for our community portals: Cheers! ~ Bluedrake42 Drakeling LabsView the full article
  3. Hello everyone! Today I wanted to do an exclusive development blog about pricing (and the future versions of Iron Armada) answering many questions the community has asked. Keep in mind, before anything else, that Iron Armada is currently an early access game. I cannot stress enough... that if you do not enjoy Iron Armada in its current form, you are not obligated to purchase it what-so-ever. We totally support anyone watching and waiting, to wait until the game meets their expectations before they buy =) If you truly believe in our game... and you really want to help us succeed, then your purchase will go directly towards helping this game develop. Drakeling Labs never did any Kickstarter, or any other crowdfunding project for this title... because we believe in letting players choose to support a game, based off of its current build... not off of vague promises of a better game. So with that said... please remember. If you would like to support development, you can purchase the currently available Pioneer's Edition of the game... and participate in our early alpha builds (and receive the full game at launch.) However if you would otherwise like to wait... until the game is further along in development, before you commit your money... then we entirely encourage you to do so! With that out of the way, let's answer some questions =) Question #1 - What will Iron Armada cost on release? We thought we had our price nailed down to 15$... but then after thinking more (and also finally having access to Steam's storefront API) we realized that there are so many other ways we could price Iron Armada to better suit our community. For instance... I would love to have a free version of the game available at launch. Games like Unturned have done INCREDIBLY well by allowing their players to optionally purchase the game, and support development... but still allow everyone (regardless of purchase) to still play. I would love to have something like that for Iron Armada. However we're not currently entirely sure HOW we would implement something like this. Steam has a limited number of ways to manage your game's pricing, and some of these methods require Valve's approval (or complicated technical requirements that need to be completed before you are able.) Because of this... we're taking our time during early access to better understand Steam's storefront API, and what pricing options we're given during release (and what effects each option will have down the road.) In the mean-time, we have a founder's early access edition of Iron Armada available to anyone who wants to immediately access the game... and support development. However if anyone feels they would like to wait until the game is more completed until purchasing, then we entirely encourage you to do so! To reiterate, if you would like to purchase the game now... we feel you should either already enjoy the game in its current format, or you feel generous enough to support development during our alpha! Otherwise, we have no grudge against you if you would like to wait =) Question #2 - What is currently in Iron Armada? Everything advertised on the store page is already in the game! We do not advertise any feature, or any aspect of Iron Armada... that isn't already included in the current version. Currently in Iron Armada there are: Fighters, frigates, and capital ships that each player can build themselves. Resource mining, destructible asteroids, and capture-able planets (that we want to expand upon soon!) A structured team vs team gamemode, where two sides compete to capture planets, destroy enemy ships, and harvest greater resources. Cooperative ship features, including player manned turrets, boarding other ships, salvaging derelict vessels, and capturing enemy craft. Currently there is only one gamemode in the game, but each server has the ability to create its own new maps, starting ships, and gamemode layouts! However by default, we have included three ship designs and three default maps for new servers! Question #2 - When is the release date for Iron Armada? Iron Armada took about two years of development to reach Steam Greenlight, and then one year of development to reach Steam Early Access. Overall, as we gain more support (and can afford to feed ourselves!) development is progressing faster! This means I expect Iron Armada to reach a full release much sooner than we expected... but there is also considerably more work to do than our cycle leading up to Steam Greenlight! So ultimately... I can only say, as long as the game needs! We want to continuously update Iron Armada regularly, so that our community can see and feel the progress we are making... however I definitely don't want to release the game too early! Many games (like Rimworld) took the time they needed during early access to really refine their game into something special, something that exploded when they finally decided to launch. I would love to follow in those same footsteps... and take the time we need to make this game great, and use Steam's Early Access platform to its full purpose. As a place to grow our game right, to connect with our community, and to deeply incorporate all our early supporters into the development (and decision making) process of the game <3 Hopefully that is something everyone from our community can fully understand and support! We're here to make something great... and to put our money where our mouth is. If you don't like the game in its current form, and don't want to buy it... we completely endorse that. However if you want to come on this journey with us, and support our game that you believe in... we humbly accept your support, and we look forward to making this game together with you =) Thanks everyone who has been a part of our game so far, and to everyone else watching and waiting... we hope we get to meet your expectations soon =) Links for our community portals: Cheers! ~ Bluedrake42 Drakeling LabsView the full article
  4. Hello everyone! We're constantly updating and building Iron Armada, and we like to incorporate our community into that process! Every few weeks we like to poll our players on what feature they would like to see next! In addition to our regular updates of fixes and upgrades of course =P What would you like to see in the next major build of Iron Armada! Help us choose our research and development tree <3 Voite here: Singleplayer & Automated Ship Drones Currently Iron Armada is multiplayer only! However luckily for us... it is considerably easier to make a multiplayer game singleplayer, than a singleplayer game multiplayer! We've been working on systems that enable local singleplayer. Basically allowing the player to invisibly host and join their own private multiplayer session, without needing an internet connection! Of course it would be pretty boring to play by yourself without anything to shoot at... so we've also been developing a series of "drone core" blocks! These blocks act as artificial intelligence computers for the ships they are attached to! Meaning singleplayer matches could include waves of drone starships to fight, salvage, and capture! If you want singleplayer to be our next priority, vote here! Pressurized Ships & Airlocks "I want to see shoot at a ship, and suffocate all the crew!" So do we dear player... so do we. Currently Iron Armada has a basic oxygen supply system in place... players have their own oxygen tanks, which slowly deplete with off a ship! However that isn't as much fun as suffocating your opponants to death with a few well placed shots! This feature is actually much easier for us to implement than many players would believe! Our ship blocks already have support for "this block does or doesn't have oxygen" and flood fill mechanics, both of which are the primary pre-requisites for a proper oxygen system! If we implement this system... don't worry, player suits will still be a thing! However players without suits will be considerably less encumbered... allowing for greater ship-command capability! This will keep a smart balance between vulnerable non-suit players, and vacuum immune suited players! If you want oxygen and airlocks to be our next priorty, vote here! Armor Piercing Bullets & Explosives Sometimes blowing up a ship isn't fun enough... sometimes you need to blow up a ship in style. Currently Iron Armada has simple damage mechanics. You have a gun. Your enemy has a block. You shoot gun at block. Block takes damage. Done However... I'm not sure about the rest of you, but one of my favorite shows is The Expanse... and I can't get that one scene out of my head... you know, the one with the bullets tearing through their pressurized hull? We want our battles to feel like this when Iron Armada is done. We have already laid the ground work for an advanced ballistics and armor penetration system... allowing for a huge variety of weapon types, and ammunition combinations. Not just rounds that pierce through enemy armor... but rounds that explode after penetration. Bunker buster bombs. Rockets. High explosive anti tank rounds. Nuclear torpedoes... and more. To begin this, we'll need to polish up and implement our base armor piercing and area-of-effect damage functions. We already have a few prototypes completed... but we'll need to have a few focus sessions to finish implementing it into the game! If you want advanced weapon systems implemented next, vote here! Upcoming tech tree features! These first three features are only the current systems we're working on... but as development progresses, we're expecting to have votes on future roadmap features as we get closer to our full release! Some of the upcoming features we're working on are: In-game VOIP, including hailing other ships, and talking with other crewmembers using positional audio. Multiplayer campaigns, including a strategic meta-game, planets with buildable factories/shipyards/defenses, and player crew "squads." A complete power management overhaul, including new systems that influence ship power, require powerline connections, and reward dedicated power management "engineering" players. Expanded ammunition systems, that allow ships to dock and replenish ammunition stocks. Also allow for "targeted" attacks that can cause secondary internal explosions within ships. Ship fuel and fuel management functionality... requiring ships to mine, process, and maintain fuel stores. Also allowing the potential for "afterburner" thrusters that consume more fuel in exchange for additional speed. A complete user interface overhaul, making the entire game much more fluid, intuitive, and streamlined. Besides that, we're still working on fixing bugs, improving stability, and planning future features beyond our full release! Thank you to everyone who has purchased the game and supported development so far, and for those of you who have not yet purchased the game due to financial constraints... hold tight! We'll have something for you too soon! Until then, I'll see you on the! Links for our community portals: Cheers! ~ Bluedrake42 Drakeling LabsView the full article
  5. Here is a current log of current known issues, these will hopefully be fixed in the next patch! However we still think its important to let you know about them. Improper closedown Currently (if exited improperly, such as ALT+F4) the game will not properly close down... and will be left hanging in your processes. Since Iron Armada is a Steam game, sometimes this will be seen as Iron Armada "still running" when it isn't really. In order to fix this (on Windows) all you need to do is press CTRL+SHIFT+ESC and (if you haven't already) press "more details." From there... simply find the process labeled "Iron Armada" and right click, then select "end task." This will be fixed in the next patch, when we include a secondary check to ensure the entire game is closed... even if exited improperly. Little things like this is why we like to test the game with our community, because we find little things like this that we would normally miss internally =P Crash when respawning in-between rounds, or on a non-existent core Currently when your player is killed, and you are waiting to respawn before the game has restarted... your game will crash (because your character is trying to respawn on a core that doesn't exist anymore!) This will be fixed with the next patch as well. Since we only need to put in a function that gives the game a fallback when the core you're trying to spawn on doesn't exist anymore. Hopefully an easy fix for 3.2.1! Server browser highlights wrong server Currently when using the server browser, it has trouble highlighting any other server other than the first one! Do not worry however, you can still join the server you're pointing at... its only the UI that is highlighting it improperly! Again, an easy fix for next patch! <3 Thanks so much everyone for your help so far! Finding these issues and fixing them is very important for us! If you have any questions, make sure you head to our Discord and forums to post there! After we spend some time bug-fixing, I'll be posting our next development update which will cover new features we're working on =) and also hopefully have a community vote on which feature we should include next! Links for our community portals: Cheers! ~ Bluedrake42 Drakeling LabsView the full article
  6. Iron Armada's development is open to the entire community! If you want to see something in the game, we give our entire community the tools they need to help. Here is how you can... Contribute to our source code! Iron Armada is a game built by what was originally a gaming community. Our group started humbly, with only a handful of gamers that decided to take matters into our own hands... and learn how to make a game. That spirit never changed, and we keep our entire development infrastructure open to our community... so that anyone can help us make Iron Armada better. If you are interested in helping us with Iron Armada... either by creating a mod, reporting a bug, or even contributing to the core codebase... then we make that possible by visiting our public source code repository: This is where all the work on our game is done. So if you are ever interested in what we have been working on lately... you can check whenever you want, and help us out whenever you want. Help us host a server! If you are interested in hosting a server for Iron Armada, we make our dedicated server available through the tools section of Steam. If you need help setting one up... feel free to message us on Discord, and we can lend a hand. Iron Armada's dedicated server application identification code is 770340. If you are a system administrator and have any input on our dedicated server tool (which I guarantee we can make better) please contact us! Help us find new talented people to help! Finally... if you don't feel you have anything to offer Iron Armada, I guarantee you are wrong! There are always tons of ways for anyone to help us with developing the game... starting with finding talented people to make our game better! Iron Armada is built from scratch in Java... using the LibGDX library, the free Box2D framework for physics simulation, and Artemis ODB for our EC system! So if you really want to make a difference... spend time crawling the internet, searching the LibGDX forums, talking to Java developers, and starting up a conversation with anyone you think might be interested in helping make Iron Armada better! As always we will continue to be active on our website, forums, and Discord. If you ever have any questions about the game, or ideas to help... make sure you spend time in those places! The ways you can help Iron Armada will constantly be growing, and changing... so watch this space to stay informed! Links for our community portals: Thank you for your support, and attention! ~ Bluedrake42 Drakeling LabsView the full article
  7. Hello! This is a quick walkthrough of how to play Iron Armada! Preface Keep in mind that Iron Armada is still in an early state of development, and there are many things that are still being developed. One of those things currently, is our control scheme. In the future, we are planning to implement flexible (and more standard) customizeable control mapping, in-game tutorials, and more intuitive default control schemes. Our overall goal is to keep Iron Armada's control scheme as simple as possible... but allow the mechanics they control allow for the deep gameplay depth we're all expecting. This means that many of the current controls are placeholder, and will likely be phased out (or changed) as development progresses. Basic controls Iron Armada has a centralized control scheme for movement, both when piloting a ship... and when walking as a crewman (or infantryman.) Basic controls for infantry are as follows: E - Interact (used for entering cockpits, entering turrets, picking up items, using trade menus, and more) T - Toggle power. Can be used to switch any friendly powered block on or off. Cannot be used on enemy ships. W - Forward A - Backward S - Left D - Right Scroll wheel - Zoom your camera in or out. Right click - Aim weapon, or deconstruct (when holding a repair tool) Left click - Fire weapon, or repair (when holding a repair tool) When piloting a ship, the onboard ship computer will automatically calculate which thrusters best translate to your command. Some players may not realize this... but all current ships operate on a basic "fly by wire" system (that we plan to expand) that powers ship controls. Basic controls for piloting ships (or piloting turrets) are as follows: E - Exit ship T - Toggle power remotely. When in a cockpit, a pilot can remotely power on or off any friendly block attached to the ship... regardless of distance. W - Thrust forward A - Thrust backward S - Move left D - Move right Scroll wheel - Zoom your camera in or out. Zooming out while piloting a ship gives you access to the command map. Spacebar - Toggle strafing mode (while held) Right click - Aim Left click - Fire all pilot-controlled weapons Basic gameplay Currently the primary gamemode for Iron Armada is an objective based, simple, team versus team gamemode. In the future we will continue updating this gamemode to be considerably more in-depth, as well as adding new modes (including singleplayer) that allow servers (and singleplayer players) to explore much more complex (and interesting) ways to play Iron Armada. Ship core - These ship cores are the primary objectives of the game. These are where you purchase ship parts from, where you sell ship salvage for credits, and where you equip new infantry classes. A team is victorious when it destroys all cores owned by the enemy team. Planets - Planets are capturable objectives that generate resources for the conquering team. Different planets generate different amounts of resources. We're hoping to considerably expand upon planetary gameplay in the future. Asteroids - Asteroids are inert structures on the battlefield that can be salvaged (by any team) for resources. Classes - Infantry classes can be equipped at medical bays and ship cores. There are currently three different classes, that are all subject to change. Pilot - Can pilot ships, build parts, repair parts, salvage parts, and man turrets. Marine - Has an assault rifle. Used for boarding enemy ships. Cannot pilot ships. Cannot build parts. Cannot salvage parts. Miner - Has a drill. Can salvage ship parts for credits, without needing to sell them at a ship factory (or core.) Cannot pilot ships. Cannot build parts. Basic weapons Again, currently these weapons are subject to change... and new weapons will be added as development progresses. There are currently three basic weapon types, that are each fundamentally different. Fixed weapons - Weapons that are fixed forward, and cannot turn. Remote turrets - Turrets that are controlled remotely, by a remote terminal. Manned turrets - Turrets that require a player to mount the weapon directly. Currently railguns are an example of a fixed weapon, gatling turrets require a remote terminal, and the flak cannon requires a mounted player gunner to be fired. Overview Hopefully this helps you enjoy the game more, and will help you in your battles against the enemy! To victory beltalowda! If you have any questions, don't hesitate to ask. Feel free to join our Discord and official forums... where we will be happy to help you! ~ Bluedrake42 Drakeling LabsView the full article
  8. We're eminently releasing on Steam, so the entire executable is now going to be Steam only
  9. Hey man I went ahead and refunded you <3 you should be good to go, I was going to buy you a new key but it seems way easier to just have you buy it yourself (since Steam changed their gifting system rather drastically recently) Cheers! <3
  10. until
    Official developer planning meeting for Iron Armada.
  11. I went ahead and just enabled the ability to download =) so you can go ahead and do so now <3
  12. I know why this is, its when you flip it with the R key. I need to disable flipping for that block.
  13. Today we discuss where we are now, and what we want to do next! Where are we now? Iron Armada has come a long way since our first Greenlight campaign. We had a roadmap to build ourselves a solid simple platform, for us to grow from... and to expand upon forever. After nearly a year of work, we feel we have met that goal. As we continue to improve that upon bedrock we've built, the speed of development will start accelerating as well... like an oiled machine. Getting us where we are now has been a long path of hard work, but also with a clear and direct goal. To build a pyramid... we needed a foundation. That foundation consisted of the following: Competitive-Grade Networked Physics In the event of high latency, or resource overload... we needed to build a system which resolved networked physics issues in a non-game-breaking way. This means instead of glitching ships, or exploding blocks... it compromises by slowing down all clients to properly simulate all physics events. Because of this, when you play Iron Armada... you'll notice that our physics simulation process makes competitive play incredibly feasible. This was our goal for the first build of Iron Armada. We wanted the game to feel like a competitive game, not a sandbox. That meant finding ways to remove all the "wtf" or "why did that happen" moments that you often see in other building block games. We want the entire game to revolve around competitive play, and if we are to build our game upon that premise... we needed competitive-grade networking as our bedrock. This was imperative to our foundation of Iron Armada. Complex Animations & Destruction We didn't just want Iron Armada to be competitive-grade, we also wanted it to look and feel good too. Having support for weapon animations, micro-destruction, and combat effects was additionally essential. When weapons take damage, they become inactive. When reactors are damaged, they lose power (affecting the entire ship.) When weapons fire, they make proper integrated animations. All blocks have damage states and power values that we intend to expand on in the future. Foundation Resource Gathering As a competitive game, we wanted to build a robust resource framework. Something that can be built upon, and deepened... but also intuitive and powerful. In the current build of Iron Armada, you can mine procedural asteroids, exchange scrap for new parts, capture planets for residual income, and build factories to produce new ships. These foundational components are simplistic in their elementary form... but form the basis of a solid resource framework that can be infinitely expanded upon in the future. Support for multiple resource types, shipyards, material refining, and more is all foundationally supported. Iron Armada can now rival the inter-structural complexity of games like Factorio, or stick to more simplistic roots... but now both options are possible. It is only a matter of what we choose to do, not what is technically feasible! Which is the ideal place to be in when developing a game. Where are we going? Iron Armada is a canvas. Something we can take in any direction, and something that our community can influence in any way. As we progress, more details will be released on future features, design ideas, and suggestions we receive from the community. Currently the only limitation is our imagination, and we want you (our community) to play a big part in building that vision. So for now... play the game, post your ideas, attend the events, and make yourself heard. You are one of the few here, at the beginning of everything, making your influence greater than anyone who comes after. Don't waste it! Until next time, I hope to see you on the battlefield... and keep a close eye out for upcoming updates and announcements! Thank you for your support, and attention! ~ Bluedrake42 Drakeling LabsView the full article
  14. Welcome everyone to a new Iron Armada development update! Successfully Greenlit After being successfully Greenlit, we're proud to finally be in the final stages of our official Steam early access release! Iron Armada was one of the last titles to be Greenlit before Valve shut down the program, and as sad as we are to see the Greenlight program desist... we were honored to become one of the last Greenlit development studios on Steam. Thank you everyone who helped us get our first game on Steam, and we're excited to show you how far we can take our first official game "Iron Armada" with your support. If you would like to visit our Steam Greenlight page one last time (for nostalgia purposes) you can visit it here! Along with our first official trailer, and older footage of our original builds! What comes next? Now is time to crunch down, and focus on making Iron Armada into the amazing game we all envisioned it to be. As many of you know, community involvement, a free version of the game, mod support, and dedicated servers are among our top priorities for Iron Armada. So let's discuss those first. Mod (or Workshop) Support This is something that we want to focus on as much as possible, however since our engine is built from scratch... it can be incredibly difficult. We want to ask for our community's support to help implement this as quickly as we can (and in the most secure way we can.) Community Involvement We will be opening our development repository to the public sometime near our official Steam release, and there... our most dedicated community members can help us review our code, brainstorm new ideas, and implement deeper functionality. If you would like to make an account on our code repository in preparation for this, please make an account here![] We'll be sure to post another announcement when the repository is opened! Free Iron Armada Our community, and our studio, have always believed in being inclusive to our playerbase. We are honored by the financial support we receive from our community members, but we don't want to alienate our players who haven't been able to purchase the game. Currently we're working to have a free version of Iron Armada available via Steam's "free demo" service. However we're having some issues with multiplayer compatability between free and paid users. This is something we can fix, but will require complete independence from Steam's server framework. If anyone is interested in assisting us with this, register on our codebase! Dedicated Servers As any successful community-driven multiplayer game requires, a large priority for us is releasing dedicated servers for our community members to host. We are still concerned about the potential for hackers, griefers, and exploiters of the dedicated server code... but over time we will be opening up our dedicated server executible to our community leaders. Thank You Lastly, I just want to say thank you. To everyone. Everyone who has supported us, and everyone who believes in our game. We don't intend to be the most popular game on Steam, or the most successful, but we want to be true to our community... and make the game we want to play. We're happy you believe in that as much as we do. There will be more announcements coming soon, talking more about how you can help, what new features we're planning, ideas we want your input on, and how we can make Iron Armada better together. I'm excited to share them with you soon! In the mean time, go download the free alpha of the game and help us test![] Until next time, I look forward to seeing you on the battlefield! ~ Bluedrake42 Drakeling Labs View the full article
  15. Hey man, I was able to file a complaint, and I finally got you a refund for your key. I'll look into trying to get you a Steam key as a replacement.
  16. @Lucas Melo you should post the art here that you were working on for the idea similar to this.
  17. Well even if they aren't procedural, I definitely like the idea of making them physical objects. However I'm worried about the network optimization of something like that... so we'll have to focus on optimizing our network usage before we delve too deep into something like that, where lots of networked physics objects are spawned. Currently the "bullets" are not physics objects, and have a much more simplistic network profile. However they also look really poopy as missiles (we've tested this before.) So we'll just have to see. Once we open up the source code soon, I would love to collaborate on this idea with the community to find the best way to implement badass and convincing missiles.
  18. Bluedrake42

    Armor bug

    This is a bug that was introduced with our new destruction overlay system. @Imacds - Cubba will need to look into this, and I believe he is already aware of it, as this was his system that he implemented recently. Basically there are now two sprite layers to "dynamically connecting" tiles like asteroids and walls. When they are damaged, instead of actually changing sprite... they simply spawn a second sprite above them, that shows the damage state. I believe what is happening, is upon destruction... that upper sprite is getting stuck somehow. However when the entire grid is destroyed, there is a hard-check that deletes everything attached to the grid (just in case) which catches it. So this is something that just needs to be looked at and fixed up really quick, because this didn't use to be a bug in the older builds... it seems to only be because of the new destruction update.
  19. I'm not sure if this is a huge issue. IIRC you definitely cannot fire even if the turret is facing internally. This may not even really be considered a bug. Currently there is nothing "stopping" a turret from facing inwards... we just have a lot of systems and restrictions for client controls that make it difficult to do, but it doesn't forbid it explicitly. It might be important to keep it like that for other control systems to work seamlessly. For instance right now when you are controlling a turret remotely... and your cursor moves past a point when the turret faces its own ship, the turret doesn't "stop" what happens instead is the turret disconnects from your control, and sits there awaiting a new controller (like someone else manning a gunnery station) to pick it up. It only gives the illusion that there is a hard "stop" for turrets to not face your own ship, when in fact its just a control/gameplay element.
  20. Yeah I've seen this a few times, we're going to have to look into it. Its definitely a problem related to the state change of players moving from an "on-ship" state to an "free object" state. Basically whenever you press spacebar, the player on the ships is "deleted" and your character is "remade" as a new jetpacking player in the blink of an eye. I have a feeling the laser is shooting way off into the distance because its being "reinitialized" for a split second. I think it might make sense to just disable laser rendering for a moment whenever it is being initialized, that would probably stop it. Will look into this more. Subsequently, as a fun fact... the way we handle players moving on and off of ships is why the ship-side player movement is so foolproof and physics-glitchy-free. Whenever you "board" a ship, basically what happens is the "physics" version of the player is deleted... and an entirely new version of the player is created, who is completely slaved to the ship's position. So basically you're kindof like a "ship block" that just happens to have the ability to move around relative to the ship. However your position is permanently slaved to that ships orientation, and your position is exclusively calculated in respect to the ship's coordinates/position. Whenever you press the spacebar button, you are "respawned" basically and it breaks your positional slave to that ship.
  21. Just fixed this in the latest bug-fix commit pass. Will have an updated build out here soon.
  22. Definitely something we've been thinking about, we haven't decided exactly how they should be name-able yet, but we'll definitely experiment with this soon.
  23. We had a discussion about this on the roadmap a few weeks ago. Here are the prototype drafts we came up with.
  24. Rockets are definitely on our radar, we just haven't decided how to do them yet. We could actually make it so rockets can be "built" by putting small blocks together. Not sure.
  25. Bluedrake42

    Capital Core

    Hm, interesting thought. Might have to do that... different factory sizes. Good idea.