Lundi 21 Septembre 2020, 08:16     Connectés : 4      Membres : 3

Mot de passe oublié ?

Pas encore de compte ?

1 2 3 4

The New World (aka Generation Ship)

Super. Merci pour la réponse nocturne.
Grand gobelin
De rien, et puisqu'on parle de l'Unreal Engine, ça tombe bien, car c'est carrément le sujet du

Development Upgrade #16, July 2017 Update
avec tout plein d'exemple pour nous convaincre qu'ITS est maintenant passé de l'Age de Pierre à l'Age de Fer

Much like a hero is only as good as his weapon (rule #15), a developer is only as good as his tools. So when we switched to Unreal, our main concern was whether or not we'd be able to find our way around the 'blueprints' (Unreal's visual scripting system). We started with Unreal 4.14 and several plug-ins to get the ball rolling and get a quick feel of the engine:

- LE Extended Standard Library (blueprints that add general functionality and improvements)
- Unreal.js (brings V8-powered Javascript into Unreal Engine 4)
- Rama's Victory Plugin (C++ Blueprint Function Library)
- Dialogue Plugin (a node-based editor)

We needed the javascript plug-in to tie scripts to dialogue: doing checks like "aod.str > 7" or executing actions like "dlgAddItem(35,5);", but integrating an entire programming language and running a separate instance of the interpreter engine for such a basic task is overkill (it's like running Google Chrome in the background as a part of the game). Plus, big and complex subsystems tend to cause big and complex problems over time, which we don't need, so we kept experimenting and this is our progress report (technically it's Nick's report, so I'll post his email as is and call it a day):

#1 - The Dialogue Editor

We managed to combine Unreal's blueprint graph (visual scripting) with DialoguePlugin's tree structure into a new asset and made a proper editor:

This means that both the dialogue structure (text, parts, answers, links) and dialogue scripts (spawn characters, switch mission, add items, unlock door, etc) are all contained within a single asset and not scattered around the build. Whereas in AoD we could only add something from a pre-defined list of scripts to get a list of commands like "do this, then this, then this, ...", now we can code a complex action with checks, loops and whatever UE blueprints allow and they allow pretty much everything.

We can also call functions from the blueprint libraries, if we need to store and reuse some generic scripts (examples from AoD: scheduleEnding, setMapLighting, etc). We've also managed to plug into Unreal context menus and asset categories, so dialogues (and everything else) are created in a convenient manner:

It's very easy to use it and there are only two simple rules:
- In order to qualify as a dialogue check and appear in a dropdown list in dialogue nodes' properties, the function must receive 0 parameters and return 1 bool value. That value is basically a result of your check and tells the dialogue system if this NPC text / PC answer should appear;
- In order to qualify as a dialogue event (action, script, call it whatever you like), your function should have 0 input parameters and 0 output. It's just does inside what you want and doesn't take or return anything.

#2 - The Item Editor

In AoD we used ItemGen and CharGen editors which stored lists of items and characters in their own custom binary databases. We liked them and gotten used to them but Unreal offers its own way of storing, editing and searching data, in many ways greatly superior, so we decided to discard our square-wheeled bicycle and do it the way cool kids do. Here is our new item editing interface:

It does everything our old ItemGen did and then some:

1) One item class now will not contain data fields from other classes, i.e. melee weapon will not have a field "Magazine Capacity", armor will not have "Range" and "Attacks Supported". Now each item class contains only the related data due to the inheritance hierarchy. For example: InvItemInfo (properties for all items, like name, weight, etc) -> InvEquipableItemInfo (adds properties that define 3D visuals) -> InvWeaponInfo (adds properties common for all weapons, like damage type, range, AP cost, attacks) -> InvRangedWeaponInfo (magazine capacity, ammo type, etc);

2) Unreal typed fields: you can enter/select only related data, which is displayed in the most convenient way. Take a look at "Static Mesh" property for a weapon on the image above. It's not a generic text field anymore, where you had to type some string and hope that the mesh/animation named like that is somewhere in our files and the game, with gods' blessing, will hook it up. Now you get a proper menu with a full list of suitable resources to select from, thumbnails, search field, view options and full information about the selected asset:

3) There can be not only properties, but functionality attached to each specific item in a form of custom blueprint graph. Do you want this item to shoot sparks when reloaded or shine when it's thrown? Do you want this grenade to go boom when it hits or spawn a distortion effect instead? Want to inflict some specific status effect when this club hits, but just this club, not others? Well, no more shit code and special cases checking for "if this is acid do this, else if it's net do this, else if it's napalm ...". All specific functionality is completely self-contained in this item - just place, drag around and connect some blueprint nodes to make magic happen. We also can (and surely will) inherit some functionality from parent classes - like, every item derived from ranged weapon will be able to spawn a muzzle flash, every item of every class will spawn a map object when it's dropped because core class (InvItemInfo) will know how to do it, etc.

We've already set up a core hierarchy of items, but we can improve and expand it at any time, from adding new properties to creating new item classes. Check out Gameplay\Items\BaseTypes\ . In order to create a new melee weapon, right-click InvMeleeWeaponInfo and select "Create Child Blueprint Class". That's it! Give it a name, edit its properties and move to an appropriate folder (Gameplay\Items\Weapon\, for example, but we'll sort out specific folder structure later). You can easily find any item out of hundreds we'll have by typing a couple of characters from its name in the Content Browser's search bar. Also, your new item will now appear in all selection menus, where you need to select an item - like character's weapon slot in Character Editor. Speaking of which...

#3 - The Character Editor

It's similar to the item editor - an easy LEGO constructor for all your character editing needs, including a viewport with a paperdoll that will instantly reflect all the equipment you select, appearance customization (later) and derived stats updating in real time as you change stuff:

Some notes:
1) Check Gameplay\Characters\Database\BaseTypes\ - that's where we will store the "creature" types. Each creature will have unique equipment slots, blueprint code that runs animations, a set of meshes and rules that show/hide them and other blueprinted functionality a creature has - what damage it accepts, what status effects it reacts to and so on. For example, a plant in the wasteland is a creature that doesn't has any clothing slots, one body mesh and one (possibly invisible) weapon item. A robot is a creature that has armor, weapon slots and inventory, but not hats or gas masks, etc. So each creature type has its own properties, no more spaghetti code like "if the creature is human and impaled, show the spear, but not if it's a demon, in which case show 200 body pieces if it's dead and broken, but if it's a construct, show only the mesh named "body"; but if it's you're plant, show trunk_01 and 02, ...".

2) To create a new human character, right-click HumanCharacterInfo, select "Create Child Blueprint Class", name it and move one folder up, from BaseTypes. Now you can select your newly created character in CharMarker's dropdown. If you ever rename a character, Unreal will automatically go through all its references in all CharMarkers and update the name everywhere, so there is no chance to mess up dbID.

So in short, the core system is already there - we can start adding dialogues, items and characters right now, which puts us right on schedule (so far).

Bref, beaucoup de détails trop technique pour moi, mais aux moins, on comprend facilement que pour eux, tout sera plus simple, bye bye leurs vélo aux roues carrées

Avec un peu de maîtrise, qui sait, on pourrait bien obtenir ce genre de résultat (éventuellement lors d'une prochaine update technique):

Great for level design:

Good way to get some basic GUIs in:

Some magic done with decals:

Ça, ce sera le travail de Nick

Message édité pour la dernière fois le : 27/06/2017 à 22:08

Grand gobelin
Lancement du site, et c'est plutôt bien réussi, avec plein de feat jusqu'ici non dévoilés.
Grand chevalier
Je vais aller voir ça tout de suite !
Les opinions c'est comme les testicules, si on les frappe assez fort peu importe combien on en a.
"Keep in mind that The New World.."

harf j'attend avec impatience, vraiment content qu'il parte sur mon sujet préféré... la SF
Grand chevalier
J'avais pas fait gaffe qu'au départ ce vaisseau son but c'était en quelque sorte l'évangélisation, ça promet des rencontres avec de beaux spécimens d'allumés ^^
Les opinions c'est comme les testicules, si on les frappe assez fort peu importe combien on en a.
Grand gobelin
Development progress #17, July 2017 (bis) Update
Aka du papier aux premiers pixels

Our next milestone is the combat demo (don't ask me when), which is practically a game in itself as it requires pretty much everything: the character system, the combat system (attacks and NPCs' AI and pathfinding), the armor system, the gadgets, inventory, two hundred items (give or take) just to get the ball rolling, the interface, and god knows what else. It's a very complex task with a lot of moving parts that take awhile to define and even longer to implement. Here is Nick's status update:

Now, more detailed changelog since end of June:

- The core element of combat system - attacks, stored and edited in a data table. Open "AttacksDB" asset in Content\Gameplay\Combat\Attacks\ to check it out. Configure an attack, then when editing a weapon, assign all the attacks it supports;
- General TNW animation system setup;
- Game states and player input states: game running, paused, busy (like when you see the hourglass cursor). The AI shouldn't think when the game is not running, the player shouldn't spam commands when PC is in the middle of attacking, that kind of stuff;
- Interactive cursor, proper cursor scales and hotspots;
- Setting up the human animation state machine. Simply put, it's a network of nodes and connections between them, where a node is animation type (idle, aiming, attacking, dying, etc) and the connection is a rule which controls the transition between nodes;
- Added idle animations, implemented triggering idle variations;
- Coded in combat structure, phases, implemented combat start/end;
- Added pistol and rifle animation sets;
- Implemented relative aiming and full body rotations towards enemy, wrote a framework of math functions to support that;
- Unified the world interactive objects within one class hierarchy;
- Pathfinding update: made characters path around each other in realtime movement, instead of bumping into one another. Finally got to implementing characters occupying (owning) tiles in the combat mode (see red squares on grid), updated grid object instanced mesh components to visually reflect that;

As you can see, most of this stuff sounds pretty basic, but every item on this list is a leap forward and a critical piece of game infrastructure.

Now that "where the game's at?" question has been answered, let's look at our art pipeline. Years ago Brian Mitsoda asked me about our art pipeline. I proudly told him that our pipeline's name is Oscar, but that was a long time ago and things have changed since then:

Step 1 is a rough Excel layout:

The Pit's central "square"

Step 2 is a rough in-engine layout:

The Promised Land saloon

Step 3 is painting over each building to define the overall look, lights, and assets needed:

The saloon

The Regulators' headquarters

Step 4 - the assets:

Step 5 - put it all together but we aren't there yet (we won't do it until the entire location is defined and all the assets are done, which would take a couple of months).

While it's not what Obsidian is doing with Deadfire, it's a big improvement over AoD and not just in terms of the overall visuals but also in terms of making the ship's environments more memorable. Hopefully you'll be pleasantly surprised.

Tout simplement prometteur, mais ce n'est pas comme si on se d'en doutait pas
Grand gobelin
petite info du jour:
Regarding camera, we implemented "wall hiding", so if a wall is obscuring a character, it disappears. We are still working on the visuals, but the system is already done. So there's no need to constantly rotate the camera.

ce qui ne veut pas dire que la camera n'aura pas son option rotative
Grand gobelin
1ere interview pour TNW (en compagnie de Ryan Paul, le compo d'ITS)
Grand gobelin
Development Progress #18, August 2017 Update

Une seconde itération (même pas eu l'temps de rapporter la 1ère) consacré au système de personnage : stat, compétence, feats, et tout ce qui touche à une feuille de personnage

Les Stats

Force (FOR):

augmente les dégâts MAX de mêlée de 1 par point de force (sur une échelle de -2 à +4).
ex: avec une FOR de 8 (+2 pts de dégâts) et une arme faisant de 4 à 10 pts de dégâts, la fourchette de dégâts corrigée s'étalera de 4 à 12, et non 6 à12 comme dans la plupart des jeux, AoD y compris.
Avec une FOR de 4 (-2 pts de dégâts), les dégâts corrigés varieront de 4 à 8, avec la même arme. Ce qui fait que le bonus ou malus de dégâts engendré par la FOR n'est pas systématique, mais potentiel.
Pour contrebalancer cette conséquence "aléatoire", la FOR en contrepartie permettra (si elle est suffisamment élevée) de débloquer un feat qui réduira la vitesse d'attaque des armes de mêlée à 2 mains ( non pas que le joueur sera plus lent, mais que l'arme demandera moins de Points d'Action à attaque comparable).
C'est donc pas forcément une stat à négliger, surtout dans un cRPG d'infiltration...

Dextérité (DEX):

détermine le nb de PA, mais pas de la même manière que dans AoD. Ici, la formule de calcul des PA max est DEX+10, ce qui porte la fourchette de PA de 14 à 20.
La vitesse des armes sera légèrement plus élevée (comprenez donc l'inverse, oui, je sais c'est con : arme plus gourmande en PA), mais comparé à AoD, en général, on devrait avoir 5 PA de plus. De toute façon, il y aura équilibrage, donc rien ne dis que ces augmentation de cout en PA des armes est figé dans le temps (on verra après le combat démo).

Constitution (CON):

détermine les PV tel que : PV=10(CONx5). On ira donc de 30 PVmin à 60PVmax. Comme dans AoD, ce nb est définitif (ou presque?), mais une chose est sure, pas d'augmentation de PV dans le temps.
Une seconde utilité à la CON: détermine le nombre d'implant max que le PJ pourra recevoir (CON-3).Avec une CON de 4, ce sera donc 1 seul implant, tandis que CON de 10 en autorise 7, pourvu que le joueur en trouve autant...

Perception (PER):

affecte les bonus de THC (To Hit Chance/Chance de Toucher, CdT) de -10 avec PER 4, à +20 avec PER 10.
affecte également les chances de réaction en combat

Intelligence (INT):

détermine le nb de compétences dédiées qui augmentent à un taux plus rapide : de 1 pour INT 4 à 4 pour INT 10.

Charisme (CHA):

Comme dans Dungeon Rats, détermine le nombre de compagnons DANS le groupe. Avec CHA4, ce sera un compagnon de plus, tandis que pour un CHA de 8, ce sera 3 de plus.

Toutes les stats, comme dans AoD et DR, pourront être soumis à des contrôles lors des dialogues ou éléments textuels de l'aventure.
CON, INT et PER déterminent les résistances dites "naturelles" : physiques, mentales et sensitives (respectivement).Celles-ci seront appelées à consultations lors des combats , quand les grenades ou autres gadgets entreront en jeu...

Les Feats

Comme ça existait pas ni dans AoD, ni dans DR, c'est un concept encore inexploré pour ITS (bien que Fallout ou DD restent la source d'inspiration).
A la base, ITS en avait créé 80, pis après un tri, il n'en reste "plus que" 40. En virant ceux qui sont liés à du "level-up" (ça existe pas ça dans les jeux ITS), ça en fait 12 qui sont liés à du "stat & skill requirement".

La encore, impossible d'avoir le max de feats, ce qui fait que le joueur pourra en avoir que 10 sur les 40.

Quelques exemples:
- Loup Solitaire (pour les loups solitaires, t'es con toi) : +10 en évasion, +5% en chance de Coup Critique (CS chance)
- Poussée d'Adrénaline : +10% chance de Coup Critique, +20% dégâts Coup Critique si PV= 5 ou moins
Second Souffle : +2PA lorsqu'un ennemi meurt
- Gunfighter : +25% chance de déclencher une attaque de réaction
- Overclocké : Double les bonus d'implants, reduit les PV de 15
- Œil pour œil : Chance de déclencher une attaque de réaction égale au dégâts subits (compatible avec d'autres forme de bonus pour un cumul d'effet).

L'idée n'est donc pas de fournir des feats de tueurs, mais de fournir certaines capacités et d'octroyer différents bonus : un simple feat ne fera pas de nous une machine à tuer.
Par exemple, pour une "réaction aux tirs" (cf interruption d'attaque et contre-attaque), la réaction est basée sur la PER, le bonus d'arme (les flingues possèdent le meilleur bonus) et les feats adéquats. En quelque sorte, ça marchera comme pour les bonus passifs à la AoD-DR qui font toute la différence entre un lancier novice et un maître lancier capable de repousser ses ennemis : on verra donc toute la différence entre +5% de chance de réaction et un +50% de chance de réaction. Il en ira de même pour les "critiques", bonus de PA ou autres effets de stats et de capacités.

Les armes

Pour rappel, 3 catéories : mélée, arme à feu, arme énergétique. Par conséquent, 3 catégories de dégâts : mélée, projectile, énergie.
Chaque catéorie possèdent des sous catégories, pour plus de tactiques et de diversité. Ceux qui veulent la jouer Boxeur pourront s'équiper de gants de combats (il en existe même des énergétiques qui marche avec des cellules ... énergétique... bravo, t'es moins con que j'pensais), de surins ou de poings américains.

Pareil pour les flingues:
- du canon rallongé pour une meilleure précision, portée et pénétration. Il y aura donc un bonus de THC (CdT), mais une cadence de tir relativement plus faible.
- du multi-canon pour faire plus de critique, mais une portée bien moindre. A bout portant, deux bastos dans l'buffet, ça fait quand même une sacré différence...
- revolver: un flingue moyen, qui comparé aux deux autres n'excelle en rien, mais qui n'a pas leur désavantages non plus. Et c'est lui qui a la meilleure réaction aux tirs et en moyenne, la meilleure cadence de tir

La Cadence de Tir
Jusque-là (ça veut dire que ça peut varier), il faut 4 PA pour viser et tirer avec un flingue. ITS a en effet tester différentes cadences de tir (6PA par ex), mais pour le moment, ils partent sur le 4. De toute façon, les retours du prochain combat demo viendront surement influencer tout ça..
De plus, ce sont les chargeurs et la vitesse de rechargement qui déterminent avant tout la cadence de tir.

Un flingue à canon rallongé nécessite un rechargement après un tir, ce qui porte la cadence de tir à 6 PA. Un flingue à portée moyenne, qui peut emmagasiner 3 bastos, pour lui, sa cadence est de 5 PA. Un semi-automatique (10 balles de 9mm), sa cadence à lui est de 4.3 PA. Il y a donc 2 notions:
- la cadence réelle, soit les 4PA
- la cadence ajustée qui représente la capacité à tirer 10 fois sans avoir à recharger (en opposition au flingue qui tir 6 fois et u'a besoin d'être rechargé 6 fois)

De même qu'il existe différents types d'armes à feu, il y a 5 types de munitions différentes (3 dans AoD/DR) : chacune leur modificateurs : pénétration (t'aimes ça hein !), dégâts, et chance de critique/dégâts

Qu'est ce que j'vous sers M'ssieur ?

Les Armures

Y aura du casque, gilets, des vestes "tactiques", des bottes. Pour le genre, c'est préférable que les 5 pièces d'armures usuelle au genre fantasy.
- 3 stats de résistances par pièce (DR); pour ceux qu'on pas suivis
- toujours les traditionnel PA max et pénalités d'évasion/furtivité
- améliorable, pour augmenter leur DR (RD aka Résistance aux Dégâts), ou diminuer les pénalités. Cependant, parce que maintenant il existe 3 types de RD (dois-je me répéter?) , ces améliorations seront limitées et ne ressembleront pas à celles d'AoD/DR

Des screens ?
Des screens !

(les icones d'armures ne sont que des pré-concept, et non définitifs)

Et puisqu'on parle de concept:

PS: pour citer Vince, (même si ça pourrait s'appliquer à moi-même hein!
Je poste ce message non pas pour étaler toute mon expertise en matière de MAJ, mais pour partager avec vous l'évolution des concepts et des mécaniques du projet, et aussi, pour récolter quelques applaudissements (monnayable en crédits of course), donc si vous avez quelque chose à dire, c'est le bon moment (*ouvre ses bourses ...*).

Car oui, j'ai pris mon pied avec cet Update comme je les aime, plein de mécaniques...

Message édité pour la dernière fois le : 27/08/2017 à 00:57

Cool, mais pitié, des spoilers par chapitre, mon pc suffoque !
Grand gobelin
Development Progress #19, September 2017 Update

Dédiés à nos amis les mutants

Le design goal

Un classique dans la SF qu'ils sont. Sans parler qu'ils offrent une possibilité supplémentaire d'introduire une nouvelle faction sociale en dehors des 3 déjà présentes : les totalitaires, les théocrates et les démocrates révolutionnaires.

La 1ère question: ils ressemblent à quoi ces mutants? Des monstres à 3 bras & à 2 têtes? De simples abominations physiques (mais toujours humains pour les plus ouverts d'esprits) ?

Pour une question de ressources, et faciliter la vie de l'animateur, ITS a décidé de partir sur un modèle humain. Ce qui veut dire que le travail artistique se limitera aux portraits et aux accessoires... La, c'est le choix technique.
Le choix logique veut que ces mutants ne sont pas des monstres tueurs, mais une évolution (forcée) du modèle humain, un peu comme le Néandertalien et le Sapien.

2eme question: le but de leur non-extinction, car il est bien connu, que tout ce qui fait peur à l'humanité se doit d'être éradiqué. A cette question, rien de plus logique de combiner leur histoire, leurs mutations et leurs forces dans une même réponse.
En effet, les mutants ont un avantage que n'ont pas les non-mutants : une résistance innée aux radiations d'un moteur nucléaire défaillant à la limite de la fusion et qui doit être surveillé. Les siècles de voyage dans le vide ayant à la fois provoqués cette mutation et engendré une telle résistance par la loi de l'adaptation.

The mutation makes them uniquely suitable for the engine/reactor work, which no ‘normal’ human would be able to do, which is enough to ensure their survival. This same talent makes the mutants the best scavengers, able to explore areas that remain off-limit to most humans due to radiation, which means they have plenty of pre-Mutiny (i.e. Earth-made) tech.

Such tech isn’t exclusive to the mutants (they aren’t a twisted form of Fallout’s Brotherhood of Steel hoarding all the good stuff) but it makes them a well-equipped ‘faction’, capable of protecting themselves against random attacks.

A ou B ?
L'histoire des mutants

The Ship had suffered extensive damage during the civil war that followed the mutiny. The hull was breached in several places and the reactor was crippled during frantic efforts to avoid a meltdown. The radiation level had increased greatly in some areas of the Ship.

When a small percentage of children in the Habitat were first born deformed, they were immediately shunned and rejected for men always fear that which is different. The young were abandoned, and those whose defects didn't manifest until later were branded Mutants and driven out of the Habitat. Yet the leaking reactor had to be looked after and who better to do it than those already touched by radiation?

Thus, out of necessity, the engine work and electronics were taught to the outcasts by Engineering Officers, and out of "charity" Christianity was introduced by the missionaries. As the number of outcast Mutants grew, they began to settle in what had come to be known as the Engine Room, the vast open space providing access to the Ship’s engines and reactor. With the condition of the fusion reactor degrading to dangerous levels, and the number of volunteers for jobs in areas exposed to radiation remaining few, the Mutants approached the Habitat to negotiate the Covenant, a pact granting the Mutants protection from harassment and violence in exchange for their maintenance of the engines and other vital ship systems.

Living and working in the radioactive umbra of the damaged reactor greatly increased mortality rates for the outcasts, but many generations of shortened lives, afflicted with mutations both minor and severe, have resulted in a people fully adapted to the toxic environment. The resemblance of this new lineage to their pure human ancestors grows more superficial with each passing generation.

Over the following decades, the isolated Mutant collective became increasingly tribal, and the confused worship of both science and religion led to a theocratic, caste-based society. Believing themselves chosen by a higher power, the Mutants declared their genetic digressions not a curse but the Mark of God, the physical manifestation of their destiny to save the ship, and thus mankind.

Ancient hazmat helmets, once standard gear for the crewmen who maintained the reactor, are now part of the priesthood's official regalia, an unmistakable reminder of the Mutants' many sacrifices. Their Consecrators regularly tour the Habitat seeking out children bearing the Mark and spreading the word of God. Frowning upon (or more aptly, fearing) such blasphemy, the Church of the Elect claims that the Mark of the Beast is the proper name for the Mutants' affliction, but as long as they tend the Ship's engines they remain inviolable.


In the mutants’ earliest days labor was by necessity divided, the men tending to the engines while the women tended to the men as they inevitably sickened and died. Much was asked of these mothers and sisters, and from the beginning they adopted the Christian faith to augment their strength.

Many mutants credit their people's survival on this belief, that another world awaits them after death, a counter to the hellish reality of the reactor. Due to the inescapable radiation poisoning of engine work, only the females lived long enough to take on the role of elder, and to run those aspects of life beyond the perimeter of the engines.

Thus did necessity evolve into tradition, and tradition into law. The females sustain the priesthood and all the sacred duties of religion, while the engine work and protection of the enclave have fallen to the males. Those who aren’t happy with such an arrangement leave the enclave, becoming true outcasts, welcome in neither the Habitat nor the Covenant.

Une prêtresse, un garde de l'alliance et un ingénieur sont dans un vaisseau...

Et pour les membres du groupe alors?

Party member

You’ll be able to recruit either a priestess aka the Harbinger or an outcast aka the Wastelander (but not both at the same time as they won’t get along).

The Wastelander – a rather antisocial mutant who makes a living exploring the damaged areas of the ship and stripping them of anything valuable. Sort of the ‘mountain man’ of the ship. He had a falling out with the Covenant, so now he bears a special hatred for all religious folks, including the Church. Religion is the only topic that can get him all worked up, so don’t take him places where someone might ask if you have a moment to talk about our Lord and Savior. He will leave you if you join a faction, but if you’re a “burn it to the ground” kinda guy, the Wastelander is your man.

The Harbinger – a Covenant priestess tasked with spreading the true word of God in the Habitat and warning those who were unworthy to bear the Mark about the Judgement Day. A true believer, the Harbinger is convinced of the superiority of her kind for they alone will survive the Hellfire - the ultimate test that will separate the wheat from the chaff. She wouldn’t mind speeding things up a bit and will join you let you join her if you prove your worthiness (just because you're a member of a lesser race doesn't mean you're useless). She comes with an unrestricted access to the Engine Room, so she's a good friend to have.

If you want an unrestricted access to the Engine Room, the Harbinger is a good friend to have

Grand gobelin
Development progress#20, October 2017 Update
aka promenons-nous dans les bois l'cargo (avec quelques nouveaux concept arts)
Grand gobelin
Development progress #21, November 2017 Update

There are 3 main tactical elements:

Different attacks with pros and cons AoD-style
Cover (natural and energy shields) and gadgets

The first two are self-explanatory, the third one is something new and hopefully exciting, so let's go over the design as we're about to start implementing it.

Ship-made Grenades (cheap and fairly common, many enemies will have several grenades on their belts).

1. Gas Grenade – creates a visible 7x7 poison cloud that hovers over the affected area for 2 turns and does X damage per turn for Y number of turns (once poisoned).

If poison gets through the respirator or mask (i.e. the mask doesn’t block the poison entirely), it causes low damage to physical stats (STR, DEX, CON), which is worse than 2-3 points of damage per turn.

So the gas grenades’ stats are:
- Damage per turn
- Number of turns once poisoned
- Stat damage (damage range is 1-3; 1 is common, 3 is rare).

- respirators (half masks), gas masks (full masks), full helmets to reduce poison DR
- implant (synthetic heart with blood purifier) to reduce poison stat damage

2. Flashbang Grenade – instant flash in the middle of a 7x7 area that sets all affected enemies’ PER to 1 (thus lowering THC), reduces their AP by 10 (disoriented), and sets Evasion to 0. All effects last 1 turn, Evasion penalty starts during the player’s turn and ends after the enemy’s turn.

Defense: Combat goggles, full helmets, or implant (bionic eye) to reduce PER and AP loss

3. Smoke Grenade – creates a dense 7x7 cloud that hovers over the affected area for 2 turns. The cloud greatly reduces visibility: if your target is in the cloud or behind the cloud (i.e. there is a smoke cloud between you and your target), your THC is set to 5%, representing zero visibility.

Basically, it affects both parties (if you’re in the cloud, you can’t see anything outside of it either), so it’s best suited for charging melee attackers to generate some cover while they are on the move.

Defense: Goggles, full helmets, or implants (bionic eye with different properties) to increase visibility (thermal vision).

We assume that your THC is THC under perfect conditions. If the visibility is reduced, your THC is reduced with it. So if combat goggles give you visibility of 80% and your THC is 60%, then your adjusted THC is 60*0.8 = 48%

* * *

Earth-made Grenades are much more powerful but rare. They are a last resort weapon and you won’t have more than 5-7 such grenades in the entire game. Defending against them is much harder and will require equally rare gadgets.

4. Stasis Field – creates a 3x3 stasis field that lasts 2 turns. You can’t attack those trapped inside and they can’t do anything either. It’s a ‘divide and conquer’ grenade.

Defense: None

5. Brainwave Disruptor – instant spiral effect over 5x5 area that tries to make the affected characters go berserk and attack nearby targets (most likely their own allies).

Defense: Helmet’s mental resistance stat (Neural Shield), we roll to see if you manage to resist the urge to kill nearby people. If you pass the check, you are unaffected.

6. Pulse Grenade – instant pulse over 10x10 area. All energy shields are disabled, all gadgets are fried and can’t be used for the duration of combat. All droids are disabled for 2 turns.

* * *

Defensive Gear and Stats, come in different varieties with different stats:

1. Respirator (half mask)
- Toxic Resistance 2

2. Gas Mask (full mask)
- Toxic Resistance 4

The gas mask provides superior protection but takes both slots, meaning you can’t wear goggles and thus are vulnerable to flashbangs and smoke grenades.

3. Tactical Mask (gas mask and combat goggles combo) – Earth-made gear, rare
- Toxic Resistance 3
- Thermal Vision 40%

4. Combat Goggles
- Optic Resistance 4 (meaning that your PER and AP aren’t reduced to 1 and by 10 respectively but to 5 (1+4) and by 6 (10-4).
- Thermal Vision 60%
- Targeting 5% (aimed THC bonus)

5. Power Armor Helmet
- Damage Resistance 12
- Toxic Resistance 8
- Optic Resistance 6
- Thermal Vision 80%
- Targeting 15%
- Neural Shield 75%

The AI will target your weaknesses, so if your character has high-quality goggles but a cheap gas mask, the AI will use a poison grenade, etc. This way reloading and equipping a better gas mask won’t make a difference because the AI will target a different weakness. Your headgear will be useful not only in combat but also while exploring the ship, so non-combat characters will still have a reason to look for better gear.


Grand gobelin
Development Progress#22, December 2017 Update
Aka la présentation des Leaders de demain, si y'en a que ça intéresse (avec quelques portraits toujours aussi somptueux).

Thus the time has come for you to meet the finest sons and daughters of Starfarer: the elected, appointed, hand-picked, hereditary, and self-proclaimed leaders who hold the fate of the Ship’s inhabitants in their hands. Let’s start with the three main factions fighting for control over the Habitat – the central living complex housing 80% of the Ship’s population...

Bonne lecture
Grand gobelin
Development Progress#23, January 2018 Update
aka State of the game.
017 was a busy year: we did a lot of programming and animation work, produced a lot of art assets, defined locations (quests, places of interest, key characters), factions (leaders, relationships, goals), expanded the Pit’s quests, finalized the systems, and did a lot of work on the first two locations, so we started 2018 in a pretty good shape.

Our main goal for this year is to release a combat demo. It’s a major milestone as it’s practically a game in itself. We do that, it means we have the engine (fully customized for what we need), all systems except stealth, all art assets and animation, interface, and TONS of small things that take a lot of time. It’s a massive amount of work and it took us 5,5 years to reach this point with AoD. If we do it in 2 years this time around, it will mean that we’re right on schedule for 2020 release and give us 2 years to work on quests and locations.

Par là, comprenez ce qui est fait:
- Map grid. In CSG, the tiles are aligned according to the surface angle and look better by not sticking into the ground;
- Non-combat and combat pathfinding. Two separate systems now, which allows smooth movement when exploring locations and good old tactical tile-to-tile movement in combat. Your combat path is also displayed with a nice spline, so no more uncertainty of "where exactly will my character move when I click here" kind;
- Map checking system that spawns warnings if certain map objects are not configured properly - this should decrease the amount of level-design bugs;
- Hierarchical item classes and visual item editor;
- Chargen;
- The flexible structure of character classes that allows adding new creature types with a different appearance, item slots and behavior easily. Implementing new creature type was a big task in AoD/Torque and required writing a lot of code from scratch every time;
- Party system. Better-looking party following, comparing to DR;
- Animation system based on a proper state machine this time. Animations blended with ragdoll, which should help to avoid situations like dead/knockdown characters sticking into the wall;
- Inventory system and screen. Inventory space is now grid-based;
- Character screen;
- Dialogue system, screen, and visual node-based dialogue editor;
- Cover system which provides defense bonuses based on cover type and angle of enemy's fire;
- Combat exit areas - special tiles, Fallout-style, that allow player to flee from combat and execute attached scripts;
- Overhead icons, more informative than in previous games, since they now can display progress bars, numbers, and other useful context-based information;
- Discrete hitbox/collision system. We got rid of the chaotic line of fire and attack results that were animation-based. In AoD/DR the cursor could report you that you are able to hit a target, but then, when you click, your enemy would turn around or scratch his butt, and your arrow could fly past him despite all the odds;
- RPG Camera, replicated from AoD, also includes optional orthographic projection mode;
- Doors (prototype, not final)
- Basic destructible environment;
- Building system (floors visibility, interior/exterior objects)
- Basic combat system (weapons, attack modes, THC calculation, hitting, missing, simple RNG) and combat flow (start, end, combat queue, detecting enemies, advancing turns). No status effects yet.
- Global and local quest variables and game states;

ce qu'il reste à faire

- Combat and non-combat AI;
- Feats;
- Implants system;
- Learn-by-doing XP mechanics;
- Nice visual effects (laser beams, muzzle flashes, etc);
- Character creation screen and PC customization (currently in progress);
- Combat status effects (knockdown, bleeding, etc);
- Gadgets and grenades;
- Travelling between areas;
- Saving/loading games;
- Options menu;

It will take us probably around six months to finish these tasks.

On peut donc commencer à saliver sur ces 2 screens "in game", bien qu toujours WIPed

the Pit

the depot
puis on nous montre aussi le 1er set d'armure, une panoplie de cuir (veste et froc)