Planetary Annihilation
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Saturday Morning Forum Roundup! Enjoy, all. We've sent a little over 10k emails out so far, and more are going out regularly. We have reasons for going slow, not just to torture you, we promise!
We hope to get through a lot more this weekend.
• We actually are doing a lot of research and development which is form of planning. The features that we are developing now are more the framework around which the rest of the game is built so we don't have to figure out every detail of what each piece of code looks like. Also remember that we've built some of these games before so we can draw on that experience to know where the oddball nooks and crannies are in our problem space. Of course we are making the problem space bigger here as well
The actual formulation we are using the terrain, the replication and the sim are all different from previous games but based on our experience. We have plausible fallsbacks for anything that's too wacky. (http://forums.uberent.com/forums/viewto ... 86#p596186)
• Specs: Yeah, basically there is always a server somewhere but it could just be hosted on your machine for single player.
Also everyone needs to keep in mind that we are aiming to make the game scaleable. This means that the minspec needs to take into account how large of a game and what configuration that game takes. What might be acceptable for a 4 player game might not cut it in a 40 player game.
Like I said, I'm not going to go too crazy on the graphics side. At the moment minspec is basically shader model 3 with decent vertex texture fetch (so we can instance stuff). (http://forums.uberent.com/forums/viewto ... 05#p593705)
• Sorian and Planets: I'm still mainly working on planet generation. The weekend was mostly spend getting the planet archttypes and terrain biome stuff setup and working. The next phase is more complex geometry generation using the art Steve is creating. I've already written most of the underlying stuff for that, it's more an issue of layout and generating cool stuff with it (although I still have some tech work do to). I've also done some setup and experimentation with features (trees etc). I can report that I'm happy with the results so far.
WJ continues to work on our UI solution. We think we have this kinda/mostly/sorta dialed in but it's just getting there and we could shift directions on it if something blows up. More on that later but it encapsulates scripting/ui and some other stuff.
William had to put a bunch of work into the build system to see if we could make the UI stuff work cross platform. Seems possible so he's moved back onto sim/replication. I've described the work elsewhere but it's slowly getting more solid as we move forward. One interesting aspect of this work is that the scalability is probably going to happen in a different place than I thought (multiple connection servers, not multiple separate sim servers).
Sorian is starting in 2 weeks. (http://forums.uberent.com/forums/viewto ... 65#p594765)
• Multiple Windows, Redux: The clients workload is going to be quite small compared to the server. It will still be multi-threaded but not as much because it's mainly rendering and dealing with the UI. Since no simulation happens locally it's almost all going to be rendering load. In addition I'm working very hard to move as much rendering work to the GPU as possible.
…
The server code is where the heavy multithreading work is going to happen. The work is broken down across domains which can be run in parallel. For example units on different planets are completely separate so the first obvious thing is to run each planet on a thread. But we can go a lot further than that. …
SupCom only really took advantage of 2 threads. One for the sim, one for the rendering. In PA the sim lives inside the server and so the client has a lot less to do. The goal here being that you don't get slowdowns based on how slow other players machines are. …
(http://forums.uberent.com/forums/viewto ... 59#p592759)
We hope to get through a lot more this weekend.
• We actually are doing a lot of research and development which is form of planning. The features that we are developing now are more the framework around which the rest of the game is built so we don't have to figure out every detail of what each piece of code looks like. Also remember that we've built some of these games before so we can draw on that experience to know where the oddball nooks and crannies are in our problem space. Of course we are making the problem space bigger here as well
The actual formulation we are using the terrain, the replication and the sim are all different from previous games but based on our experience. We have plausible fallsbacks for anything that's too wacky. (http://forums.uberent.com/forums/viewto ... 86#p596186)
• Specs: Yeah, basically there is always a server somewhere but it could just be hosted on your machine for single player.
Also everyone needs to keep in mind that we are aiming to make the game scaleable. This means that the minspec needs to take into account how large of a game and what configuration that game takes. What might be acceptable for a 4 player game might not cut it in a 40 player game.
Like I said, I'm not going to go too crazy on the graphics side. At the moment minspec is basically shader model 3 with decent vertex texture fetch (so we can instance stuff). (http://forums.uberent.com/forums/viewto ... 05#p593705)
• Sorian and Planets: I'm still mainly working on planet generation. The weekend was mostly spend getting the planet archttypes and terrain biome stuff setup and working. The next phase is more complex geometry generation using the art Steve is creating. I've already written most of the underlying stuff for that, it's more an issue of layout and generating cool stuff with it (although I still have some tech work do to). I've also done some setup and experimentation with features (trees etc). I can report that I'm happy with the results so far.
WJ continues to work on our UI solution. We think we have this kinda/mostly/sorta dialed in but it's just getting there and we could shift directions on it if something blows up. More on that later but it encapsulates scripting/ui and some other stuff.
William had to put a bunch of work into the build system to see if we could make the UI stuff work cross platform. Seems possible so he's moved back onto sim/replication. I've described the work elsewhere but it's slowly getting more solid as we move forward. One interesting aspect of this work is that the scalability is probably going to happen in a different place than I thought (multiple connection servers, not multiple separate sim servers).
Sorian is starting in 2 weeks. (http://forums.uberent.com/forums/viewto ... 65#p594765)
• Multiple Windows, Redux: The clients workload is going to be quite small compared to the server. It will still be multi-threaded but not as much because it's mainly rendering and dealing with the UI. Since no simulation happens locally it's almost all going to be rendering load. In addition I'm working very hard to move as much rendering work to the GPU as possible.
…
The server code is where the heavy multithreading work is going to happen. The work is broken down across domains which can be run in parallel. For example units on different planets are completely separate so the first obvious thing is to run each planet on a thread. But we can go a lot further than that. …
SupCom only really took advantage of 2 threads. One for the sim, one for the rendering. In PA the sim lives inside the server and so the client has a lot less to do. The goal here being that you don't get slowdowns based on how slow other players machines are. …
(http://forums.uberent.com/forums/viewto ... 59#p592759)
Spoiler! :
- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
A Multiplayer system that distributes workload equally onto client and servers? Who heard of such a thing? >.>
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Greetings all, some updates for the news deprived!
First update, we’re a little less than half way through emailing everyone their link to the fulfillment website. We know a lot of you are patiently awaiting the mails, and we appreciate it! We’re going slower than we’d like, but we want to make sure we can handle any issues that come up quickly and be able to communicate directly on each one. We will send out another update when ALL emails have gone out, so until then, if you can’t find it in your inbox or your spam filter, we haven’t sent it yet.
Our LiveStream is tomorrow at 1PM PDT (Wednesday, October 31st - Halloween!). As always, towards the start, we’ll be talking about PA before we get into the developer game of Super MNC. Stop by for the whole thing, or just to catch any new info that will be discussed regarding Planetary Annihilation at the start of the show. You can catch it at: http://www.twitch.tv/uberchannel
Last, but I think you’ll agree in no way least, we are releasing to everyone, backers and just fans alike, our first official wallpaper for the game. This is based on concept work the fabulous Steve Thompson has been working tirelessly on. So, without further ado, we present the metal planet!
The images have been sized for any type of device you can imagine, from iPhone to your giant high resolution computer monitor, and even stretched multi-mon.
In addition to the links below, these will be available to view on Facebook: https://www.facebook.com/planetaryannihilation
Desktops:
http://planetaryannihilation.com/assets ... 24x768.jpg
http://planetaryannihilation.com/assets ... 52x864.jpg
http://planetaryannihilation.com/assets ... 0x1024.jpg
http://planetaryannihilation.com/assets ... 80x720.jpg
http://planetaryannihilation.com/assets ... 80x768.jpg
http://planetaryannihilation.com/assets ... 80x800.jpg
http://planetaryannihilation.com/assets ... 80x960.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 00x900.jpg
http://planetaryannihilation.com/assets ... 0x1050.jpg
http://planetaryannihilation.com/assets ... 0x1080.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 0x1600.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
Smart Phones:
http://planetaryannihilation.com/assets ... 0x1136.jpg
http://planetaryannihilation.com/assets ... 40x960.jpg
For all of them at once:
http://planetaryannihilation.com/assets ... PAPERS.zip
Thanks again for your ongoing support of the project, everyone!
First update, we’re a little less than half way through emailing everyone their link to the fulfillment website. We know a lot of you are patiently awaiting the mails, and we appreciate it! We’re going slower than we’d like, but we want to make sure we can handle any issues that come up quickly and be able to communicate directly on each one. We will send out another update when ALL emails have gone out, so until then, if you can’t find it in your inbox or your spam filter, we haven’t sent it yet.
Our LiveStream is tomorrow at 1PM PDT (Wednesday, October 31st - Halloween!). As always, towards the start, we’ll be talking about PA before we get into the developer game of Super MNC. Stop by for the whole thing, or just to catch any new info that will be discussed regarding Planetary Annihilation at the start of the show. You can catch it at: http://www.twitch.tv/uberchannel
Last, but I think you’ll agree in no way least, we are releasing to everyone, backers and just fans alike, our first official wallpaper for the game. This is based on concept work the fabulous Steve Thompson has been working tirelessly on. So, without further ado, we present the metal planet!
The images have been sized for any type of device you can imagine, from iPhone to your giant high resolution computer monitor, and even stretched multi-mon.
In addition to the links below, these will be available to view on Facebook: https://www.facebook.com/planetaryannihilation
Desktops:
http://planetaryannihilation.com/assets ... 24x768.jpg
http://planetaryannihilation.com/assets ... 52x864.jpg
http://planetaryannihilation.com/assets ... 0x1024.jpg
http://planetaryannihilation.com/assets ... 80x720.jpg
http://planetaryannihilation.com/assets ... 80x768.jpg
http://planetaryannihilation.com/assets ... 80x800.jpg
http://planetaryannihilation.com/assets ... 80x960.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 00x900.jpg
http://planetaryannihilation.com/assets ... 0x1050.jpg
http://planetaryannihilation.com/assets ... 0x1080.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 0x1600.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
http://planetaryannihilation.com/assets ... 0x1200.jpg
Smart Phones:
http://planetaryannihilation.com/assets ... 0x1136.jpg
http://planetaryannihilation.com/assets ... 40x960.jpg
For all of them at once:
http://planetaryannihilation.com/assets ... PAPERS.zip
Thanks again for your ongoing support of the project, everyone!
Spoiler! :
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Happy Saturday morning PA community! Well, morning for us anyway. We had a great Live Stream this week with some great extended Q&A with Mavor and our special guest, Jan. You can watch that here: http://www.twitch.tv/uberchannel/b/337596251 - The first 30 minutes are more PA focused and some Halloween fun, and then we get into our normally scheduled Super MNC mayhem.
As for the forums:
• Code optimization and other fun: The answer to this question could be a blog post. I'll try and take a quick stab here.
Short answer is yes. You do pay attention to optimization from the beginning. There are multiple levels and types of optimization though.
The first type of optimization is figuring out what problem you are actually trying to solve. I suppose this is a meta-optimization. What's the granularity of your simulation? What are your overall design paramaters? How big/how much and how do the pieces fit together? In our case most of these questions are fairly easy but I can tell you that William and I went back and forth on requirements quite a bit during the initial architecture work. For instance I pushed really hard on the replay system and game scalability in ways that radically changed our thinking. All of this top level design is the form of optimization I'm talking about. We make natural assumptions and tradeoffs during this phase that greatly affect the problem space we end up working within for other optimizations.
Once you've got a basic engine architecture the next phase of optimization is picking smart algorithms. This is where all of the big-O notation stuff comes out. We've been looking at a data structure called a skip list for example to use to store the curve data. In this day and age you also want to pick algorithms that can more naturally be exploited for concurrency.
Then once you've picked a decent algorithm you want the implementation to be fast and bug free. Premature optimization at this phase can make code hard to read and waste time before you even know how the code fits into the whole. I try to write first pass code that's "plausibly shippable" which is my bar for something I don't need to touch again before shipping. This means its "done". However, in many cases I do write simple versions of stuff quickly that does have bad scaling characteristics. This usually goes away quickly.
There are a million ways to optimize a particular piece of code. Data design with cache access in mind is quite important. Rarely do we do something like write asm code though. Things like cache pre-fetching I definitely do in some cases (although it makes less and less of a difference on new processors). I also pay attention to branch misprediction type issues in places where it might matter like inner loops.
We have our own built in profiler and event catcher than we can use to get some quick timings during development. … (See the post for the whole thing, it’s a big one!) (http://forums.uberent.com/forums/viewto ... 71#p605471)
• I think Mavor just promised to play guitar on the next Live Stream. He’s probably gonna slap me for saying that. (http://forums.uberent.com/forums/viewto ... 00#p605500)
• And he’s already mocking us about Alpha: I've already got pa.app on this machine. You guys don't have it yet? (http://forums.uberent.com/forums/viewto ... 05#p604405)
I recommend reading through the What’s Up This Week thread, as it’s a good place for much of the detailed discussions.
And while it’s not forum related, we WILL have pre-orders coming soon. We’re not providing more details than that yet, but if you’re excited about the game and missed early backing, there will be some great ways to get involved. We’ll have more information soon, but I wouldn’t want to spoil it! And no, I’m not telling you how long til we announce more details! It will mostly be announced here and through Twitter however, because if you’re following us on Kickstarter, you’re probably already “pre-ordered”.
Have a great weekend, everyone!
As for the forums:
• Code optimization and other fun: The answer to this question could be a blog post. I'll try and take a quick stab here.
Short answer is yes. You do pay attention to optimization from the beginning. There are multiple levels and types of optimization though.
The first type of optimization is figuring out what problem you are actually trying to solve. I suppose this is a meta-optimization. What's the granularity of your simulation? What are your overall design paramaters? How big/how much and how do the pieces fit together? In our case most of these questions are fairly easy but I can tell you that William and I went back and forth on requirements quite a bit during the initial architecture work. For instance I pushed really hard on the replay system and game scalability in ways that radically changed our thinking. All of this top level design is the form of optimization I'm talking about. We make natural assumptions and tradeoffs during this phase that greatly affect the problem space we end up working within for other optimizations.
Once you've got a basic engine architecture the next phase of optimization is picking smart algorithms. This is where all of the big-O notation stuff comes out. We've been looking at a data structure called a skip list for example to use to store the curve data. In this day and age you also want to pick algorithms that can more naturally be exploited for concurrency.
Then once you've picked a decent algorithm you want the implementation to be fast and bug free. Premature optimization at this phase can make code hard to read and waste time before you even know how the code fits into the whole. I try to write first pass code that's "plausibly shippable" which is my bar for something I don't need to touch again before shipping. This means its "done". However, in many cases I do write simple versions of stuff quickly that does have bad scaling characteristics. This usually goes away quickly.
There are a million ways to optimize a particular piece of code. Data design with cache access in mind is quite important. Rarely do we do something like write asm code though. Things like cache pre-fetching I definitely do in some cases (although it makes less and less of a difference on new processors). I also pay attention to branch misprediction type issues in places where it might matter like inner loops.
We have our own built in profiler and event catcher than we can use to get some quick timings during development. … (See the post for the whole thing, it’s a big one!) (http://forums.uberent.com/forums/viewto ... 71#p605471)
• I think Mavor just promised to play guitar on the next Live Stream. He’s probably gonna slap me for saying that. (http://forums.uberent.com/forums/viewto ... 00#p605500)
• And he’s already mocking us about Alpha: I've already got pa.app on this machine. You guys don't have it yet? (http://forums.uberent.com/forums/viewto ... 05#p604405)
I recommend reading through the What’s Up This Week thread, as it’s a good place for much of the detailed discussions.
And while it’s not forum related, we WILL have pre-orders coming soon. We’re not providing more details than that yet, but if you’re excited about the game and missed early backing, there will be some great ways to get involved. We’ll have more information soon, but I wouldn’t want to spoil it! And no, I’m not telling you how long til we announce more details! It will mostly be announced here and through Twitter however, because if you’re following us on Kickstarter, you’re probably already “pre-ordered”.
Have a great weekend, everyone!
Spoiler! :
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Good morning (afternoon/evening) everyone! Seattle has some frost finally. After a few weeks of rain and wind, it’s chilly and sunny! It’s been a quiet week in the forums, as everyone has been heads down, working. Lots of interesting discussions, as always, however. We’ve added some new folks to our team, and things are moving full speed ahead!
- Advice on learning to program from a guy who was self taught. And some insight into what will be exposed:
“True but learning how to program includes getting some experience with different languages. Still some languages are hard to master even for programmers with experience. C++ for example is a very insane language that requires extreme discipline to use well.”
“This is literally how I learned how to program. I picked something I wanted to build and figured out how to build it a piece at a time. The first thing I ever wrote in C was a paint program. It ran at 640x480 16-color mode. Since I wasn't doing animation I had room for two full pages that I could quickly toggle between. One was the canvas and one was the tools. Paint programs are a great place to start because they are fundamentally simply (sample mouse position and draw a pixel).”
“None of the C++ stuff will be exposed directly because it's hard to do cross platform. I considered embedding LLVM and just using C++ for scripting but chucked that idea after some internal discussions. It's possible that we may end up with more than one scripting language in the game although we currently only have one. For a while we actually considered writing the client and server in different languages (e.g. something like Go for the server). I partially rejected that because I know that I can make it work in C++ and I don't want to take on more technical risk than I already am. C++ is definitely starting to show it's age.”(http://forums.uberent.com/forums/viewto ... 18#p611518)
- Replays: “The design of the replay system is critical for eSports which is one of the reasons we are putting so much work into making it great.
Fundamentally I'm trying to build a base game and an engine that is flexible and scalable. I expect that the community will help to figure out under which conditions and game modes the game is best played from a competitive aspect. For example the esports version of WC3 is called Dota.” (http://forums.uberent.com/forums/viewto ... 27#p609527)
- Work: “I'm continuing my work on terrain generation. The system is coming along nicely and as I said last week I hope to be able to show something soon.
We now have a larger team! As of last week we added 2 more programmers for a total of 5. Lots of infrastructure work is happening like getting our continuous integration working. Also just generally getting people up to speed with the architecture and current codebase.” (http://forums.uberent.com/forums/viewto ... 13#p607913)
- Advice on learning to program from a guy who was self taught. And some insight into what will be exposed:
“True but learning how to program includes getting some experience with different languages. Still some languages are hard to master even for programmers with experience. C++ for example is a very insane language that requires extreme discipline to use well.”
“This is literally how I learned how to program. I picked something I wanted to build and figured out how to build it a piece at a time. The first thing I ever wrote in C was a paint program. It ran at 640x480 16-color mode. Since I wasn't doing animation I had room for two full pages that I could quickly toggle between. One was the canvas and one was the tools. Paint programs are a great place to start because they are fundamentally simply (sample mouse position and draw a pixel).”
“None of the C++ stuff will be exposed directly because it's hard to do cross platform. I considered embedding LLVM and just using C++ for scripting but chucked that idea after some internal discussions. It's possible that we may end up with more than one scripting language in the game although we currently only have one. For a while we actually considered writing the client and server in different languages (e.g. something like Go for the server). I partially rejected that because I know that I can make it work in C++ and I don't want to take on more technical risk than I already am. C++ is definitely starting to show it's age.”(http://forums.uberent.com/forums/viewto ... 18#p611518)
- Replays: “The design of the replay system is critical for eSports which is one of the reasons we are putting so much work into making it great.
Fundamentally I'm trying to build a base game and an engine that is flexible and scalable. I expect that the community will help to figure out under which conditions and game modes the game is best played from a competitive aspect. For example the esports version of WC3 is called Dota.” (http://forums.uberent.com/forums/viewto ... 27#p609527)
- Work: “I'm continuing my work on terrain generation. The system is coming along nicely and as I said last week I hope to be able to show something soon.
We now have a larger team! As of last week we added 2 more programmers for a total of 5. Lots of infrastructure work is happening like getting our continuous integration working. Also just generally getting people up to speed with the architecture and current codebase.” (http://forums.uberent.com/forums/viewto ... 13#p607913)
Spoiler! :
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Hey all! Next week is American Thanksgiving holiday, so you may not see this post for a week. So without further ado, the posts!
- Some details about the editor: So there are two levels to the editor. The procedural generation part which generates a whole bunch of output stuff and then all of the data that actually defines the procedural generation itself. Since the procedural generation phase is separate from the actual final geometry generation the maps can technically be edited offline by modders after they've been initially generated. Of course the intent is to have the front-end be scriptable so people could potentially extend our editor with more functionality as well. In addition people will be able to add their own geometry, textures etc. and definitions for new planet archetypes and terrain biomes as all of this is driven by json text files. (http://forums.uberent.com/forums/viewto ... 41#p618041)
- Flanking your opponents on a sphere: Yep, there are lots of interesting consequences to going to a sphere.
As I've been playing around with the map creator the world I'm mostly messing with has a radius of 600m. So from that we can calculate the surface area which is 4.5M m^2 or about four and a half square kilometers.
If I want a "slightly" larger planet I bump it up to a 1000m radius. That gives a surface area of 12.5M m^2 or 12.5 square kilometers.
As you can see the surface area grows exponentially. We are going to have some fairly large play areas if we want them (http://forums.uberent.com/forums/viewto ... 34#p615634)
- Localization: One of the biggest challenges in localizing games has always been context. While context is kind of slippery in English, in other languages, it often has huge impacts on the grammatical structure and specific word use. Even more so when you get into Asian languages.
I'm doing an ongoing investigation into the best localization techniques, but where I'm leaning is toward first pass localization by professionals. That gets you about 80% of the way there. But even when you spend a lot of time to provide the context for each string, without the translator sitting there, playing the game, there's a good chance they'll get at least a few wrong. The lack of the context of the game running makes it hard, and I've never worked with an outsourced localization team (or even in-sourced much of the time) that can or is willing to run the game while they translate - they do too many products, and too much translation to try and learn a new piece of software every time they want to do a project. …. (More on the forums – long post) (http://forums.uberent.com/forums/viewto ... 74#p617274)
- Some details about the editor: So there are two levels to the editor. The procedural generation part which generates a whole bunch of output stuff and then all of the data that actually defines the procedural generation itself. Since the procedural generation phase is separate from the actual final geometry generation the maps can technically be edited offline by modders after they've been initially generated. Of course the intent is to have the front-end be scriptable so people could potentially extend our editor with more functionality as well. In addition people will be able to add their own geometry, textures etc. and definitions for new planet archetypes and terrain biomes as all of this is driven by json text files. (http://forums.uberent.com/forums/viewto ... 41#p618041)
- Flanking your opponents on a sphere: Yep, there are lots of interesting consequences to going to a sphere.
As I've been playing around with the map creator the world I'm mostly messing with has a radius of 600m. So from that we can calculate the surface area which is 4.5M m^2 or about four and a half square kilometers.
If I want a "slightly" larger planet I bump it up to a 1000m radius. That gives a surface area of 12.5M m^2 or 12.5 square kilometers.
As you can see the surface area grows exponentially. We are going to have some fairly large play areas if we want them (http://forums.uberent.com/forums/viewto ... 34#p615634)
- Localization: One of the biggest challenges in localizing games has always been context. While context is kind of slippery in English, in other languages, it often has huge impacts on the grammatical structure and specific word use. Even more so when you get into Asian languages.
I'm doing an ongoing investigation into the best localization techniques, but where I'm leaning is toward first pass localization by professionals. That gets you about 80% of the way there. But even when you spend a lot of time to provide the context for each string, without the translator sitting there, playing the game, there's a good chance they'll get at least a few wrong. The lack of the context of the game running makes it hard, and I've never worked with an outsourced localization team (or even in-sourced much of the time) that can or is willing to run the game while they translate - they do too many products, and too much translation to try and learn a new piece of software every time they want to do a project. …. (More on the forums – long post) (http://forums.uberent.com/forums/viewto ... 74#p617274)
Spoiler! :
- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
It'd be nice if they showed a few unit or building models in pictures at this stage. :\
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Happy Friday all!
For those of you who celebrated it, hope you all had a wonderful Thanksgiving (Or just an awesome Thursday for the rest of you). Since many of you have asked, here it is. Our pre-orders site is live! If you were an early backer (Kickstarter or PayPal) you don’t need to worry about this, but if you wanted to pre-order, and especially wanted a way to get into the beta or even the alpha, this is the way to go!
In addition to the listed fun stuff for the pre-orders, we’ll be including a new custom commander, the Theta Commander, to all pre-orders and early backers.
https://store.uberent.com/
We’ve also started a FAQ on our forums. It’s still very early, but as we start to get more questions, we’ll add them there. Many of those questions were also asked here, so if you post them in threads or on the wall, we usually notice.
http://forums.uberent.com/forums/viewto ... 61&t=41493
One final bit of fun. Our own Mavor has had a blog for a while now, but he’s started posting about PA more regularly. If you want to follow his posts, you can find them here:
http://www.mavorsrants.com/2012/11/plan ... ngine.html
No “This week in the forums” today. We’ll be back Saturday after next with a super sized one.
Thanks again, and the war for galactic domination moves ever forward!
For those of you who celebrated it, hope you all had a wonderful Thanksgiving (Or just an awesome Thursday for the rest of you). Since many of you have asked, here it is. Our pre-orders site is live! If you were an early backer (Kickstarter or PayPal) you don’t need to worry about this, but if you wanted to pre-order, and especially wanted a way to get into the beta or even the alpha, this is the way to go!
In addition to the listed fun stuff for the pre-orders, we’ll be including a new custom commander, the Theta Commander, to all pre-orders and early backers.
https://store.uberent.com/
We’ve also started a FAQ on our forums. It’s still very early, but as we start to get more questions, we’ll add them there. Many of those questions were also asked here, so if you post them in threads or on the wall, we usually notice.
http://forums.uberent.com/forums/viewto ... 61&t=41493
One final bit of fun. Our own Mavor has had a blog for a while now, but he’s started posting about PA more regularly. If you want to follow his posts, you can find them here:
http://www.mavorsrants.com/2012/11/plan ... ngine.html
No “This week in the forums” today. We’ll be back Saturday after next with a super sized one.
Thanks again, and the war for galactic domination moves ever forward!
Spoiler! :
- Wildwill002
- Posts: 3162
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- Location: Blackpool
Re: Planetary Annihilation
Fun fact! This is the most I've stick with something without procrastinating. Oh and thread bump because the following
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- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
So is the game finally not a ridiculous $90 anymore? If so, do very want...
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
To be fair, the $90 was so that the backers that got alpha access didn't feel cheated out. But yes, it's now $60 (?) or £29.99 Which is pretty good since you can now crash things into planets
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- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Decided I'd get the game this week since it's only gonna cost £10 so if anyones bothered I can provide experience and answer questions
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- Lord_Mountbatten
- The Future
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- Joined: 28 Oct 2010, 15:14
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Re: Planetary Annihilation
Thought you already had it Will?
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
I backed to get it on release, but I'm going to upgrade to beta access. It only costs me £12 so I might as well.
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- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
So, I saw a few videos last night of what happens when you deorbit a moon into another planet.
The effects seem kinda underwhelming. I hope that's something they'll improve with future releases.
The effects seem kinda underwhelming. I hope that's something they'll improve with future releases.
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
Well considering they just implemented it this week Seriously, beta started at the same time as EVERYTHING off planet
I 100% guarantee it will be improved
I 100% guarantee it will be improved
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- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
My funds still haven't transferred to my paypal account.
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
It's an amazing game, yet difficult, what with many people already ingame so skill level is a bit high. I'm working on getting to the orbital stage by the 8 minute mark which is apparently the fastest you can do that and the communities very friendly
Couple of things, currently firing a moon into a planet wipes out everything on the planet completely instead of just killing half of it or actually destroying the planet. It still leaves a kickass crater though
Oh and to do a vs AI you're gonna have to make a game, publish it to lobby and click ready asap, when the server has loaded you can get ingame against AI instead of humans. The AI itself is quite basic and will focus on land or air and can be quite aggressive. They do not, however, make anything other than economic buildings or factories, so no turrets or space travel for them currently.
Couple of things, currently firing a moon into a planet wipes out everything on the planet completely instead of just killing half of it or actually destroying the planet. It still leaves a kickass crater though
Oh and to do a vs AI you're gonna have to make a game, publish it to lobby and click ready asap, when the server has loaded you can get ingame against AI instead of humans. The AI itself is quite basic and will focus on land or air and can be quite aggressive. They do not, however, make anything other than economic buildings or factories, so no turrets or space travel for them currently.
Spoiler! :
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
So, today the game was patched so you can actually do specific VS AI games. Which is very good as I'm the sort of person that likes to try a lot of tactics to get the best economy before moving onto multiplayer. I've set the goal of destroying 4 AI in 1 match on 1 planet without orbital units or nukes before I properly play the multiplayer. Shouldn't be too hard as the AI is quite predictable and normally just having turrets dotted around your base and air units patrolling, you should be fine.
The System generation is amazing and so is the way units are actually constructed. Current downsides are predictable AI with no ability to change difficulty or utilise anything other than economy or factory, metal deposits sometimes being inaccessible and how easy it is to destroy someone when you make an orbital laser.
The System generation is amazing and so is the way units are actually constructed. Current downsides are predictable AI with no ability to change difficulty or utilise anything other than economy or factory, metal deposits sometimes being inaccessible and how easy it is to destroy someone when you make an orbital laser.
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- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
Re: Planetary Annihilation
You can get the beta for $10 less on the Humble store, with 10% going to charity
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- Aenir_bEPU
- Nyan Master
- Posts: 1237
- Joined: 14 Jun 2011, 20:24
- Location: Massachusetts
Re: Planetary Annihilation
So, they started to send out beta invites to everyone who kickstarted it.
I am coming for you!
I am coming for you!
- Spyboticsguy
- Posts: 1204
- Joined: 22 Jul 2011, 13:22
- Location: Atlanta, GA
Re: Planetary Annihilation
Gamma's out and I've bought the game to celebrate.
Re: Planetary Annihilation
Nice! What did they add?
Lord_Mountbatten wrote:I didn't quite hear you over the sound of my eyebrow shooting into the sky.
OI YOU!
YES YOU!
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JOIN US AND ADD PEOPLE FOR FUN TIMES!
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- Invunarble
- Site Contributor
- Posts: 4201
- Joined: 11 Feb 2012, 18:45
- Location: Canada
Re: Planetary Annihilation
Well, not a ton. There's a new UI that looks far nicer, teleporters were added, and uhh... I think that's all of the big features?vallorn wrote:Nice! What did they add?
*cue will posting a massive changelog*
"The roses are red, but Invunarble is blue. Hit him with a puma." - Vallorn
"Baked fucking potato" - Lord Mountbatten, 2014
- Wildwill002
- Posts: 3162
- Joined: 15 Dec 2010, 12:42
- Location: Blackpool
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