Woo! Here’s the first in what will hopefully be a long series of videos + builds.
Actually, scratch that. Let’s hope for a goodly number. Enough to make a great game, not so many that it becomes my life’s work and you spend your life waiting for it.
Yep, let’s hope for that!

Here is where you go to play the game

<3
Farbs


10 Comments » for Captain Jameson Reboot Build #1
  1. Intangible shade of Blue says:

    Yay! I’m planning on waiting a few weeks before picking this up again; but I’m really happy to have checked in and found a new blog post!

    Do PR Thursdays mean we’ll likely be seeing weekly blog updates? I love keeping tabs on the games I follow with their blog updates and I think it’s a powerful way to stay informed with the community (especially since you read our replies it seems).

    Thanks for the reboot and I’ll see you again next Thursday!

  2. Ron says:

    Looking good. :)

    Have you done any blog posts about your technology stack? I’m curious about what you’ve used over the course of the Captain … series, why you made certain choices, how the stack has changed over time, and maybe even alternatives that you’re considering.

  3. Farbs says:

    Intangible shade of Bleu – PR Thursdays mean weekly updates of some sort, however videos will take priority over the written word. When I get quicker at producing videos I should find time for some written word. I still have a lot of work left to do on the website etc also.

    Ron – Hi Ron! Sure, I can write that up at some point (see above). The short answer is: I started with flash so that people would see the game, I dabbled with Haxe (and even have a 90% complete Haxe port of Forever) but I haven’t released any Forever games with it yet, and I’m moving toward Stage3D / AIR for the current game for a decent baseline GPU interface and standalone builds. I’m also considering selective use of CrossBridge (formerly “Alchemy”) for some of my more CPU intensive tasks like physics simulation and perhaps even some runtime audio synths (like the one currently providing the voices). There’s another thing I’d really like to use CrossBridge for, but that’s a surprise for later (if I get to it).

    Okay that wasn’t all that short :)

  4. Chris K says:

    Wow, stuff is happening!

    Also the lance is perfect for my playstyle, and you are my hero for thinking it up

  5. Chris K says:

    Aaaah, I forgot that you removed the telnet system. I miss that thing, it just felt good to telnet nearby stations. Plus it’s generally more convenient than docking, although I understand that most new players would have a much harder time grasping the telnet thing.

    Also, it would be cool if the apartment stations had some kind of function. Not sure what that would be. Even if you could just dock with them and get a quick message from the station it might be neat. It would be even cooler if areas with apartments could spawn a few friendly ships that would just roam around the general area. Really, anything to make them feel those stations have some kind of function other than decoration, even if it doesn’t affect gameplay.

  6. NIN3 says:

    I played some of the historic versions as I was going through, and I have to agree with Chris K. While docking is nice, some stations dont fit my (often) menacing blocks of pain.

    An oddity that I have found: When I dock lots with a set of stations, my ship starts to lose modules. The worst of these I had was when I purchased a bravo bubble shield to replace a shield eaten by this effect, only to dock with the factory again and lose it. Out of money, I left that place depressed.

    Something I would love to see is a sandbox mode, just for building ships. Something I’ve always wanted is to simply have the parts to make something cool looking, without being afraid to move and lose it, or as in captain forever, get interrupted mid build and be unable to defend yourself.

  7. gargravarr2 says:

    Here’s a very annoying bug: the Audio Dampening Circuit doesn’t affect the ship transmissions.

  8. Farbs says:

    Cheers, will fix for the next build.

  9. Aklyon says:

    AIR? I haven’t had anything that uses AIR in quite awhile, the last thing I can think of is Creeper World 2, and virgil changed over to unity for the 3rd game to make bigger maps and more units with less lag, or thats what it felt like happened anyway.

    Other than that, the photon lance looks entertaining to use, and your video certainly reminds me of the overgrowth ones, so I think you’ve nailed that :)

  10. Voncent says:

    Would it be possible to add a way for players to rebuild the sector system that they play through? Perhaps even a way for players to play around with or otherwise tweak settings like asteroid density or number of sector exits? Something like that would be a more customizable gameplay experience.