Development hiatus

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Granted, this may not be all that big a difference, given how slowly Psi Rangers development has been moving anyhow, but I'm going to be setting this project aside for a bit.

Last weekend, I decided to try out drawing on the new HTML5 canvas and, in a day and a half, whipped up the proof of concept Traspel Lite. In the course of developing it, I found it to be a lot more fun than Psi Rangers currently is, so I showed it around a bit and everyone else seemed to like it quite a bit, too. I even got some comments that I need to hurry up and build more so that people can play more with it.

Given that, I'm going to go off and spend some time building out Traspel. If you have any interest at all in playing a powerful wizard and ordering minions to do your bidding while you research spells or enchant items, then I hope you'll join me.

Development Roadmap

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v0.007-001

  • Further tuning of skill gain rates

v0.008

...and beyond:

Psi Rangers 0.007: The Psi Who Shoved Me

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So it has finally happened - Psi Rangers is getting its next major update! The combat overhaul isn't entirely complete yet, but I'm getting a bit busier with client projects, so I wanted to get this out now before adding the details of interactivity to the new combat system.

There's a lot here, so see the cross-referenced posts for more details, but here's a summary of what's new in 0.007:

Advisor sidebar

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I have received a number of requests for tutorials or better introductory material, but the mechanics aren't in place yet for tutorial missions and I don't really want to get into detailed prose tutorials until the game has solidified further.

So I added a sidebar displaying helpful tips instead.

What do you think of the changes described in "Back to first principles"?

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Made of pure win
0% (0 votes)
Unspeakably broken
0% (0 votes)
Tell me more and I'll think about it
100% (1 vote)
Total votes: 1

Back to first principles

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While making my previous post on the game's origins, I dug up some online references to StarForce: Alpha Centauri which reminded me of my original intentions for Psi Rangers. One of them, which had been particularly vexing in my attempts to finalize the new combat design for the overhaul, was that combat was supposed to generally end up with the loser being displaced or randomized, not destroyed.

I realized then that I had lost my way and turned Psi Rangers into just another space trading and piracy game which happened to be a little different in that the technology was based around psi abilities instead of ship hardware1. Done properly, the psi concept could be the basis for something truly Different, if only I hadn't gotten sucked into the familiar.

So I'm going back to first principles and redesigning from the ground up. This post will lay those principles out, which will also incidentally provide additional setting background and partially address the "Who are we? Why do we fight?" question. There are a number of concerns which I haven't fully resolved yet and, even where I have an answer, I'm open to better ones, so you are strongly encouraged to comment with suggestions, requests, or other feedback.

AI ship names

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It has been brought to my attention that, now that characters' ship names have become more visible in the latest update, the AI pilots should have more interesting names for their ships.

I am absolutely in favor of this idea, but I don't actually know the history of the comedy teams the pilots were named after well enough to come up with good ship names for each of them, so I'm throwing it open for suggestions.

On the Naming of Things (Glossary)

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This post is a quick summary of game-specific terminology as it currently stands. As names change, this post will be updated to match. If you have ideas for better names on any of this, please add a comment with your suggestions.