House of the Dying Sun

Lost in space?

[video=youtube;MumoTz8CKtE]https://www.youtube.com/watch?v=MumoTz8CKtE[/video]

Going hardcore

[video=youtube;8EjTgQREcwk]https://www.youtube.com/watch?v=8EjTgQREcwk[/video]
 
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same here.. actually totally the same here lol, think i will reload steam and see if that nudges it along.

*edit - issue resolved, downloading 1/1 completed

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The point was that was a good example of a GOOD flight model, and GOOD missions. There are absolutely no reasons why procedural missions with the same intensity and ideas could not take place in Elite's world.

so have been in the closed beta? or are you just going off of the video?
 
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There are absolutely no reasons why procedural missions with the same intensity and ideas could not take place in Elite's world.

Well, yeah. Because these aren't procedural missions. They are hand-crafted and there's only 14 of them.

I'm sure the devs more than anyone want to improve the missions, but it's hardly a matter of snapping your fingers and POOF - it's done. I think once multicrew and shipped launched fighters come in, they'll be expanding the missions and adding wing missions.
 
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Well, yeah. Because these aren't procedural missions. They are hand-crafted and there's only 14 of them.

I'm sure the devs more than anyone want to improve the missions, but it's hardly a matter of snapping your fingers and POOF - it's done. I think once multicrew and shipped launched fighters come in, they'll be expanding the missions and adding wing missions.

So you are saying hand crafted missions can't be repeated with decision points that change the scripting? That's never been done in a game before?

Escort missions I can think of a dozen outcomes off the top of my head.
Patrols - dozens of variations and potential outcomes
Defend - people, places, things

I mean one guy wrote all of the star wars missions in X-wing and they were some of the most memorable missions ever - every mission was different each time you played through. Imagine scripted missions with potential twist points that the mission could change.

Procedural missions based on a light script can be done. Its been done many times. Many genres. It'll still be better than bulletin board missions we have now.
 
Well, yeah. Because these aren't procedural missions. They are hand-crafted and there's only 14 of them.
It seems pretty good! I've had a weird loss of flight control bug (ah prerelease) but flipping into and out of the menu fixed it. The yaw is strong in this one but the fighting feels nice and it's not requiring stupid accuracy or being too easy

The 14 missions seems like a mis-lead though - i get the impression the difficulty curve may be very steep here - easy to expand a mission that was 3 fighters into 3 capital ships and 12 fighters!
 
Oh, I'm definitely looking forward to trying it tonight! Can't wait to slip on the headset and do some pew pew after work.

So you are saying hand crafted missions can't be repeated with decision points that change the scripting? That's never been done in a game before?

No, I don't recall saying that. I'm sure Frontier will continue improving the mission system and multicrew/ship launched fighters offers a good opportunity to beef things up with wing missions, along with the more involved naval/military careers that have been discussed. I just think comparing procedural missions for an online game to handcrafted single player ones isn't very fruitful.

Of course I want missions like the Xwing series, who doesn't? But back to House of the Dying Sun! Just a few more hours and I'll give it a whirl...
 
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Really great game, especially for the price. Mapping the hotas is a bit of work. Ultimately I'm curious to see where this goes, as I'm hoping that it won't stay at 14 missions.

This needs coop multiplayer, SO MUCH.

But if you're on the fence, go buy it. It's got a lot of love put into it, and it shows.
 
Really great game, especially for the price. Mapping the hotas is a bit of work. Ultimately I'm curious to see where this goes, as I'm hoping that it won't stay at 14 missions.

This needs coop multiplayer, SO MUCH.

But if you're on the fence, go buy it. It's got a lot of love put into it, and it shows.

have you managed to map both the stick and the throttle controller? i'v only set my x55 joystick up so far, didnt realise we could do both. gone with the same config i use in elite, it think it feels similar to flying a well spec'd eagle, just a lighter version, with simpler physics, and drifting as a nice touch in place of faoff. don't get the same sense of movement and feedback that we have in elite, but i think for the style of game, he has really nailed it. im really impressed, will definitely be a great game to jump into for 20 mins between elite sessions.. and will likely be my new go to maintenance day game :D very much worth the price.
 
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Tried the first two missions in VR, and it's a hoot! I'm definitely going to ask the dev nicely if slicker HOTAS support can be implemented, that's my only quibble so far. The art style works for it, and it's quite intense. I got really good performance and silky smooth headtracking. Thumbs up, definitely worth the price... way better value than EVE: Valkyrie but Toumal is right, this needs multiplayer coop!

Yet another game that proves Sun Ra right:

Sun_Ra_Space_is_Place_3.jpg
 
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Gave this a go yesterday, played a couple of missions. Nice arcadey space shooty fun. Reminds me of X-Wing / TIE Fighter.

It's probably great for people who aren't obsessed enough with the genre to get through Elite's steep learning curve. This is what I think I will be using if I want to demo cockpit based flying in VR to muggles since it's much easier to just jump in without learning a million controls.

The VR works really well, the cockpit is small and cramped which is the best kind of cockpit for VR! I like the little zoomed camera screen in the front, it's refreshing after the complete lack of even rudimentary optics in Elite ships.
 
have you managed to map both the stick and the throttle controller? i'v only set my x55 joystick up so far, didnt realise we could do both. gone with the same config i use in elite, it think it feels similar to flying a well spec'd eagle, just a lighter version, with simpler physics, and drifting as a nice touch in place of faoff. don't get the same sense of movement and feedback that we have in elite, but i think for the style of game, he has really nailed it. im really impressed, will definitely be a great game to jump into for 20 mins between elite sessions.. and will likely be my new go to maintenance day game :D very much worth the price.

I have an X52 and was able to map that without any problems.

Yeah the drift mode is nowhere near as cool as FA-off, but eh, it's an arcadey space game. It does what it does really well.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
If you want it to feel more like X-Wing or Tie Fighter just bind the Left Stick X Axis to do Roll as well as Yaw at the same time. Works a treat and ensures that I don't get too confused when switching between Elite's and their scheme.
 
My take on the cover system in House so far is "When can Elite (main game) have it?".

Trying to take out targets whilst remaining out of the line of sight and deadly missile salvos from guard ships using rocks for cover is so much fun. This is what was trailed in the "Predator and Prey" single player training mission in Elite (the one where you have to avoid the Cobra) but scenarios like this are absent from the main game.

So what's stopping the adaptation of the LoS based scanner visibility of CQC into the main game? I assume that CQC breaks down its maps into statically generated visiblility graphs that determines who can see who, but aren't the asteroid fields also tiled from cubes of rock layouts that could be accompanied by visibility graphs? Same goes for surface settlements.

Once we had this in the main game, scenarios could start adding a 'Sentinel' type entity that it is necessary to avoid - raid the military base, steal something from a space junkyard, from a surface base, scan something without being spotted, assassinate someone from under the nose of his bodyguard, etc.
 
If you want it to feel more like X-Wing or Tie Fighter just bind the Left Stick X Axis to do Roll as well as Yaw at the same time. Works a treat and ensures that I don't get too confused when switching between Elite's and their scheme.

Any chance of giving House of the Dying Sun a plug in this weeks newsletter Mike? I doubt many people know about and it deserves more exposure.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
Any chance of giving House of the Dying Sun a plug in this weeks newsletter Mike? I doubt many people know about and it deserves more exposure.

I don't have any say on that unfortunately. I've been plugging it to the rest of the team but no one else seems interested in it considering all the other great games that have come out recently :(
 
I loved the flight model - I just swapped out yaw / roll to the appropriate axis and it was awesome. The "drift mode" was way better than FA on/off .. much better feeling to it. Although it does decelerate a little too much for my tastes.

The overall game is great though I did have some deadzone issues controller scheme issues. It was nice to have track IR support out of the box.
 
Any chance of giving House of the Dying Sun a plug in this weeks newsletter Mike? I doubt many people know about and it deserves more exposure.

Maybe if we slip Ed some Cold Revenge Cookies to review he might stream a bit of it during his lunchtime?

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I loved the flight model - I just swapped out yaw / roll to the appropriate axis and it was awesome. The "drift mode" was way better than FA on/off .. much better feeling to it. Although it does decelerate a little too much for my tastes.

I guess because decoupled 'drift' still cancels rotation inputs, unlike FA-OFF. Mike has always rejected calls for this flight rule as a sort of easy turret mode. I might try FA-OFF bound to Hold rather than Toggle inputs in my ED session tonight.

The overall game is great though I did have some deadzone issues controller scheme issues. It was nice to have track IR support out of the box.

It's great in Vive too. There is a UI scaling setting which defaults to 150% in VR, and the UI scales up smoothly (gotta love Unity non-deferred rendering for VR) unlike the recently added fixed UI scale factors for ED, where text gets bigger but blockier. I'm sure it will be fixed eventually.
 
I mean it isn't elite in scale obviously but it's fun.. and that's what a game is supposed to be. It isn't supposed to be a job / chore to accomplish anything it should be a FUN CHALLENGE.
 
So what's stopping the adaptation of the LoS based scanner visibility of CQC into the main game?

This would really be welcome in Elite base game especially given that detection is heat-based - to my understanding this should break "visibility" when obstructed ?!

Back to HotDS - need to check this out, especially for the price. Damn too many games, not enough time ...
 
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