The Limit Theory Thread

I just watched his latest video - PG tech trees.

Stunning ... Really liking the direction he's taking - loving what he's done (data editor - wow :eek:) - kicking myself for not backing ... will deffo pick this up next year as ED will be my "at home" game and maybe LT when I am on the move :)

Utterly amazing wasn't it.

Still....better to kick oneself for not backing because you will be able to get it later than to kick oneself FOR backing (like I have for a certain KS) :)

I got the pre alpha for this and loved that too.
 
New Limit Theory update is up.

Josh changed the interface some more. Sadly, I much rather the one from October than the one we have now. :(
 

Philip Coutts

Volunteer Moderator
https://www.youtube.com/watch?v=Ekq56VZqQvs

I actually really like the new interface, I don't think it's quite as pretty as the one shown in the previous dev video but overall I like it. The 3D, see through nature of it feels very futuristic and fits the game.

Josh has obviously worked hard on AI this month and this will be what really what makes or breaks this game. It's interesting that he chose to make this a single player game at a time when most others are going down a multi player route. Hats off to him for that.

Also big news that LT will support the Occulus Rift. I'm sure that will please an quite a few folks!
 

Philip Coutts

Volunteer Moderator
The December update was another belter, the game looks amazing and the leaps he is making with the AI should make for an excellent single player game. Not at all surprised the release date has slipped but the end product will more than justify the extra time he is putting in.
 
What is the latest release date? I would like to have a go at this game (you do very good PR :))

In the December update JP announced that release is being pushed back to mid-2014 (because he doesn't want to rush it and release inferior product). Even though the KS route isn't available, the FAQ lists Steam as being a retail outlet.
 
In the December update JP announced that release is being pushed back to mid-2014 (because he doesn't want to rush it and release inferior product). Even though the KS route isn't available, the FAQ lists Steam as being a retail outlet.

Desura is also listed if you want it DRM free (and many of us have been plugging GoG). Some of that is in this thread here:

http://forums.ltheory.com/viewtopic.php?f=8&t=8

But yeah as DRM-free options were promised in the KS expect it to be available in a number of places other than Steam :cool:

That is as long as Josh can actually get the game finished by himself, before becoming taken over by the AI he is creating for the game!
 
I just wish he would release another Alpha. It's been ages since 1.1 and he has done a lot of work since then. I hope he decides on a cut off point, feature wise, soon to do this. There is plenty of new content right now for us to get our teeth into.
 

Philip Coutts

Volunteer Moderator
Just read the latest Dev Diary and Josh is busy making this months video. Looks like it's been another big month with a lot of progress, looking forward to seeing what he's been up to.
 
The scanner is rather nice although its rotating aspect seems a little gimmicky and pointless. It looks like it might be some rotating radar type thing but just scans that circular areas defined around the reticle. It could just as easily have been some graph scrolling from right to left of course, but having it project around the reticle just looks "cooler" I guess. I can't wait for the next playable prototype.
 
The idea is cool, but the execution not imho. Josh creates some really pretty stuff. But it would be cooler if you could differentiate info like:
  • Heat
  • Electromagnetic
  • Nuclear radiation (Beta?)
  • Spectral analysis for each element on periodic table
  • Lifesigns

To put indicators for all that in a pretty graph would be awesome. And that for a distance where you CAN'T see the object already. It's nice for asteroids, but you'd want the scanner to increase your senses beyond your visual scope. So you'd be able to actually find something like a ship even if it's not visible on screen yet.
 
Yes I am not sure I quite understood the rotating scanner information either..........

It's easy enough to understand, it's just that it's purely for show in the format presented. As Memnoch said it's just a normal graph wrapped around a circle. The confusing thing is that it's WAY too slow to update and should be instantaneous, or at least very nearly so. It's done the way it is purely for eye candy.

From what Josh was saying the waveform of the graph will be able to identify different things at some stage - so you could imagine an egg shaped graph indicating a ship, an eye shaped graph indicating a probe, etc. But it needs to be much faster than it is... he seems keen on options so hopefully "Instantaneous" will be one.
 
It's easy enough to understand, it's just that it's purely for show in the format presented. As Memnoch said it's just a normal graph wrapped around a circle. The confusing thing is that it's WAY too slow to update and should be instantaneous, or at least very nearly so. It's done the way it is purely for eye candy.

From what Josh was saying the waveform of the graph will be able to identify different things at some stage - so you could imagine an egg shaped graph indicating a ship, an eye shaped graph indicating a probe, etc. But it needs to be much faster than it is... he seems keen on options so hopefully "Instantaneous" will be one.

Those were my thoughts too. I thought it was too slow also.
 
It may be to increase the tension? "Am i going to find something...am i going to find something....hurry up and find something!" etc

If it was completely instantaneous, as in you enter a system and as soon as you switch your scanner on "Bing! look at all the stuff i just found!", that sort of becomes an "I win!" button (gameplay speaking).

So i looked at it and thought it needed refinement and improvement for sure (which it will no doubt get), but what i didn't think was that i wanted my scanner to find everything instantly, or even one thing at a time when i used it in a certain direction, think more along the lines of using a metal detector and what is interesting about that past-time, then trying to distill that into a game concept that isn't too boring or difficult.
 
If it was completely instantaneous, as in you enter a system and as soon as you switch your scanner on "Bing! look at all the stuff i just found!", that sort of becomes an "I win!" button (gameplay speaking).

Yeah would be great, some skill in scanning. I read the DDF post about scanning yesterday. There will be a "VFX" for unresolved sensor contacts, so you have to get closer or use active scan or face the target to resolve it. Might be possible that the VFX is a cool gadget too that shows some properties of the unresolved object in some fancy way, so you can guess what it is already.

[*]If the contact is unresolved because their signature isn’t high enough for the range they’re at to be detected instead a scalable VFX is applied on the sensor UI to indicate the possibility of a contact
  • The close the contact is to being resolved the more focussed and consistent the VFX is so the player can try to get closer or turn to point their more powerful frontal sensors at them to finally resolve the contact
  • Distant and low signature contacts might have zero VFX applied or barely show up as a sensor glitch at all
  • False positives are mixed into this to add a layer of uncertainty to the above
[/list]
 
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