Progress Report #23: We Didn't Want To Wait Until Atmos Was Done
Wed like to thank all our generous patrons for enabling us to acquire better hardware for our servers. If you would like to support Space Station 14, consider contributing to our Patreon. The collected money has been used to rent a much more powerful dedicated box for our new server, EU West 2. Were still looking into hosting in the US and moving our infrastructure over; suggestions appreciated.
Contributed by PJB Movement prediction is now in. That means you will experience 0 lag when moving around the station, even if the server is on the other side of the planet. This even works with lower server tickrates thanks to sub-tick input handling. While I will post a video here, the impact of this feature doesn't communicate that well over one. join one of our servers and experience it yourself. Its glorious. Movement Prediction It still needs a lot of work, of course. If you try to move through doors you will notice some jumping due to how the system works. These issues will be ironed out over time but some effort is needed to move the code to shared and have it fully supporting reconciliation (the doors use timer callbacks right now which are completely incompatible with netcode) In the future, far more interactions, ranging from stuff like inventory manipulation to most machines, would ideally be predicted. This will be work but its very possible, especially with more experience working with the systems. The architecture were using for the prediction system is the same one as described in the previous progress report.
Contributed by ShadowCommander You can now punch people. What more is there to say?
Contributed by chairbender The framework for click-dragging has been implemented. Currently, it is only used for dumping a container and buckling. More behaviors will of course be added over time.
One of the core problems with clickdragging in SS13 is that its both finnicky (pixel hunting) and unclear what you can drag where. Of course, we aim to solve both of these issues. As you can see from the video, all objects you can drag onto are highlit now. For figuring out that it can be dragged at all we do have some plans but theyre not concrete yet (hint: it involves the right-click menu).
Contributed by DrSmugleaf You can now buckle yourself to a chair.
Please refrain from noclipping out of reality with them, thanks.
Contributed by metalgearsloth A large amount of weapon types, weapons, ammo types, and ammo have been added.
A lot of weapons
Contributed by collinlunn Power has been reworked from the ground up, and functions a bit differently compared to SS13. The biggest difference between this new system and SS13 is that APCs are not wireless anymore. Dont worry, we have our reasons and will make sure it doesnt become a clunky mess. Wireless APCs are problematic as they depend on areas. If youre not aware, in SS13 the station is manually divided into areas at map creation time, and these areas subdivide the station for APC power, fire/air alarms, etc This is an annoying inconsistency for gameplay because players often can not interact directly or nicely with these areas. Our idea is that every room is filled with LV wires that define the room. The room name (e.g. Robotics) on the APC defines the room name every machine is in. This same cable network would be used for stuff such as vent control via air alarm, etc Obviously, we recognize that manually laying a cable to every individual powered device would be extremely tedious. In actuality the LV wires act similar to Rimworlds power cables: machines can still connect to them remotely from a couple tiles range, and well draw a tiny sub-floor cable to indicate the connection. We also intend to make every aspect of laying cables as smooth and hassle free as possible to solve any minor nuisances that might result from this, though thats for the future. Outside of the earth shattering gameplay redesigns, we intend to give the power grid a slightly nicer hierarchial grid of HV -> MV -> LV aswell. Who doesnt love seeing 5 different cable/pipelines running through maintenance? The power rework has a well-grounded framework so future stuff like separate data networks and extra cable types should be an absolute breeze to add to the game.
Contributed by Acruid Construction and deconstruction have been overhauled, and are being continually improved. Most things dont have unique deconstruction steps yet, but thatll be easy to change. Construction
Contributed by ike709 Like in SS13, players can now set their preferences for all of the different antags. Players can also choose a job when they join a round that has already begun.
Contributed by Zumorica The Clown now has everything they need to [strike]annoy[/strike] entertain the crew with [strike]lame[/strike] hilarious pranks.
Contributed by metalgearsloth, DrSmugleaf, ike709 Puddles, trash, the mop. The janitor will feel right at home! Janitor Gameplay
Contributed by ike709 Added the ChemMaster 4000. Chemists will now be able to separate a beakers contents and produce pills and bottles. Their reagents will be metabolized, which paves the way for medicine, poison, drugs, and more goodies.
Contributed by metalgearsloth Last time we talked about the WIP utility AIs, now the system is done and we implemented some as examples, like xenomorphs and mimics.
Contributed by TheDracheX Security has a new method of subduing criminal scum: Flashes.
Contributed by Kmc2000 Added the RCD. It can only build walls at the moment because it was added before deconstruction, but thatll be fixed soon.
Contributed by Swept The neck slot has been added, as well as cloaks.
Contributed by exp111 Airlock bolts and a few other wires like safety and AutoClose have been implemented. Dont get crushed!
Contributed by Tomeno, Zumorica The item cooldowns are now even fancier than before, changing color during their progress and flashing white when theyre done.
They also apply to status effects at the right of the screen now, so you get a nice visual indicator of how long your stun lasts.
Contributed by PJB3005 Click detection on objects in the world has been significantly improved by basing it off the texture of the object. This is similar to how BYOND does things, but wed be fools to copy it blindly. Everybody is familiar with the absolute pain of clicking on things like cable coils in SS13. So we have two solutions for this problem: [olist]Actual sampling of pixels has a bit of a wider range, so you can be a pixel or two off and still click on the object. Additional click-box overrides are provided for certain entities to make picking them up less finicky. Cable coils are an example of this. [/olist]
Want to get immortalized in a shitty 2D spacemans game? Join SS14 today, your name will be piled on with the rest of the contributors in our new credits window!
[strike]Maybe youll even be the one to contribute a proper fill layout option for RichTextLabel so that list looks less awful.[/strike] [h3 id="minor-things"]Minor things
Right now we have many important features in the works like atmospherics, disposals, authentication, the action hotbar, pulling, pointing and more all coming soon(TM). Heres a teaser:
Contributed by Redline & PJB3005 The server now supports logging various metrics that can be turned into some very fancy graphs:
P.S.: I hate Docker.
Contributed by PJB Work is undergoing to make it possible for the renderer to display multiple viewports at the same time. What does this allow us to do? See for yourself:
The contributors since the last progress report were: Acruid, aeosynth, AJCM-git, bhespiritu, Bright0, chairbender, Clyybber, collinlunn, ComicIronic, DamianX, DeanHU, DrSmugleaf, exp111, F77F, GlassEclipse, Hugal31, ike709, InquisitivePenguin, Izimann, Jackw2As, Kmc2000, MemeProof, metalgearsloth, meuser, PJB3005, RemieRichards, remove32, ScumbagDog, ShadowCommander, SoulSloth, SweptWasTaken, Tomeno, Tyler-IN, Visne, zamp, Zumorica. Many thanks to everybody who contributed. We couldnt do this without you!
[ 2020-07-22 19:25:16 CET ] [ Original post ]
Read this progress report on our website for better videos!
New hardware, new server
Wed like to thank all our generous patrons for enabling us to acquire better hardware for our servers. If you would like to support Space Station 14, consider contributing to our Patreon. The collected money has been used to rent a much more powerful dedicated box for our new server, EU West 2. Were still looking into hosting in the US and moving our infrastructure over; suggestions appreciated.
Movement Prediction AKA Lag-B-Gone
Contributed by PJB Movement prediction is now in. That means you will experience 0 lag when moving around the station, even if the server is on the other side of the planet. This even works with lower server tickrates thanks to sub-tick input handling. While I will post a video here, the impact of this feature doesn't communicate that well over one. join one of our servers and experience it yourself. Its glorious. Movement Prediction It still needs a lot of work, of course. If you try to move through doors you will notice some jumping due to how the system works. These issues will be ironed out over time but some effort is needed to move the code to shared and have it fully supporting reconciliation (the doors use timer callbacks right now which are completely incompatible with netcode) In the future, far more interactions, ranging from stuff like inventory manipulation to most machines, would ideally be predicted. This will be work but its very possible, especially with more experience working with the systems. The architecture were using for the prediction system is the same one as described in the previous progress report.
New content!
Unarmed Combat
Contributed by ShadowCommander You can now punch people. What more is there to say?
Click-dragging
Contributed by chairbender The framework for click-dragging has been implemented. Currently, it is only used for dumping a container and buckling. More behaviors will of course be added over time.
One of the core problems with clickdragging in SS13 is that its both finnicky (pixel hunting) and unclear what you can drag where. Of course, we aim to solve both of these issues. As you can see from the video, all objects you can drag onto are highlit now. For figuring out that it can be dragged at all we do have some plans but theyre not concrete yet (hint: it involves the right-click menu).
Buckling
Contributed by DrSmugleaf You can now buckle yourself to a chair.
Please refrain from noclipping out of reality with them, thanks.
Weapons Rework
Contributed by metalgearsloth A large amount of weapon types, weapons, ammo types, and ammo have been added.
A lot of weapons
Power Rework
Contributed by collinlunn Power has been reworked from the ground up, and functions a bit differently compared to SS13. The biggest difference between this new system and SS13 is that APCs are not wireless anymore. Dont worry, we have our reasons and will make sure it doesnt become a clunky mess. Wireless APCs are problematic as they depend on areas. If youre not aware, in SS13 the station is manually divided into areas at map creation time, and these areas subdivide the station for APC power, fire/air alarms, etc This is an annoying inconsistency for gameplay because players often can not interact directly or nicely with these areas. Our idea is that every room is filled with LV wires that define the room. The room name (e.g. Robotics) on the APC defines the room name every machine is in. This same cable network would be used for stuff such as vent control via air alarm, etc Obviously, we recognize that manually laying a cable to every individual powered device would be extremely tedious. In actuality the LV wires act similar to Rimworlds power cables: machines can still connect to them remotely from a couple tiles range, and well draw a tiny sub-floor cable to indicate the connection. We also intend to make every aspect of laying cables as smooth and hassle free as possible to solve any minor nuisances that might result from this, though thats for the future. Outside of the earth shattering gameplay redesigns, we intend to give the power grid a slightly nicer hierarchial grid of HV -> MV -> LV aswell. Who doesnt love seeing 5 different cable/pipelines running through maintenance? The power rework has a well-grounded framework so future stuff like separate data networks and extra cable types should be an absolute breeze to add to the game.
Construction/Deconstruction Improvements
Contributed by Acruid Construction and deconstruction have been overhauled, and are being continually improved. Most things dont have unique deconstruction steps yet, but thatll be easy to change. Construction
Antag and Latejoin Preferences
Contributed by ike709 Like in SS13, players can now set their preferences for all of the different antags. Players can also choose a job when they join a round that has already begun.
Slips, banana peels, and soap
Contributed by Zumorica The Clown now has everything they need to [strike]annoy[/strike] entertain the crew with [strike]lame[/strike] hilarious pranks.
Janitor Gameplay
Contributed by metalgearsloth, DrSmugleaf, ike709 Puddles, trash, the mop. The janitor will feel right at home! Janitor Gameplay
ChemMaster 4000 and pills
Contributed by ike709 Added the ChemMaster 4000. Chemists will now be able to separate a beakers contents and produce pills and bottles. Their reagents will be metabolized, which paves the way for medicine, poison, drugs, and more goodies.
New Utility AIs
Contributed by metalgearsloth Last time we talked about the WIP utility AIs, now the system is done and we implemented some as examples, like xenomorphs and mimics.
Flash
Contributed by TheDracheX Security has a new method of subduing criminal scum: Flashes.
RCD
Contributed by Kmc2000 Added the RCD. It can only build walls at the moment because it was added before deconstruction, but thatll be fixed soon.
Neck slot, cloaks and bedsheets
Contributed by Swept The neck slot has been added, as well as cloaks.
Airlocks Bolts & Wires
Contributed by exp111 Airlock bolts and a few other wires like safety and AutoClose have been implemented. Dont get crushed!
Fancier Cooldown Circles
Contributed by Tomeno, Zumorica The item cooldowns are now even fancier than before, changing color during their progress and flashing white when theyre done.
They also apply to status effects at the right of the screen now, so you get a nice visual indicator of how long your stun lasts.
Improved Click Detection
Contributed by PJB3005 Click detection on objects in the world has been significantly improved by basing it off the texture of the object. This is similar to how BYOND does things, but wed be fools to copy it blindly. Everybody is familiar with the absolute pain of clicking on things like cable coils in SS13. So we have two solutions for this problem: [olist]
In-Game Credits
Want to get immortalized in a shitty 2D spacemans game? Join SS14 today, your name will be piled on with the rest of the contributors in our new credits window!
[strike]Maybe youll even be the one to contribute a proper fill layout option for RichTextLabel so that list looks less awful.[/strike] [h3 id="minor-things"]Minor things
- Fuel tanks explode now when interacted with a lit welding tool. Contributed by Jackw2As.
- Admins have their own chat channel. Contributed by ike709.
- Headbutt sound when you try to open an airlock without hands Contributed by DrSmugleaf
- Toys, carvings and fluff items Contributed by Swept
Future content
Right now we have many important features in the works like atmospherics, disposals, authentication, the action hotbar, pulling, pointing and more all coming soon(TM). Heres a teaser:
Technical details.
Grafana and Stats
Contributed by Redline & PJB3005 The server now supports logging various metrics that can be turned into some very fancy graphs:
P.S.: I hate Docker.
Clyde Refactors
Contributed by PJB Work is undergoing to make it possible for the renderer to display multiple viewports at the same time. What does this allow us to do? See for yourself:
Credits
The contributors since the last progress report were: Acruid, aeosynth, AJCM-git, bhespiritu, Bright0, chairbender, Clyybber, collinlunn, ComicIronic, DamianX, DeanHU, DrSmugleaf, exp111, F77F, GlassEclipse, Hugal31, ike709, InquisitivePenguin, Izimann, Jackw2As, Kmc2000, MemeProof, metalgearsloth, meuser, PJB3005, RemieRichards, remove32, ScumbagDog, ShadowCommander, SoulSloth, SweptWasTaken, Tomeno, Tyler-IN, Visne, zamp, Zumorica. Many thanks to everybody who contributed. We couldnt do this without you!
Space Station 14
Space Wizards Federation
Space Wizards Federation
Fall 2021
Indie RPG Simulation F2P Multiplayer Coop EA
Game News Posts 59
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://spacestation14.io/
https://store.steampowered.com/app/1255460 
Space Station 14 is an intricate, round-based multiplayer role playing game. It tells the story of an ordinary shift on a space station gone horribly wrong.
Every round, you control a custom character as one of dozens of crew or enemy roles. Whether you're the janitor mopping floors, a doctor healing the wounded, or a hostile agent sowing chaos, your job provides you with the tools, access, and knowledge to perform your duties, interact with others, and take your place in each unique round.
Tension builds as random disasters, enemy roles, and crew incompetence strike the station. Maybe there's a massive hole to space where the medical bay used to be. Maybe the captain went missing, leaving the rest of the crew to fight over who should take charge. Or maybe the clown just annoyed the wrong security guard and got undeservedly thrown into permanent confinement.
What you do in all these varied situations is up to you, and the same goes for your fellow crewmembers. Maybe you'll try to chase down the antagonists and bring them to justice, sacrifice yourself to save your fellow crewmembers, or just sit idly by in the bar serving drinks without a care in the world
With dozens of other people on the station, and in-depth game mechanics, each round aboard Space Station 14 is completely unique, and only limited by your own actions.
Space Station 14 is designed from the ground up to be extremely extensible. Community servers can change the game to provide wildly different experiences, from small changes to game mechanics, a different roleplay atmosphere or even completely different, unique settings.
Furthermore, anybody can contribute! Space Station 14 is completely open source, so if you ever feel like helping out, we'll be glad to have you!
Every round, you control a custom character as one of dozens of crew or enemy roles. Whether you're the janitor mopping floors, a doctor healing the wounded, or a hostile agent sowing chaos, your job provides you with the tools, access, and knowledge to perform your duties, interact with others, and take your place in each unique round.
Tension builds as random disasters, enemy roles, and crew incompetence strike the station. Maybe there's a massive hole to space where the medical bay used to be. Maybe the captain went missing, leaving the rest of the crew to fight over who should take charge. Or maybe the clown just annoyed the wrong security guard and got undeservedly thrown into permanent confinement.
What you do in all these varied situations is up to you, and the same goes for your fellow crewmembers. Maybe you'll try to chase down the antagonists and bring them to justice, sacrifice yourself to save your fellow crewmembers, or just sit idly by in the bar serving drinks without a care in the world
With dozens of other people on the station, and in-depth game mechanics, each round aboard Space Station 14 is completely unique, and only limited by your own actions.
Beyond Space Station 14
Space Station 14 is designed from the ground up to be extremely extensible. Community servers can change the game to provide wildly different experiences, from small changes to game mechanics, a different roleplay atmosphere or even completely different, unique settings.
Furthermore, anybody can contribute! Space Station 14 is completely open source, so if you ever feel like helping out, we'll be glad to have you!
MINIMAL SETUP
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 512 MB available space
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 1 GB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 1903 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB