By the way, YOLOL is a great tool but it's completely optional, you can definitely build ships and other things without it. Or just copy someone else's code! :)
Really hyped for Starbase. Just for everyone here to read, (I know Discord is where all the questions are asked, but still) how do you guys plan to share the loads of the computational power the ingame scripts need? Is the server gonna be made of shards meshed together (ala Second Life) or is it gonna be 1 gigantic server? What's the limit of code lines and code executions a player can have? Would their codes still run ingame even if they have logged off, or would they turn off or stop working after they've logged off for a certain period of time?
Thank you, I'm a games developer myself and I was looking at this stuff going "I do not want to fucking do programming in a game that I've paid money for" so you should probably release a video explaining that stuff next so you don't scare away potential players. Starbase looks really interesting and I think even though I really liked the concept of Space Engineers I found the building process far too tedious and grindy for what it was. This is a great tool for modders but regular players who just want to play this game might hate it.
Just don't make same mistake FromTheDepths did and go to heavily to codding side - lua in that game almost killed it and now is slowly getting phased-out. If codding will give a poweruser player to much of advantage or programing will be in a RAW state so new people to the subject will struggle - it will create a balance problem - and this is PVP game. Do invest in some strong step-by-step tutorials and example sections throughout the game, so some script will be filled by default and then players can if they choose edit it or insert own creations. Whole process should be quick and transsparent, game where building ships is 50% of whole gameplay is fun only for so long...and then destroying them is a pain, i would prefer opposite approach of kaboom-fun - your game seems to focus on this aspect so don't forget: tedious configuration = opposite of fluid action.
5:22 Math teachers be like : "TOLD YOU, YOU'D NEED IT !" But seriously, this game is going to be amazing. Every single video makes me want to play even more
@@CryotoWolf they don't seem particulary rich, that's why it's EA. Would you prefer kickstarter? I bet the game will be buggy for the next 2-4 years after EA release, but these features if they work as intended will keep me waiting for as long as it takes. Anyway, time will show us the truth.
This was the final nail in my wallet’s coffin. This game may just be the game I’ve been waiting for: space, complex construction, and programming. Can’t wait.
@@charliedulol Definitely more difficult to type ≠ than !=, and not sure which keyboard layout you use, but for the Scandinavian layout, typing != is also easier than ~=
So this is essentially super fluid Visual Basic. I feel like I can understand this easier than I could Visual Studio, and thankfully with my Software Programming degree I'm sure it should be easy. ... But it's not.
These slates will probably be very valuable commodities. Imagine a program trader fending off pirates with automated tracking systems and drone support craft. I'm hype
Knowledge and information is power. If someone makes a really valuable script and the rest of the server finds out, they are going to have to fend off a lot of pirates.
@@incomprehensible3945 Exception being advanced Factorio and Satisfactory veterans designing buses, balancers, and all of that station automation. Space Engineers has turret scripters among them, just that needs to translate C++ to Lua
Coding proficient factions in this MMO become leagues more advanced than others who do not utilize or program YOLOL systems. its an optional feature to utilize but its going to be part of core gameplay in the long run. fortunately for the middle class of in-game users (those who originally code basic stuff but mostly copy more advanced things from others) It will be like Minecraft Redstone to you, where you just look up a tutorial on the given system you want to build and carry it over into your game, possibly even from GitHub or youtube or maybe even reddit. Some people have code so good they don't want others to have it, and thus will not share it willingly. this opens up the opportunity for a whole new type of space piracy where you literally board an enemy ship to steal their Data Chips, quickly highlight and copy the code to a notepad. Do you ever just commit corporate espionage for your faction in a videogame this game bout to be lit.
Get some fake chips in your ship in obvious spots. Hide malicious code inside, and let unsuspecting raiders who do not know much about programming steal it and use it.
@@Specoups or just obfuscate the code by renaming all the variables names on the ship so if they want to make sense of the script the probably need the ship too and run around it figuring out what things are named and if they even relate to the script
How I'm understanding it is that there is, staying with the pen analogy, an "up state" which would be a closed pen. Then when you click the pen, it enters the second state where it is actively extending. When you then release the button, it doesn't return to the up state but instead halts in the third "down state." When you press the button again, you enter the reverse of the second state where the pen is retracting and the button, when released, returns to the up state. rinse and repeat.
This looks so awesome as a feature! I want to see passwords and copying as a feature too so that people can manufacture a program that is 'sought after' and people will have to seek out certain individuals if they want the real product. The password would just inhibit the code being visible to anyone and would be there to counteract people cloning someone else's work. I feel like it would contribute to an in-game economy and people would be able to create a business off this single feature.
What a great way to learn programming. This game is not only shaping up to be a fantastic and intuitive space construction game, but also very educational. I hope this game takes off.
That makes the game so much more interesting! That allows people to be influencial in a different way - not just by man-power, weaponry, economical (as in trading, mining, producing as the trailers show), combat skill alone.
YOLOL is going to be a challenge for me. Thing is though, when there is something I want badly enough, there is no obstacle big enough to stop me. So I may just be able to overcome it. I know they say it is optional, I don't believe them. I do not consider having turrets choosing their targets to be optional. To me, that is mandatory. I can control one turret myself, no big deal. But a ship with multiple turrets? Yeah, they need to work even when I am not manning them myself.
Since I like the mechanisms, their fine-tuning, I, for my part, declare that one of the main limitations in terms of creating automated systems is the lack of introductory. Take a simple sensor that checks if there is an object in front of it. Rhetorical questions so you understand what I mean: Does it have a maximum detection range and can it be changed? Is it possible to take data from this sensor about the distance to the object? The scope of discovery chiseled, or perhaps a cone? How will the sensor interact with players: will it detect or ignore and can it be configured? How will the sensor interact with blocks of different materials, such as transparent glass and metal? That's not all, I haven't even started planning yet...
Yes man, that exactly what I am thinking about and this is why mostly examples of in-game scripting are sucks. For example, Space Engineers. You can use C# but there is only one detector with very limited range and only binary output (something exists in front of it or not). If you never heard about Garry's Mod and it's in-game programming (WireMod E2) its time to start. With E2 you can discovery every player, car, physic prop etc on the map, get it's position, rotation, velocity, mass, size, model etc. Also, you can apply physics or torque to it. Many-many features. Yes, this is too cheating but this can be taken as a baseline to build some programming system which is very flexible but not cheating and feets into game balance.
I like how this aspect of the game is implemented is really immersive. The fact that there are different tiers puts some kind of learning curve in the game. I can see the potential for breaking into an enemy ship and come with a chip to sabotage/hacking the systems to blow up the ship >:) (pls make this a feature :p ) Added to wishlist.
1 :OpenState=0 2 goto 1 3 // Dashing through your ship 4 // Evading peoples eyes 5 // Through this door I go 6 // Grinning all the way 7 // Your Yolol Chips are here 8 // controlling all your doors 9 // What fun it is to sneak and do 10 // some sabotage tonight 11 12 // if I knew how one could make an variable I'd even do something like 13 // value = 1500 // should be 15 minutes of a clock 14 // if value > 0 then value = value-1 15 // goto 14 end//though this has to be at the start to be running 16 // :OpenState = 0 17 // goto 16 18 19 // I am in no way shape or form familiar with YOLOL but from what was shown 20 // should this be an relatively honest representation
Dear Frozen: I am super pumped about this game, I would love to make a big automated asteroid factory or something to help out players, like in the beginning of your video. I had no idea that functionality would be in game and I'm excited for the challenge and community I could build out of it. I did the same thing in minecraft and loved it. My concern is, griefing, more or less. I don't mind making a big station, spending a lot of time and resources to help people out, but I don't want to login after a week and find the thing lasered apart and stolen with hundreds of hours wasted, or all of my yolo chips cleared, stuff like that, I don't think everyones stuff should be invincible or anything absurd like that, but one jerk with a laser cutter exploiting the lack of players being around in the middle of the night shouldn't be able to cost me a million space creds or bolt all of my doors shut or jam up the factory, crap like that. Is there any sort of system planned to prevent something like that from happening besides trying to recruit a huge number of people defending your base and keeping an eye on all the machines that they probably won't understand?
@@Cutie_Oni I would just be happy with any type of organized and meaningful economic ecosystem. I've been dying for creativity like this to be essentially capitalized upon. I mean, seeing people on the server actually using products or ships that your organization created is hella rewarding.
When I saw Dual Universe I didn't see enough in the game for me to stop playing Space Engineers but Starbases seems to have everything I want in a Space Building game . I could see myself playing this more than SE.
i am on the edge of my seat for this one, i don't know that much about programming but i suspect this one will make me learn... though i am worried about how intensive this game will become on your system once you start doing some of these things at larger scales. the optimization is gonna have to be great.
With the yolol chip storage thing i can imagine someone using those to make a server room on a ship and a boarder/saboteur just yanking every chip they can and spacing them :P
In that case, I suggest to you the "code combat" game, it's a RPG game where you battle using code, it's used as a fun learning tool, It currently as three code language. Python, Javascript and HTML I think this game will be your joy, If you really want learn programming language. The game is free of course
I'd actually suggest you trying to write non-game related code first. It'll help better understand proper programming concepts. Of course they may not really be needed to code something in a game like this, but if you want something beyond that, it'll be of great help.
looks cool, I've been waiting for something that expands on the concept of space engineers and puts a new and interesting spin on it. For those who might care, I recently graduated college with an associates degree in mechatronics engineering technology and I love these types of games. It's like having two hobbies in one. :)
@@aemarkov Space Engineers has timer blocks that you can use the with the programming block's scripts. But I'm not a programmer so don't know all the things you can use it for.
@@scorpionzeno6405 There was something like 1Hz timer block limitation. I wasn't play Space Engineer for a long time, don't rember. Well, anyway, SE programming system is too constrained.
Well, depending how the coding will work with YOLOL, if its anything similar to real life coding you will see how simple it is. It does sound complicated at first but once you start understanding what you are doing it get easier and easier until you have no idea whats wrong.
@@FrozenbyteGames I am assuming that people who can't program things worth the damn, could probably 'pay' other players in game to do the programming. I wonder if there will be any currency set in game for players to use, or will it be a purely player made economy. Where players will make their own banks and currency, or perhaps a barter system for rare ores or valuable YOLOL plates with pre made scripts. The possibilities are endless.
This looks awesome! Seems to be based on Lua. Can't wait to start making automated factories and machines and completely forget that this is a space exploration game.
exactly. ship crushers/dismantalers, factories, boobie traps, automated public transport in cityscapes, Mass drivers, satellite systems, super stations, mining rigs, siege weapons and tactics, full scale battleship warfare, pirates, automated docking and loading bays, some jerk that picks up your ship with his and flys off with it or slings you at a station etc just oof. so many possibilities. I really hope this game gets big and popular so we have the community to even do that.
Yes! I had the idea if making some factories. Imagine making a massive factory that mass produced small fighter ships that could then dock in a large ship for battle...
Imagine a scout ship that can scan the locations of enemy bases onto a data disk, return to base, upload the locations to a long range missile platform that then launches said missiles to destroy the base from megameters away.
At 5:58 I was looking over the code you have displayed and I have a question. The only coding language I’m familiar with is python via matlab. You mentioned trig functions can be used in yolol. Will yolol be capable of other advanced maths such as differential equations? Just wondering if you can create a PID controller. If so... mind blow.
I would really like to see a system that lets the programmer hide the code from all others. To push a sort of market for software, otherwise everyone would copy good code, it would spread everywhere, etc!
I don#t have clue about programming (A barely know how to use my PC) but I do kinda like this. Even if it is more complex I have no fear to learn this.
I'm sure you can buy the more complex programmed YOLOL tablets from other players in game. Like, hire a player to program something in your ship to do this function.
The game has one big problem.Because of the amazing physics and graphics,the game needs extremely powerful hardware. Recommended is a gtx 1080ti. Not many people can afford such a good GPU and many potential players won't be able to play it. And not everyone from that small audience wants to play it. I am afraid there will be a low playercount
Yeah low player count will be the main problem here in keeping the game alive, I'm afraid if it doesnt reach 1k players per day (because international), the game will suffer worse in the next 12 month.
And then you laugh maniacly because someone took the faulty YOLOL-Disk, inserted it into their own ship and they are now trying to catch an out-of-control automated ship because some edge-case triggered
Can you hack into ships by accessing their YOLOL chips, for example if they lock down their ship remotely are you able to go to a YOLOL ship in their ship that controls that and be able to change the code to release the lockdown? That would be so cool.
I think a nice intermediate challenge for anyone using this in-game would be the development of a flight recorder of sorts Assuming of course that the yolol chips can hold a writeto function to store on the Memory chips in a readable format. Only problem is that I think the chips might read too slow to effectively create that sort of thing, which is kind of annoying now that I think about it because a programmed flight recorder would be nice way to find out what may have happened to a derelict ship you might run across or tell the story of that Kingdom vessel you commandeered prior to boarding.
Oof this looks daunting as hell. While I am a big fan of Space Engineers due to its simplicity and robustness, things like this add so much to the longevity of the game. I'm just worried this will drive off potential buyers cause coding can get tricky real fast and the feel of missing out on core features sucks hard.
I think it'd be a useful feature to have all Yolol scripts you've ever written be saved to your Forearm tool. That way, if your chips are ever griefed or destroyed it could be replaced
I still can not understand how this game isn't going to lag horribly with each ship having thousands of different components and also multiple yolol chips.
Ok, I had hoped this would be a little more graphical, like the block based scripting in Carnage Heart for example, but I guess this gives more options. Also makes building ships non-trivial, which means that engineering is a position that actually holds meaning. Just means that I probably won´t get anymore complicated than simple flight controls done. Maybe some simple traps if sensors are implemented.
I on other hand am happy it's not visual scripting, even though I don't think I'll like this YOLOL language itself. But I am just a grumpy programming vet, so there's that. :D
By the way, YOLOL is a great tool but it's completely optional, you can definitely build ships and other things without it. Or just copy someone else's code! :)
Really hyped for Starbase. Just for everyone here to read, (I know Discord is where all the questions are asked, but still) how do you guys plan to share the loads of the computational power the ingame scripts need? Is the server gonna be made of shards meshed together (ala Second Life) or is it gonna be 1 gigantic server? What's the limit of code lines and code executions a player can have? Would their codes still run ingame even if they have logged off, or would they turn off or stop working after they've logged off for a certain period of time?
Thank you, I'm a games developer myself and I was looking at this stuff going "I do not want to fucking do programming in a game that I've paid money for" so you should probably release a video explaining that stuff next so you don't scare away potential players. Starbase looks really interesting and I think even though I really liked the concept of Space Engineers I found the building process far too tedious and grindy for what it was.
This is a great tool for modders but regular players who just want to play this game might hate it.
Is it coming on xbox
Can I make robots?
Just don't make same mistake FromTheDepths did and go to heavily to codding side - lua in that game almost killed it and now is slowly getting phased-out. If codding will give a poweruser player to much of advantage or programing will be in a RAW state so new people to the subject will struggle - it will create a balance problem - and this is PVP game. Do invest in some strong step-by-step tutorials and example sections throughout the game, so some script will be filled by default and then players can if they choose edit it or insert own creations. Whole process should be quick and transsparent, game where building ships is 50% of whole gameplay is fun only for so long...and then destroying them is a pain, i would prefer opposite approach of kaboom-fun - your game seems to focus on this aspect so don't forget: tedious configuration = opposite of fluid action.
5:22 Math teachers be like : "TOLD YOU, YOU'D NEED IT !"
But seriously, this game is going to be amazing. Every single video makes me want to play even more
introducing y.o.l.o.l the You Only Live Once Language
daan engelen then you laugh afterwards
You Only Learn One Language?
I like you only laugh out loud.
Otherwise the yolol language is redundant.
But hey that works as well
It took a video game for Trig to become useful in my adult life.
You can start making walking robots with Arduino, to add a bit more trig into your life)
Same here. I thought I would never use it
@@BestHakase I used matrices to program a robot arm in middle school once. It was quite amusing.
I know "hype" and I know "preorder" but... can't wait for this game anymore
The only thing that makes me skeptical Its early access
how to preorder !!!!!!Hyped!!!!!!!
@@CryotoWolf they don't seem particulary rich, that's why it's EA. Would you prefer kickstarter? I bet the game will be buggy for the next 2-4 years after EA release, but these features if they work as intended will keep me waiting for as long as it takes. Anyway, time will show us the truth.
@@VAArtemchuk no i have supported alot of early access before and alot either got cancelled or just ran with the money.
This was the final nail in my wallet’s coffin.
This game may just be the game I’ve been waiting for: space, complex construction, and programming.
Can’t wait.
i'm already in love with that game. Factorio and Space Engineers in one game as an MMO. 10/10
The complexity of power lines and batteries fuel pipes and what not makes me think stationeers as well.
definitely not space engineers lol (or yolol lol)
@@TriangularLandum whut?
Can't wait to try this game fully fledged!
I appreciate your subtitles more than you know
I don't know
Why use ~= instead of the more intuitive !=
Lord Potato because it can’t be easy, can it?
That is the Lua version of Not Equal. The language appears to be based on Lua
Hope they add != too :)
how is that more intuitive? if you really want it to be intuitive use ≠.
@@charliedulol Definitely more difficult to type ≠ than !=, and not sure which keyboard layout you use, but for the Scandinavian layout, typing != is also easier than ~=
So this is essentially super fluid Visual Basic.
I feel like I can understand this easier than I could Visual Studio, and thankfully with my Software Programming degree I'm sure it should be easy.
...
But it's not.
Single line select structures tho... A degree won't help you here 😂
At least you dont need to worry about optimization
@@alex2furious803 actually with the way this thing seems to work optimization should be a priority if you want it to do something useful.
@@elveone you say it for the time it takes for reading every line?
@@alex2furious803 optimization should always be a priority, yes, sometimes a 1/2 a second is still important.
Welp not only did I learn a little bit about the programming I also learned a little about how many different moving parts there are.
These slates will probably be very valuable commodities. Imagine a program trader fending off pirates with automated tracking systems and drone support craft. I'm hype
Knowledge and information is power. If someone makes a really valuable script and the rest of the server finds out, they are going to have to fend off a lot of pirates.
@@MrAcerulez DATA PIRATES. This game pretty much made every other space game dead to me.
@@EmpReb Right? I joined their discord and there's already factions cropping up trying to get advantage before the game even releases.
Hopefully there is a way to build your code so that players can only steal the compiled product and not the source code.
I love being hype
... wait this is also 'Factorio'?! WAT. WAT DA FUK. I need this now!
thank god I saw you comment. we will so need ppl like you for factory's and stuff.
@@gamer-1100 I know right
@@incomprehensible3945
Exception being advanced Factorio and Satisfactory veterans designing buses, balancers, and all of that station automation.
Space Engineers has turret scripters among them, just that needs to translate C++ to Lua
@@incomprehensible3945 you cannot stop the spaghet
Coding proficient factions in this MMO become leagues more advanced than others who do not utilize or program YOLOL systems. its an optional feature to utilize but its going to be part of core gameplay in the long run. fortunately for the middle class of in-game users (those who originally code basic stuff but mostly copy more advanced things from others) It will be like Minecraft Redstone to you, where you just look up a tutorial on the given system you want to build and carry it over into your game, possibly even from GitHub or youtube or maybe even reddit.
Some people have code so good they don't want others to have it, and thus will not share it willingly.
this opens up the opportunity for a whole new type of space piracy where you literally board an enemy ship to steal their Data Chips, quickly highlight and copy the code to a notepad.
Do you ever just commit corporate espionage for your faction in a videogame
this game bout to be lit.
And then the countermeasures... will be fun to watch how people develop their little data-treasuries against space-"Indiana Jones"
Get some fake chips in your ship in obvious spots. Hide malicious code inside, and let unsuspecting raiders who do not know much about programming steal it and use it.
@@Specoups or just obfuscate the code by renaming all the variables names on the ship so if they want to make sense of the script the probably need the ship too and run around it figuring out what things are named and if they even relate to the script
Wow!!! This is one of my most anticipated games, can't wait to play it.
''And buttonstate 2 works like a clickpen'' 10/10 explination, would definetly come again.
You miss "four-state switch", and it cannot be explained more clearer than "like a clickpen".
What does that mean?!?!?!
How I'm understanding it is that there is, staying with the pen analogy, an "up state" which would be a closed pen. Then when you click the pen, it enters the second state where it is actively extending. When you then release the button, it doesn't return to the up state but instead halts in the third "down state." When you press the button again, you enter the reverse of the second state where the pen is retracting and the button, when released, returns to the up state. rinse and repeat.
Finally, an open world space RPG MMO FPS with actual programming!
PotatoKilr
The future is indeed very exciting!
another game, already in early acces is Dual universe.
I want this game more and more for each video!! Please continue making these ”tutorials” or overviews they are awsome!
Looks like that coding class back in highschool wasnt a waste of time after all.
Wasted of time? Coding is the most fun thing to have as a skill and for most a well paid job
@@wesleycoomans1433 Oh, my sweet summer child.
@@ZavulonItOn You don't know me so cut it
Bruh all the little features like taking out drives and yolol chips are kind of arousing me
This looks so awesome as a feature!
I want to see passwords and copying as a feature too so that people can manufacture a program that is 'sought after' and people will have to seek out certain individuals if they want the real product. The password would just inhibit the code being visible to anyone and would be there to counteract people cloning someone else's work.
I feel like it would contribute to an in-game economy and people would be able to create a business off this single feature.
Good lord this is mind boggling. I love it!
assembler programmers will be thrilled to use such a luxuriously fleshed out language
What a great way to learn programming. This game is not only shaping up to be a fantastic and intuitive space construction game, but also very educational. I hope this game takes off.
Okay first person to remake Starbase using YOLOL will be crowed ruler of the universe.
That makes the game so much more interesting! That allows people to be influencial in a different way - not just by man-power, weaponry, economical (as in trading, mining, producing as the trailers show), combat skill alone.
{
:Getstate "hangerdoor1";
{
:If "hangerdoor1" < 100
:Then "hangardoor1" setstate '0' ;
}} //loop to check door is not damaged
:Else
:radius == distance
YOLOL is going to be a challenge for me. Thing is though, when there is something I want badly enough, there is no obstacle big enough to stop me. So I may just be able to overcome it. I know they say it is optional, I don't believe them. I do not consider having turrets choosing their targets to be optional. To me, that is mandatory. I can control one turret myself, no big deal. But a ship with multiple turrets? Yeah, they need to work even when I am not manning them myself.
Yeah it’s going to be difficult to learn but I bet it’s going to be the meta of this game, people will be fighting over and hiding codes
Imagine the real damage you can do if you are able to automatically produce artillery oml
Oh god, the programming. Oh god the possibilities. I can't program anything complex but hopefully I can get a door to open.
I done my coding work.
Lets have relax with my favorite game.
Favorite game:
Since I like the mechanisms, their fine-tuning, I, for my part, declare that one of the main limitations in terms of creating automated systems is the lack of introductory. Take a simple sensor that checks if there is an object in front of it.
Rhetorical questions so you understand what I mean:
Does it have a maximum detection range and can it be changed?
Is it possible to take data from this sensor about the distance to the object?
The scope of discovery chiseled, or perhaps a cone?
How will the sensor interact with players: will it detect or ignore and can it be configured?
How will the sensor interact with blocks of different materials, such as transparent glass and metal?
That's not all, I haven't even started planning yet...
Yes man, that exactly what I am thinking about and this is why mostly examples of in-game scripting are sucks. For example, Space Engineers. You can use C# but there is only one detector with very limited range and only binary output (something exists in front of it or not). If you never heard about Garry's Mod and it's in-game programming (WireMod E2) its time to start. With E2 you can discovery every player, car, physic prop etc on the map, get it's position, rotation, velocity, mass, size, model etc. Also, you can apply physics or torque to it. Many-many features. Yes, this is too cheating but this can be taken as a baseline to build some programming system which is very flexible but not cheating and feets into game balance.
Soon, gamers. Soon.
This game is like if Space Engineers and StormWorks had a baby, and it’s amazing!
Yep plus is mmo and used cotruct for hull sistem and plate is veri modular and compless
Who is your Narrator Frozenbyte!? She sounds great, like Camina Drummer from 'The Expanse' ! with a similar sound and confidence, love it 💖😊👍
Gray This game looks like it'll be The Expanse
Glad Im not the only one who noticed that
The narrator sounds congested as hell tbh
I like how this aspect of the game is implemented is really immersive.
The fact that there are different tiers puts some kind of learning curve in the game.
I can see the potential for breaking into an enemy ship and come with a chip to sabotage/hacking the systems to blow up the ship >:) (pls make this a feature :p )
Added to wishlist.
1 :OpenState=0
2 goto 1
3 // Dashing through your ship
4 // Evading peoples eyes
5 // Through this door I go
6 // Grinning all the way
7 // Your Yolol Chips are here
8 // controlling all your doors
9 // What fun it is to sneak and do
10 // some sabotage tonight
11
12 // if I knew how one could make an variable I'd even do something like
13 // value = 1500 // should be 15 minutes of a clock
14 // if value > 0 then value = value-1
15 // goto 14 end//though this has to be at the start to be running
16 // :OpenState = 0
17 // goto 16
18
19 // I am in no way shape or form familiar with YOLOL but from what was shown
20 // should this be an relatively honest representation
Dear Frozen:
I am super pumped about this game, I would love to make a big automated asteroid factory or something to help out players, like in the beginning of your video. I had no idea that functionality would be in game and I'm excited for the challenge and community I could build out of it. I did the same thing in minecraft and loved it.
My concern is, griefing, more or less.
I don't mind making a big station, spending a lot of time and resources to help people out, but I don't want to login after a week and find the thing lasered apart and stolen with hundreds of hours wasted, or all of my yolo chips cleared, stuff like that, I don't think everyones stuff should be invincible or anything absurd like that, but one jerk with a laser cutter exploiting the lack of players being around in the middle of the night shouldn't be able to cost me a million space creds or bolt all of my doors shut or jam up the factory, crap like that.
Is there any sort of system planned to prevent something like that from happening besides trying to recruit a huge number of people defending your base and keeping an eye on all the machines that they probably won't understand?
I can't wait to play this! As much as I would like a polished game, please hurry up and release it, I can't wait to be a smuggler.
Thanks for the support and stay tuned for the release! :D
It's all fun and games until someone builds a machine that replicates itself
oh god, i wish not equal sign would be != but not ~=. will totally forget that every time.
This is going to be the bane of my existence Too
Based on Lua which it's Not Equal is ~=
@@Aerospacesmith People still use lua tho?
Not trying to be sarcastic, but in 2019 using LUA seems to be a really... niche activity.
you'll remember it as soon as something blows up in your face if you do it wrong. rather steep learning curve... ;)
It's LUA: www.lua.org/manual/5.3/manual.html#3.1
This game is going to be SO insane.
5:56 "these are the basics"
*shows trigonometry*
A fully automated ship building facility to sell to other players would be really cool.
Maybe we can establish an economic monopoly with the help of programming
@@Cutie_Oni I would just be happy with any type of organized and meaningful economic ecosystem. I've been dying for creativity like this to be essentially capitalized upon. I mean, seeing people on the server actually using products or ships that your organization created is hella rewarding.
@@spamcan0 and we just need to add a sophisticated VR system/console and we have a VRMMO!
There was one in space engineers but it's not as cool as an assembly line
Wait, "Kingdom is ok"? Kingdom is not okay, it's fucking amazing, even more so now that we got a third season
When I saw Dual Universe I didn't see enough in the game for me to stop playing Space Engineers but Starbases seems to have everything I want in a Space Building game . I could see myself playing this more than SE.
i am on the edge of my seat for this one, i don't know that much about programming but i suspect this one will make me learn...
though i am worried about how intensive this game will become on your system once you start doing some of these things at larger scales. the optimization is gonna have to be great.
With the yolol chip storage thing i can imagine someone using those to make a server room on a ship and a boarder/saboteur just yanking every chip they can and spacing them :P
Even better, just swapping them around and replacing 1 or 2.
well i did always wanna learn how to code. honestly this seems like a really good start.
In that case, I suggest to you the "code combat" game, it's a RPG game where you battle using code, it's used as a fun learning tool, It currently as three code language.
Python, Javascript and HTML
I think this game will be your joy, If you really want learn programming language.
The game is free of course
I'd actually suggest you trying to write non-game related code first. It'll help better understand proper programming concepts. Of course they may not really be needed to code something in a game like this, but if you want something beyond that, it'll be of great help.
Confused! Excited! Confited!
looks cool, I've been waiting for something that expands on the concept of space engineers and puts a new and interesting spin on it. For those who might care, I recently graduated college with an associates degree in mechatronics engineering technology and I love these types of games. It's like having two hobbies in one. :)
you guys remember how well this went in Space engineers right?
Well.......
This isn't space engineers. And some pretty useful scripts were made out of SE, but some were less than wanted.
I'm so hyped for this! Just the power allowed in this game is amazing!
Good simplified language for casual programming. Can't wait to stretch out my skills with this.
This Yolol system seems easier than Space Engineers programming block.
Scorpon Zeno also seems more limited at first, BUT also looks like it's a core feature unlike SE's "I have no idea what I want this game to be".
@@przemysawchudzik9977 True space engineers the way it is now is not what it was originally intended.
Is there any way to make Space Engineers programming block running periodically, e.g. 10 Hz? And store some informations between iterations.
@@aemarkov Space Engineers has timer blocks that you can use the with the programming block's scripts. But I'm not a programmer so don't know all the things you can use it for.
@@scorpionzeno6405 There was something like 1Hz timer block limitation. I wasn't play Space Engineer for a long time, don't rember. Well, anyway, SE programming system is too constrained.
Really nice that you made your own coding language. Cant wait to make a destroyer factory ;)
i don't think i am smart enough for this
Well, depending how the coding will work with YOLOL, if its anything similar to real life coding you will see how simple it is. It does sound complicated at first but once you start understanding what you are doing it get easier and easier until you have no idea whats wrong.
You can also do without YOLOL. :)
FrozenbyteGames could someone make a factory where the machines making the droids code so that everything doesn't have to be coded induvidually
@@FrozenbyteGames I am assuming that people who can't program things worth the damn, could probably 'pay' other players in game to do the programming. I wonder if there will be any currency set in game for players to use, or will it be a purely player made economy. Where players will make their own banks and currency, or perhaps a barter system for rare ores or valuable YOLOL plates with pre made scripts. The possibilities are endless.
@@MrAcerulez well the language is so basic you could just copy paste it all into one chip.
This looks awesome! Seems to be based on Lua. Can't wait to start making automated factories and machines and completely forget that this is a space exploration game.
I talked to one of the devs on the discord and yea its a version of lua (actually asked this a while ago)
I was so freaking hiped for hightale but damn it man I want to play this 10 times more I love these videos
I cant wait to see factions and culture form from the players
exactly. ship crushers/dismantalers, factories, boobie traps, automated public transport in cityscapes, Mass drivers, satellite systems, super stations, mining rigs, siege weapons and tactics, full scale battleship warfare, pirates, automated docking and loading bays, some jerk that picks up your ship with his and flys off with it or slings you at a station etc
just oof. so many possibilities. I really hope this game gets big and popular so we have the community to even do that.
Cant wait for this game :3
Yes! I had the idea if making some factories. Imagine making a massive factory that mass produced small fighter ships that could then dock in a large ship for battle...
OHHHH MY I CANNOT WAIT
This game looks great! Can't wait to play it.
So you are telling me, there is a possibility that we can code a computer, inside a computer game.
If I remember correctly someone once made a calculator using redstone in Minecraft. If it can be done in Minecraft, it can be done in this.
@@kingkong381 It was some tea drinking Brit, yes.
I feel like the trade and theft of high-quality chipsets is going to be the single most lucrative thing in this game.
I can't wait to play this! It's so cool!
Cant wait for people to create compilers for this language :D
Now i can tell my parents that i'm studying programs,but i'm in this game instead.This may be a great apologise.
This makes me very happy
Imagine a scout ship that can scan the locations of enemy bases onto a data disk, return to base, upload the locations to a long range missile platform that then launches said missiles to destroy the base from megameters away.
At 5:58 I was looking over the code you have displayed and I have a question. The only coding language I’m familiar with is python via matlab. You mentioned trig functions can be used in yolol. Will yolol be capable of other advanced maths such as differential equations? Just wondering if you can create a PID controller. If so... mind blow.
i NEED to see this!
For Controlling a Brunch of turrets from a Safe Place a Camara (Video Stream on screen ) is very interesting
Please inject this directly into my veins
This video: You can YOLO your YOLO while you YOLO the YOLO, YOLO.
Not going with Lua but with a 1950s Fortran approach already was the final nail in the coffin for this game mechanics.
I would really like to see a system that lets the programmer hide the code from all others. To push a sort of market for software, otherwise everyone would copy good code, it would spread everywhere, etc!
I wonder what YOLOL stands for...
You Only Live Out Loud?
You only learn once language? Lol i digress
I don#t have clue about programming (A barely know how to use my PC) but I do kinda like this. Even if it is more complex I have no fear to learn this.
People like us will just make manual spaceships, the only thing automatic will be our light switches
I'm sure you can buy the more complex programmed YOLOL tablets from other players in game. Like, hire a player to program something in your ship to do this function.
People would create factories and I would visit it :D
Time to make a YOLOL super computer!!!
You load into the area of the super computer... your own was ordered to shut down so noone can behold the glory of its majesty
Too cool
I rather think its an appropriate amount of cool
The game has one big problem.Because of the amazing physics and graphics,the game needs extremely powerful hardware. Recommended is a gtx 1080ti. Not many people can afford such a good GPU and many potential players won't be able to play it. And not everyone from that small audience wants to play it. I am afraid there will be a low playercount
Yeah low player count will be the main problem here in keeping the game alive, I'm afraid if it doesnt reach 1k players per day (because international), the game will suffer worse in the next 12 month.
YOLOL = You Only Laugh Out Loud, but you cry internally when you realise you got one line wrong and you have absolutely no clue which one.
And then you laugh maniacly because someone took the faulty YOLOL-Disk, inserted it into their own ship and they are now trying to catch an out-of-control automated ship because some edge-case triggered
As my grandmother writes on Facebook instead hitting the like button, “I like”. (and I hit like button) 👍
Can you hack into ships by accessing their YOLOL chips, for example if they lock down their ship remotely are you able to go to a YOLOL ship in their ship that controls that and be able to change the code to release the lockdown? That would be so cool.
read about that in discord yeah you can u change the state of door to 1 and stop the script
@@myst8719 if everything is all wired together
This will be a space enfineers killer
I think a nice intermediate challenge for anyone using this in-game would be the development of a flight recorder of sorts Assuming of course that the yolol chips can hold a writeto function to store on the Memory chips in a readable format. Only problem is that I think the chips might read too slow to effectively create that sort of thing, which is kind of annoying now that I think about it because a programmed flight recorder would be nice way to find out what may have happened to a derelict ship you might run across or tell the story of that Kingdom vessel you commandeered prior to boarding.
4:19 *French revolution intensifies*
Oof this looks daunting as hell. While I am a big fan of Space Engineers due to its simplicity and robustness, things like this add so much to the longevity of the game.
I'm just worried this will drive off potential buyers cause coding can get tricky real fast and the feel of missing out on core features sucks hard.
I think it'd be a useful feature to have all Yolol scripts you've ever written be saved to your Forearm tool. That way, if your chips are ever griefed or destroyed it could be replaced
Factory’s?? FACTORYS!!!!!!! Omg I can not wait for this game to come out.
I still can not understand how this game isn't going to lag horribly with each ship having thousands of different components and also multiple yolol chips.
having each line take 0.2 seconds to process will probably save a couple metric fucktons of cpu power.
fascinating, a game that can be built by the players
I can allready smell someone getting the idea of getting an all consuming ever expanding AI
Ok, I had hoped this would be a little more graphical, like the block based scripting in Carnage Heart for example, but I guess this gives more options. Also makes building ships non-trivial, which means that engineering is a position that actually holds meaning. Just means that I probably won´t get anymore complicated than simple flight controls done. Maybe some simple traps if sensors are implemented.
I on other hand am happy it's not visual scripting, even though I don't think I'll like this YOLOL language itself. But I am just a grumpy programming vet, so there's that. :D
This game gets more and more nightmarishly complex with every tutorial I watch.
Can't wait to see what the warp travel looks like
This is incredible...
I can’t wait to use this to stick a memory chip inside of a ship and program it to cripple the ships systems or hijack it or make its reactor explode!
tbf you probably couldnt do that unless you knew how the ship was programmed in the first place