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[Star Ruler] Indie 4x game of greatness? Signs point to yes.
Posts
http://i.imgur.com/DXiCP.jpg
(Also: WIP)
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awesome, I am really digging how much this game is still evolving, and how much the devs interact with the community, you guys get a :^:
X3 if you want to fly the spaceships.
Star Ruler if you want to develop economy, or design the spaceships.
AI War if you want to learn what it's going to feel like when Skynet kills us all.
We are making it a push for new features and content before the deadline of course; I'm sure at this point you guys might expect nothing less than that from us.
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Raptr profile
Star Ruler 2 would be nice, but I think we all will need a break from Star Ruler before too long!
We may pursue an expansion to the game, depending on how retail goes and how the community feels about it.
On new IPs: We have numerous IPs we're considering the pursuit of. It's likely that we'll start prototyping new games whenever we're "done" with Star Ruler to explore which ones we'd be able to pull off / would be the most fun.
The range of genres between those IPs are impressive and span niche and 'unpopular' genres such as Space Combat Flight Simulator and 4X/Squad TBS as well as epic and expensive IPs including a couple of interesting takes on RPGs (One Social, One ... "epic, world-change-focused, procedural-story-generation, sandbox") and smaller projects involving voxel/fractal destruction of ships as a major component of gameplay, an absurdist take on Warhammer 40K/Space Marine Mercenaryhood, and more 'outlandish' titles such as a modern 'Whodunit', and a hardcore survival game.
None of that is guaranteed to actually rear its head of course and many of them are simply financially infeasible in our current situation. There are also more than those in consideration and more we're prototyping and talking about. So I'm sure you can understand what I mean with: There's a lot of directions we're putting into consideration but given the broad range of works we might pursue I can't really remark on exactly what the next IP might be.
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Click here to visit our thread on Penny-Arcade
Raptr profile
Not unpopular with me!
Say "I'm making X-com meets Allegiance" and you'll have my money.
Astronomical units, AUs
edit: ignore me because i don't look at botp and move to the next ones D:
(Unofficially, SpyCraft 2.0 would work fairly well with what I had in mind if we were to go with some existing mechanics for the actual characters. Dunno if I want to go that complex with your personnel though; there's a charm to your hire-ons having their own back-story and starting stats before you get to tinker with them. Also would be eschewing Central, as you'd -be- Central/Field Ops.)
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That bolded part? You MAKE that!
Then you make sure there is some sort of multiplayer to it.
Then I buy it.
Me blogging about my (amateur) indie game programming
The specific components I was most interested in taking from each were: The metagame and terrain based maps from X-COM, the world interaction of JA2, and the destructibility, small squad, and skill trees of SS.
Also I've recently been turned on to the quasi-realtime style of Valkyria Chronicles along with its CP mechanic and tree-d firearms.
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....Unless someone has a newbie guide on starting a new game. I fell behind fast apparently vs the AI and Computer players.
Origin: Broncbuster
Since you all probably are curious about some of the elements of that changelog:
New (animated) dyson ring (The shadows aren't on it just yet but there will be square shadows that animate along with the inner ring through a shader)
Some of the new planet textures and one of the new atmosphere textures
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So my first (newb) question, about blue prints. When I research up stuff, like missles or beam cannons, I take it the ships do retrofit themselves since its a new different weapon correct? I haven't played with blue printing much but I couldn't drag new stuff over, but perhaps that was because I hadn't got the unlock yet for these.
Origin: Broncbuster
As far as I'm aware your components were automatically upgrade with your technology (I'm not sure if already built ships adopt new technology standards, though). So if all you want to do is make sure your ship has the best "Focused Laser" after you get another beam weapons level you don't need to remove it and re-add it.
If you get a new weapon type you would need to create a new blueprint. Just like if you want to start adding shields to your ships.
Note that blueprints do not instantly update whenever you get a new technology (so ships on automatic retrofit orders don't do it constantly). Instead, there is an input box for how often to do so, with the default being every 10 tech levels. Note, that's across all systems, so if you gain two levels of Projectile Weapons, Propulsion, Shipbuilding, Engineering, and Energy Sciences each, it will update the blueprint. Since pretty much all but a few technologies affect ships in some manner, ten tech levels goes by very quickly.
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More guns and bigger ships so they can't get close enough
PA D3 Battletags Form
PA D3 Battletags List
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Wow, less than a page ago I asked about this, and there it is! Cool.
Now, apparently people said that the following didn't work in the game currently, so is there any chance that it might in the future:
Being able to micro your opponent means:
* You know what his ships are made up of
* You have identified the most exploitable weaknesses on their designs
* You have created designs to exploit that weakness while capitalizing on the foreknowledge of what weapons they'll be using against you (and thus you have a defense specifically catered to counter them)
* These ships are largely self-sustaining and can take a lot of punishment taking into consideration the above
* You use these ships to defend your systems while simultaneously attacking less-defended systems of your opponent and converting them to your usage with colony ships.
All of this requires advanced understanding of the game and in particular a lot of investment in ship design, acquiring the ships of your opponent for research, and knowing how to identify and exploit weaknesses.
EDIT: All that said, however, we do require that you remain competitively up-to-date with other opponents to discourage Turtling tactics. There is a point where even the best ship designer can't overcome the technical challenges offered by an opponent with a more advanced economy and far more advanced ships.
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http://forums.blind-mind.com/index.php?topic=4062
Click here to visit our thread on Penny-Arcade
3 AM, multiple nights in a row, getting yelled at by the wife. "I'll go to bed right now."
Oh, hey look, that research just fininshed, I could just add it to my design before i save&exit and forget.....
God, I'm hooked.
Any late night PST'ers want to play some Coop vs the computer, hit me up on steam. I'm still terribad at the game.
Origin: Broncbuster
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Please let us know if you encounter any bugs, etc. Also, check out the brand spanking new tutorial!
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Any timeframe on the steam update?
Origin: Broncbuster
Click here to visit our thread on Penny-Arcade
Origin: Broncbuster
Click here to visit our thread on Penny-Arcade
Click here to visit our thread on Penny-Arcade
Origin: Broncbuster