SE:SS is a very long-running project to make a space exploration game in the vein of Strange Adventures, Star Control and others. It's gone through a number of iterations and refinements over the years. In its current state, it is now gameplay-complete, and I'm working on improving the graphics and audio.
The gameplay focuses on making interesting decisions balancing risk, reward, limited resources, the morale of your crew, and your reputation with the alien factions of the sector. The gameplay does not focus on combat.
In this encounter, you have three choices: avoiding the fight, or joining in on either side. The game tells you your odds - because you don't have any decent personal weapons or security crew, the odds in both cases are bad.
Your choices can also influence crew morale: if you had a volatile idealist on board, siding with the pirates would make them unhappy. The game will warn you of this, and with choices where a bad outcome means the instant irrevocable death of a crew member, it will put up a nice big red warning. This is perhaps the biggest change compared to earlier versions: the game now does its best to give you an idea of your chances.
Beyond this encounter view, the left quarter of the screen will contain ship information: your crew and their skills, your equipment and its bonuses, cargo, blueprints, etc. So the basic layout of the old version will remain, since that works well enough, but it's just all going to be much more polished.
The next thing I'm going to put into this new pretty interface is skill checks: when you select a choice that requires you to succeed at e.g. Ground Combat, the choice button will expand and turn into a very short animation at the end of which you can see whether you made it. Once that's in, the game will be just about playable using the new interface.
So far, I'm pretty pleased with my progress on the new UI. There's still a lot to do, and it will definitely need performance optimization, but I think it's looking good.
Next update, I'll do a feature on some of the game's background: maybe some history, or the skill system, or the ship you'll be flying, or one of the alien species.
Latest tweets from @zarkonnen_com
You see a trolley rushing towards a sentient trolley with feelings and a complex and beautiful inner life... T.co
6hours 28mins ago
The Blade Runner game - doing much more fluid things with narrative back in '97 than you usually get now T.co
7hours 7mins ago
Greek man goes to seafront coffee with wife, ends up saving 20 people from a sinking boat - T.co
10hours 50mins ago
Thought of the day: taking the bus is transitive but not commutative.
11hours 10mins ago
Idea: A generative grammar for trolley problems.
23hours 30mins ago
@hentaiphd It was great to meet you. :D
Apr 25 2015, 2:40pm
Got lots of very useful feedback for Airships: Conquer the Skies at #AMaze2015 too, which I'll digest and maybe blog about. :)
Apr 25 2015, 1:39pm
@leighalexander :D It was great to meet you, and I only swooned a little.
Apr 25 2015, 1:37pm
Apr 25 2015, 1:36pm
Relaxing in a coffee shop post @AMazeFest , which was, in fact, amazing. Met so many nice people! Played so many games! So sleepy now!
Apr 25 2015, 1:29pm