Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.
This is a graphical update video. We take an Intrepid class starship on a quick spin around the block with orders to locate a Norkova class transport which is dead in space.
really liked it.
Dramatic ending, setting up for the next video I see!
Nice, really excellent atmospheric effects there, and how dense was that asteroid field?
Great work.
Way cool.
Looking forward to more in-game awesomeness!
(spoilers)
i was convinced you were gonna hit something you were flying so close..
but then again i suppose it makes sense that your a really good pilot since its your game
The Intrepid class is a really nice ship to pilot, if it had been a Galaxy class that would have been a different story!
In the full version of the game if you were to transport to another ship, would it still work that way? Or would you be able to walk around in the ship and such?
Like would you have to head to the transporter room and actually transport to the other ship in first person?
From the game's description I'd assume so, but just on that point it'd be nice to be able to bypass that as trivial missions such as these I'd imagine get boring and painful after a while.
The interior system is in the engine already, but our key focus at the moment is to get the space combat element of the game working to a playable/mod-able level. Once we reach that milestone our focus will switch to the content pipeline and gameplay of interiors.
Awesome, I was just curious if ya'll had decided specifically how transporting would work (walk to the transporter room, or just hit a button basically)
Nice! I was a bit confused at first, but reading this comment relaxed me some. What progress has been made on the interior system? It'd be awesome to have a sneak peek, a screenshot or status update.
Just when I was thinking 'God rays in space? Bah!' you reminded us that an area filled with asteroids bouncing around for a few million years might have some dust :P
I'm with the VFX crew behind BattleStar Galactica when I mention that the exposure settings needed to photograph / video in space, and the distances you are working with would make DOF nearly impossible to observe... but it is just a game :)
Good work. Again, not a Trek fan, but STILL impressed!
You can always turn them off ;)
I'm looking forward to the full release.
The mass of that transport looks a bit off....and the ship is turning a bit fast....or did you guys just accelerate the time for the sake of length?
Looks awsome, question will there be a bridge view like in ye old BC or is it pure external? Also any glimpses on wat the UI will be like or is there no UI?
This really makes me hope that when you transport over to a ship like that... that you'll have to do some kind of puzzles to repair the ship or find bits of intel like a jemhadar warning