I missed this.
With so many space sims out there, bringing something new to the table is a must. This can't be another 'mine asteroids, hunt pirates, be space fed-ex" situation...and it sounds like it isn't.
I'm putting this on watch.
I missed this.
With so many space sims out there, bringing something new to the table is a must. This can't be another 'mine asteroids, hunt pirates, be space fed-ex" situation...and it sounds like it isn't.
I'm putting this on watch.
Looking good sir, can't wait to see how far you've come
Time to surface I think.
I've been quietly observing this for some time now, both as gamer and as someone that is very interested in seeing how well the engine works for you.
I smiled reading this latest post, the reality of development can be different from theory, especially for a small studio, don't be discouraged. There are many aspects of ∆V that fascinate me, particularly the plausibility that will be infused into the game by keeping close to present/very-near future science.
That said, it won't be enough on it's own, so I'm certain we can expect some other goodies as well.
Stay well, keep the faith, I'm looking forward to your eventual release
Great stuff and love that you are continuing to bring fresh ideas/execution to your game.
Well, I like the concept. Too many sci-fi sims have an interstellar scope, which is all well and good, but sometimes we look to play something a bit more plausible. A setting where tech isn't akin to magic, and where with a little effort we could accomplish what's in the game in real life, has an audience all it's own (as well as the normal sci-fi crowd).
I'm rooting for you and keeping the game on watch, good luck!
Ok, you've got me real interested, see you around on your forums
Dude, You're back! I've been wondering about you and was hoping to see something soon, I checked your update, very sweet. With Explorminate back in action (for now), I want to do a second article on this once you have something to show.
Keep the faith man, you've been at this for a while and there is so much innovation you are attempting to bring to the genre, that I'm a fan already
That's very encouraging to hear. I'll be keeping track of you here and once your demo comes out, I would like to write a nice preview for the community as SSC, (they would absolutely love a game like this).
Good luck.
Good you are proceeding. I hope to see more updates from you and maybe I'll do an early preview of this once you reach a certain threshold. (While it's great that there are so many indie devs and games, there is too much vaporware these days as well. I'm hopeful on Space Slog though)
This is a very ambitious concept, but one that has a massive market that it can tap into. I want to keep tabs on this, but it seems you are still at a very early stage of development. Perhaps we'll chat once you've gotten further along
Personally I think this is an excellent idea and concept. A roguelike RPG in a more plausible setting could really take off if executed well. Apart from the usual development issues, I would think some engaging writing is a must
Real tactics that matter? Count me in, I'll be popping by to check the Alpha soon.
Hello again Lee, and yes I'm still following this closely, it seems my instincts served me well, you are progressing steadily and the game itself already has me intrigued.
Cruisers and Frigates you say? my interest just shot up as I love (and excel) in the use of smaller classes of ships in these type of games. Do your Frigates also stand in for Destroyers or will that be a class of its own? Have you considered "strike carrier" and "assault carrier" as designations rather than "support carrier"? (The name would be more action oriented and perhaps even menacing?)
And now the ground units...what a delight. One of my all time favorite games is Imperium Galactica 2. It is one of the few space based games where ground battles and assaults are truly fleshed out, with several units available for a player to deploy, each with its own strengths and weaknesses . It is wonderful to see that you aren't treating this aspect of the game as an afterthought.
I concede your points, it's hard to come up with something original that encapsulates what you want to describe, Space Slog it is then. In the end, it's the substance that counts, that and how well you execute it.
It sounds great and the titles you've listed as inspiration lead me to believe it could be a very immersive and fun game.
That said, one of the very fist thing people will be introduced to is the name of the game itself. While in the grand scheme of things it doesn't amount to much, I hope SpaceSlog is a working title, it may not do justice to the end product.
Either way, best of luck, I'll be keeping an eye on your progress.
"I think I need to give players a sense of progression, with upgradeable modules that they want to survive an evacuation rather than completely expendable bases"
An expendable resource then that a player has to consider if the risks are worth it. Good move, adds to immersion by bringing a little tension into something many games treat as an afterthought...(or no thought at all)
I'm still observing this with great interest, I like how the concept is evolving.
About your latest update, three comments
Working on the eye candy is a plus, while I personally would play it if it were Xs and Os as long as it had a good AI and solid concept, players today focus a lot on looks
The scan system. I like that you are going with a different and more detailed approach, but will reserve final judgement as It must not become repetitive or a chore. It shouldn't be an issue, but will most likely be contingent on how many times a player has to scan in a session and the duration of each scan.
Drop ships. Good move. Keep it realistic Lee, like an assault ship uses helicopters and landing craft for amphibious invasions. Plausibility is a big key in my opinion, drop ships, support carriers, etc add to that... which leads to more immersion.
Nice update overall, I continue to cheer for your success
Like clockwork, I was just thinking that you are about due for an update, and there you are, it is quite encouraging to see your level of commitment.
As an added bonus, not only do I get to follow your progress, but you are also giving some pointers as to why you are taking certain decisions, I feel like I'm in class, lol.
Nice update Lee, I think once you get close to release, you should contact Explorminate (or I can).
Lol. Ok, I get where you're at, I shouldn't have even made the observation as now is not the time for such things. A one man show such as yours is vulnerable to being overwhelmed. Focus on the basics Lee, the refinements can come later.
Oh, and having built warships during the cold war, I can add that the "navigational" controls of a major combatant bear some superficial resemblance to smaller craft... but that doesn't tell the entire story. Underneath the bridge was the "war room", a combat operations center where vital information was gathered, analyzed, and played a role in how the ship would act. So the "helm" acted as the actual controls, but was only a part of navigation. Anyway it's moot, a game needs to abstract many concepts if it is to remain a game and be fun. Unlike the Captains of those ships, a player has no support staff to rely on.
Another solid update Lee, though I am starting to get concerned at the ambition you are displaying.
The interaction between characters, crew, the general population at large, and the skill system, will really help out in bringing the entire concept to life, (as well as deepen player immersion).
If I may, a single suggestion at this time.
As regards the skill categories, perhaps you should consider replacing "aviation" with "navigation". While the first denotes flight, (applicable), the second denotes ships (also applicable). It also infers more than just controlling a helm. For us enthusiasts of space games, capital ships and navigation go together more naturally.
Another great update, I like what you attempting to do with research, it is precisely these kind of moves that increase the replay value of a game.
From the very first time I read about your game I was left with an impression that you were thinking outside the box and trying to instil a unique flavor to Star Zeal, this latest dev-log of yours only reinforces my original assessment.
No worries, I was actually intending to wait for one more update anyway before writing about this. It's obvious I'm keeping track of your game, not only because I'm interested, but I need to ensure that I don't introduce vaporware to the community.
So far, you have been deliberate and steady with your updates, and I am fairly certain that you intend to follow this through.
I will also extend an additional courtesy, and confer with you prior to any article I write appearing, if you're not comfortable for any reason, I will hold off.
'Cascade' drive would absolutely work for me, the nomenclature is original I believe (but so hard to be certain with the amount of sci-fi out there).
Your brief explanation would also work, and I'm a big believer that games, movies, books, etc have to make sense or be plausible.
In my opinion, this would fit with what you are doing and offer a reasonable explanation of why it is so within the game world.
P.S.
I will contact you soon by PM as I'm getting ready to offer a first glimpse of your concept to fans, I will be looking for a couple of your best screenshots (to date) specifically.
"Space lacks any of these natural obstructions, so I'm arguing that ships would generally always travel in straight lines from point to point, and move in the orbital sphere when near a planet that they intend to interact with in some manner"
Yes, I've seen something similar executed in a very obscure indie game, it worked very well. In-game, you could always explain it as the ship requiring some sort of gravity well as a destination point.
Looking forward to more, enjoy the holidays Lee.
A very solid update Lee, and I see you continue to think outside the box. Keep it coming sir, I'm hooked.
I actually smiled as I read this, such a down to earth post makes me want to see this succeed. Hope you follow through on this and don't get discouraged by the rough times you will encounter. Strawberry Ice... love it!
This is quite literally... massive. Between the upgrade to 1.2 and the expansion pack, the game is fast approaching Stellaris levels of intricacies and fun without the silly star-lanes. As an analogy, picture a jeweller who cuts and shapes a jewel over a period of years.
That's great to here, it removes any small advantage that can be gained by going first, similar to the ultimate General games.
I'll be keeping watch on your progress.
Love the time period, and love tactics. A historical campaign will really draw me in far more than just different scenarios, good luck!
Edit
I see this described as Turn based, but the video shows real time combat? Can you elaborate.
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