I would hope that they would avoid all of these kinds of things. Star Control isn't an RPG, it's 2 arcade games inside of an adventure game. I would rather not see any RPG elements in it. Uprgrading the mothership is good, but I would even go as far as saying I'd rather not see upgrades for the satellite ships. They are what they are, the later game satellite ships are the upgrades. Although I do realize that this is an "old school" opinion from a d
Kavik_Kang
[quote who="IBNobody" reply="7" id="3630734"] Quoting Kavik_Kang, reply 6 I played the original Star Control II on a 286/12.5... a speed demon game machine at the time, haha. I played SC1 on an 8088 (PS/2 Models 25). I played Wing Commander on that too, and that pushed it.... Worlds
I played the original Star Control II on a 286/12.5... a speed demon game machine at the time, haha.
Oh yeah, most of you probably don't recognize "King's Bounty". You know it by the name used on subsequent versions... Heroes of Might & Magic.
MOO2... the revision... If you look in the credits of MOO2 you will find "Special Technical Advisor: Eric Hyman". He is the Buffalo Bills of the Star Fleet Universe. He made it to the final game in the national championship tournament 4 times... and lost 4 times.
...and maybe now you also find it a little comical that right now, at this very moment, an entire dev team is spending millions of dollars and working on a game that they have no idea what it is, where it came from, or what it is supposed to even be. I'm always willing to give good betting odds that a new MOO game will suck, any takers? :-)
I am bored here at work, babysitting an empty TSA-monitored warehouse. From my "what are your top 5 games" thread I know a lot of you are big fans of Master of Orion and, obviously, so are the people who make Galactic Civilizations. So, even though it is off topic, I figured most of you would be interested in this story... and I am one of a very few people who actually know this story. I can't tell the end of the story, you'll just have to use your imaginations as to
I like the concept drawings for the mothership. I agree with those saying you should go wild with the difference in appearance it will have based on which modules/upgrades you choose to use. It would be very cool if you wound up with a very different looking ship based on how equipped it. The PDA alien is a great example of the kinds of aliens I would expect to see in a new SC game, so I would say you appear to be going in the right direction with the aliens
"While we expect 95% of players to only play the game single player in the story mode and maybe some Super Melee against the AI, the remaining 5% will be able to play the game multiplayer putting their ship designs up against other players." This makes it seem pretty clear that they don't expect to try and make a successful online game out of this... No space hockey for me. Kang is a sad panda:-( The direction for the single player game looks great so far and I'm
It would probably also help the devs to know the true root cause of retrograde problems, that way they can address any issues that arise the right way and not endlessly play wack-a-mole trying to correct 1,000 symptoms of a single problem without ever recognizing the actual cause of the problem (You know, how 99% of people blunder through making games). The retrograde is not a flaw, either in the game or in its representation of reality. Retrograde issues arise entirely due to t
I often mention the problems associated with multiplayer on a large map, I thought I would explain in more detail what the primary issue actually is in a way that everyone should be able to understand. There are many issues with what SFB players call an "open map", but these are the two really big ones that must be addressed in some way to avoid... an unpleasant experience for the player. Imagine yourself playing me, here are the two worst things I can do too you on an open map.
I think it might be possible to use the camera for some type of longer ranged sniper type of weapon, but those aren't all that useful in multiplayer especially 1v1. Almost all combat in this type of game takes place at "knife fighting" range, and everything is moving very fast. I can't say for certain because I can't remember ever playing a top down space combat game where you could move the angle of the camera, but my experience with Subspace tells me that trying to p
[quote who="Volusianus" reply="3" id="3629557"] Top-down is optional [e digicons];P[/e] [/quote] We'll see how optional it is in multiplayer when they give us Supermelee. I really think that things are moving too fast and if you try and play with the camera you are just going to die for it.
I think what they meant by "the player only controls one ship" is that it is a top down shooter and not an RTS-like game.
Welcome new guys! The designer recently mentioned that he would like people to comment on subjects no matter how old the thread is, he still wants to hear your ideas or what you have to add. There is no etiquette here about not reviving old threads, they want to hear what you have to say about any subjects no matter how old the thread is.
As I've mentioned before, map size is a very complex issue within this genre that we could discuss exclusively for the next year without ever even exploring all of the aspects of it. To avoid a lengthy discussion and put this in simple terms, it is enough to say that both "open maps" (maps of effecitvely unlimited size like the solar system map they are describing) and "closed maps" (what SFB players call "the boxing ring") work. However, they are very different environments.&
I saw this in an interview with Brad Wardell about Star Control... "Q: How will these star clusters work? A: In the base game, player will start 2112..." ...I guess you fellow Rush fans already knew this one then, huh? :-)
[quote who="Volusianus" reply="79" id="3627738"] Quoting Kavik_Kang, reply 53 Its not possible to make a 20-year-old hero believable. Are you forgetting the dozen handfuls of successful German U-boat captains during WW2 who were as young as 22 in some record
And the thought for this week? The line before that one is... "All puffed up with vanity, we see what we want to see." - Neil Peart :-)
There is a link to the "vault" in the first message of the only pinned thread in these forums, that is how I get there.
The designers edition is very, very old. That is the edition I originally learned with. The current and final edition is the Captain's Edition (1991) which I helped to design. Anyone interested in SFB would want to get Basic Set and maybe Advanced Missions as well. These two products are the core of the rulebook. http://www.starfleetgames.com/ However, my "test" was intended to illustrate the nature of SF
I have been playing this lately, Hunam, it is very good. http://www.bloodbowl-game.com/ I like the Lizardmen, Orcs, and Dark Elves.
If you hadn't noticed, I am kind of into quotes that have a meaning too me within game design. This is always a good concept for anyone making a game to keep in mind at all times, and I'll just allow this one to speak for itself other than to say that a game designer should regularly take a step back, review his entire game, and consider it from someone else's perspective as best as he or she can because... "To the beautiful and the wise, the mirror always lies." - N
I thought I'd throw this up here since I mention SFB so much. Have you been wondering if you might be a Star Fleet Battles player? Take my simple test (which many SFB players find hilarious partly because it is so true...) As a gamer, you are certainly familiar with "power-ups". We all know what they are, you run over it... it gives you some type of bonus. There will be like 10-30 power-ups in the game. It's a thing we've all seen in many game
[quote who="FingersOfThem" reply="25" id="3625219"] Diablo 2 [/quote] I played Diablo II for many years. I really suck at ARPGs by most standards because like playing them in