To add to that, then (and I do believe, from my understanding of the law, that Stardock's position is valid)... https://www.uspto.gov/page/about-trademark-infringement Specifically: " Generally, the court will consider evidence a
TheEchoInside
A few pseudo-random ideas for concept/atmosphere/approach rather than the specifics others have given... For highlighting the shipbuilder and universe creation, something like this timelapse for Besiege might work. Showing the building and then the implementation: https://www.youtube.com/watch?v=Dh_LXRF0myw Tonally, I always associated SC with Discworld, the sort of sardonic humour of it. This is an animated
Hmm, well, been a few months since I checked in on how things are going, I wonder wha... Unholy hells why are the walls on fire! ... Well, this is a hell of a thing. I went back into my work burrow not long after P&F's announcement. Thought when I heard about it, especially on that date, that "Oh, they're trying to signal boost each other" because I found out about them through you... And then wondered why they didn't have anything to show except some text, and why t
Ah, not deliberately, though it might be in my subconscious/I've been to their site often enough. The diagonals, little bits of rounding, etc, are pretty standard sci-fi though (especially those touched a bit retro). The Endless Space UI has some diagonals too probably because of it. *rummages on a guess* Thought BSG might share that design concept, and indeed it does. Example: <img src="https://i.pinimg.com/736x/c1/b3/95/c1b3950c04b1c58754162a0e58a00bf1--battlestar
A very quick pass on one of the UI's based on my own thoughts and discussion above: Explanation: Went with a triad colour harmony (Original hex values before transparency/effects: 5207ad [purple]; ffb52c [orange]; 209e4c [turquoise[), as I believe complementary schemes are more for impact/contrast, and people may ha
Just to say, rather glad to see how the direction has gone for universe creation after the changes earlier in the year. I noticed there's already more script actions in the xml's (marker, etc) than in the dialog tool distributed, so some of this may already exist (I'm still burrowing through the files), but no way to know at the moment, so here's my full list of "if anything were possible" wishlisting... Request: Font/UI Scaling<br /
The changes for the crafting definitely improved performance significantly for my toaster (looked like 6-10 frames-ish, responsiveness down to 2 or 3 seconds now), though still a ways from being usable. (Not that I would actually expect it to ever really be for such an ancient machine, just thought the feedback might be useful :) ) (Toaster is an old i5-750 2.66 Ghz, 16gb ram, Radeon 7700 1GB)
[quote who="Rhonin_the_wizard" reply="2" id="3692879"] Quoting spinacci, reply 1 What are the minimum machine specs needed to run the beta? I tried to start it up on my machine but it's stuck and the hard drive is going nuts. I fear my machine doesn't meet the minimum. MINIMUM Windows
[quote who="Hunam_" reply="13" id="3610492"] I think it's imperative to consider biology, lore and ability to space travel together when creating space-faring alien looks. It'd probably make sense for the artists to create alien home-worlds first and then aliens themselves. But that, probably, is already irrelevant at this point. [/quote] Think this approach often leads to the best results, and it's the one I use (unless I catch hold of an idea that seem
I think one of the biggest issues when designing aliens or evaluating alien designs is that there's often not a lot of understanding of the underlying biology or reasons for various elements. External bilateral symmetry with a head/centralised area, for example, feels so cliche because almost all life on Earth follows that pattern. And while we're not entirely sure of the reasons, it's most likely because it's efficient (it terms of energy), ideal for locomoti
[quote who="Xenove" reply="128" id="3609297"] You would need to have a certain number of people to participate to create any statistical significance. Any statisticians around who can enlighten us with what should be the minimum population needed to get as relevant as possible poll results? [/quote] Only have some training/experience in statistics and polling (from a sociology and marketing standpoint), but do have a decent understanding, so I'll give it a sh
[quote who="Kavik_Kang" reply="13" id="3608088"] I know I wouldn't want to find thousands of useless items like you do in a game like Path of Exile. It is appropriate for that game, but piles and piles of junk dropping everywhere would just be annoying in Star Control. [/quote] The loot system and inventory tetris of Path of Exiles was what put me off that game. I think one or the other might not have been so bad, but together they sucked my enjoyment out of eve
Something to consider is that difficulty levels aren't always just a factor of desire, or reward. For myself, these days, time is a more significant factor than anything. I used to enjoy the most challenging difficulty levels, just for the experience it provided. Now, with very few hours to give to gaming directly, I usually choose normal or easy, depending on the genre and what's available. In that way, I'd lean towards difficulty levels having more intrinsic rewards (achievement
[quote who="Maogan" reply="4" id="3607931"] ...a mere two words. Hehe. [e digicons]:)[/e] [/quote] *laughs* Just don't rely on my being succinct at any point in the future, rambling babble is my true nature ;)
That feeling was a huge part of what made SC2 special for me, as well (it's cool to read someone else had the same feeling). That, and that some things weren't always dictated by my actions (like the Pkunk move). That vulnerable empowerment is so, so hard to do. And it's something I have in mind for the alternate universe I'm making. Be interesting to see what happens and what's possible. :)
[quote who="Hunam_" reply="24" id="3607506"] ^ Agreed with the last 3 posts. Shouldn't be much trouble to program as everything is 3D. Blow a head up here, lengthen the legs there, move computers around - should feel like talking to a different person. I wanna say that fonts per alien will be unique since subtitled speech is already confirmed. [/quote] Rarely that easy, I'm afraid. Changing the model, especially in proportions (like lengthening the legs), means va
Damned if that isn't is a tastey morsel. I like it! :)
Decides to play around a bit around a bit with ideas after reading this thread, end result I got (that is ridiculously rough), but might help explain what I'm getting at, is attached. I could be wrong, but I'm wondering if the disconnect between the stylised version and what people want with more realism/more like SC2 is more a matter of feel/emotional effect, rather than the style itself being the problem. In SC2, the elements of the music, design and travel really lent it
[quote who="Xenove" reply="3" id="3607209"] Loitering around.... [e digicons]:ninja:[/e] [/quote] *hangs up the first "Loitering welcome" sign ever made* ;) [quote who="Vaelzad" reply="4" id="3607232"] I'll be interested in visiting the galaxy you create when we release the mod tools for you guys to work with. [e digicons]:)[/e] You may be limiting the amount of feedback you are going to get through keeping this he
Wasn't really sure where to post this, so hopefully it can be moved if need be. One of the things that made me jump on the founders program was the talk of tools and of alternate games/mods being a big focus for the new SC. I'm a wannabe indie dev, and since I love SC, seemed like a fun thing to try and work towards creating one of those alternate dimensions. Don't have a lot of free time, so progress may be slow and/or sporadic on this, and will also depend on the tool
Not sure how modular the new SC is going to be (I assume fairly so), but one type of DLC that seems under utilized is for mechanics/framework. Often see interviews where devs had cool ideas for a system that had to be cut, due to time or complexity constraints. Would add to the longevity/building of additional universes by the community, as well. Though might need to throw in some assets to avoid controversy, since there's trouble with perceptions of time needed to create "background" ele
[quote who="Volusianus" reply="35" id="3606901"] I just feel like with no sense of urgency, I don't feel like any of my actions really have any impact. I have the feeling Stardock will find a happy medium, though, based on all of this feedback. [/quote] Just to chime in, I think there's other ways to create a sense of urgency than timed quests, and I think they're best when linked/combined with the direct mechanics of the game. For example, in System Shock 2 y
[quote who="RonPimpster" reply="8" id="3606835"] But, if they balance it where the parts or items needed are in 'easy' regions, then it's just a matter of exploring and farming for them. and thus progress. Maybe certain things can be 'bought' from traders with credits. So if you can't find it. You can "grind" for credits to buy it for some "price". This is another way to allow progression. Sort of like a pity counter. &nbs