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Found 10 results

  1. Void Eclipse

    We (my brother and I) are a small indie studio (< 4 people) working on a new strategy game. We put our project, Void Eclipse, up on Kickstarter last week and I wanted to share it with this community. Void Eclipse is a blend of genres for fans of turn-based 4X empire building, story-driven single-player campaign, and card battling strategy. Players explore a universe of unique planets and star systems to discover the origin of the android protagonist, interacting with NPCs and saving an alien empire faced with a mysterious threat. Characters in Void Eclipse are represented in battle as 3D animated cards in tactical, turn-based combat. We take full advantage of the Unreal Engine to provide our impressive visuals and special effects. I'd be happy to answer questions folks might have about the game, so speak up! We recently did a short Q&A with eXplorminate too. Check out our Kickstarter and give us your feedback, we're planning to do a beta run next year and would love to have some strategy fans on board helping us.
  2. Gods of Havoc heralds a return to the classic God-Game. It is a three-part series offering difficult, turn-based strategy. Each game places the player as a god in different eras of a planet’s history. Fall to Earth: takes place in an early medieval setting; After the Fall: takes place in a futuristic, post-apocalyptic one; Into the Void: takes place on a galactic scale. ‘Fall to Earth’ and ‘Into the Void’, are set to be released in August 2019 with ‘After the Fall’ to be released in December 2019. You can wishlist us on Steam for more information @ https://store.steampowered.com/app/1117340/Gods_of_Havoc_Into_the_Void/ and check out the gods of Havoc website @ https://www.gods-of-havoc.com/ The first game to release is 'Into The Void' Gods of Havoc: Into the Void You take the roll of a god, to a sentient, and self-governing populace. With no interference from you, your people will spread out to the stars, colonise new worlds, build fantastic structures, wage wars, and reshape the universe… that is, they would, if there weren’t other gods, and other races, waiting to stop them.As a god, you have the power to aid your people with powerful magics, and to guide their progress with suggestions and dreams. Even with your help, it may not be enough to defeat the brutal and magical forces building against them. The Game A turn-based strategy game. Battle up to ten other gods and their peoples. An intelligent simulation of space colonisation, exploration, and exploitation. Use a ‘Pass-Time’ option to move the game forward, And customise a log to alert you when certain events happen. A fiendishly difficult AI with various difficulties. Crafted from a love of Populous, Megalomania, and other ancient god-game classics! Your People At the core of the game, is the civilisation you are nurturing. They will begin by colonising the different planets in the solar-system, building various ships, establishing defence fleets, sending out prophets to convert their neighbours, and eventually begin work on a Dyson Sphere and Mega-Ships. So long as no other race stops them. Your Role As your people’s protector you can help them on their expansion into space. The more followers you have, the more powerful you become. Create swamps to slow enemy ships, mines to damage them, or swarms of space insects and dragons to attack them. Empower your people’s defence fleet to become a crusader and let it seek out enemies, or guide it on a crusade. Terraform and manufacture your people’s planets to increase their population and produce more mana for you. Cast winds, floods, fire, and plagues on enemy planets to kill off their population. Convert or destroy enemy fleets using the Hand of God. Turn ancient asteroids into powerful vessels or magical space-stations to fortify your people’s position in space. The Enemies Unfortunately for your people, you are not the only god. Play against a difficult AI which has all of your powers and perhaps, even less scruples!
  3. GRAVITY WOLF will be the third release from Fun Ghost's Haunted Fun Factory. It's a first person shooter about orbits, lasers, and recycling. While floating in space, you can orbit planets, fall to their center of gravity, or lock a movement vector to move in; you use these mechanics together to conserve fuel, which will allow you to explore further star systems and gather resources. There's a fair amount done and it's feeling good, but of course there's still a ton of work to do. This'll be my first real PC/Mac release after doing mobile for a bit; it's still very early, but I'm shooting to be on Greenlight in the spring. I'll probably start showing it at some local events around then as well. Anyway, we're all really here for the gifs, right? First iteration of a message / log system. This is in my test level, and shows off the movement system a bit. The player and the satellites are both affected by the same gravity system that keeps them orbiting.
  4. Today's launch of the Orion spacecraft seems like a good opportunity to talk about this book. For those who don't know - it is set shortly into the future after the third manned-mission to Mars goes horribly wrong when a team of astronauts must abort the mission and leave behind a crew member who is presumed to be mortally wounded in a sandstorm. Trouble is, he survived. Stranded on Mars, Mark Watney must use his technical skills in engineering and botany to extend what was originally a 30-day mission to last for years before he has any chance of rescue. This book is an extremely well researched hard science-fiction triller that impressed me with how much commitment it had to its science and did not compromise it for cheap dramatics. However it had just enough humility and sense of humour to not make readers feel out of their depth with the concepts. Many people have compared it to a mix of Cast Away and Apollo 13, and as such I visualised the main character as basically being Tom Hanks. I really liked this book. It heralds a degree of scientific literacy such as Isaac Asimov and Arthur C. Clarke that is rare to find in fiction. It also avoids falling into blind scientism since it is very respectful of the limits of Man as it confronts the overwhelming indifference of the Universe. This is especially impressive since as far as I know the author has no scientific background. Some problems I had with it were it pushed a bit too hard with the humour at times. The book is mostly told in the form of first-person journal entries from Mark Watney - who while a very talented and professional scientist - he tends to respond to stress with dry black humour. This is great most of the time to provide comedic relief from the tension and to condense complex scientific principles into simple analogies. However I think it came at a slight expense of some interesting introspective character moments that were too few and far between. This does not reach too far in trying to be a dark dramatic character study like Gravity or Interstellar (which I am truly grateful for because it was handled poorly in both those movies) but it does come off as a bit too flippant at times and the first-person window you get into his experience feels a little bit wasted.
  5. Starsector

    Why is there no thread on Starsector? This is a crime: http://fractalsoftworks.com/ Basically a top down 2D space combat game that models the combat at a fine granularity. Weapons have fire rates, damage, type, velocity, cool down, thermal waste, accuracy, size, skew rate, damage curves, and sometimes even varies these based on how recently the weapon was fired and other such things. Damage is modeled to a similar degree with shields absorbing different types of damage to varying degrees before collapsing, armor being hammered where weapons strike until taking failures of your weapons and systems become a certainty. It even has supply levels and combat readiness per a ships, so there are battleworn workhorse ships that go from battle to battle with very little fuss and finicky high tech ships that need a steady feed of supplies and must undergo significant maintenance between fights less you enter battles with unreliable systems and weapons that refuse to go online. What's interesting about having all this detail is that it gives combat a real sense of weight that most games that deal with similar subject matter never quite capture. It takes time to accelerate to speed, it takes time to change direction, it takes time to rotate your weapons into position, it takes time for your heavy rounds to reach their target. You often get into these situations where you're fighting to keep a situation under control. The enemy is pounding on your shields which are converting all that damage into thermal waste and it's rapidly reaching the point where it'll overload your systems. You can't lower them because the armour on the front quarter of the ship is in shambles and you're having troubles maintaining fire because your weapons are also generating heat. Do you slowly bring your ship about so there will be fresh armour exposed but moving the enemy out of your main batteries firing arcs? Do you disable your ship and vent all the heat hoping that you can bring everything back online before the hull collapses? Maybe it would be best to just drop the shields so you're heat dissipation is high enough to fire as fast as you can. The level of detail of all these interlocking systems really make the game. It has been described as Mount & Blade in space, and that's not an unfair comparison. It's definitely worth checking out if you're into this kind of thing, even in it's unfinished state.
  6. Star Citizen

    Star Citizen's first module came out yesterday. The full game is still a long way off, but "Arena Commander," the game/flight simulator within the game lets you fly around a couple of maps, take part in a hoard mode, or play a few different online multiplayer modes (including deathmatch, team deathmatch and capture the flag). I thought I'd provide a few scattered impressions in case anyone was curious. The game is really pretty. It can be hard to tell from screenshots, but the game looks really good in motion. Some of the animations are still a little rough, like the pilot's hands on the joystick, but the level of detail on the ship textures and the backgrounds is really impressive overall. Both of the included maps have a relatively similar look with lots of asteroids in an open field, but the map pictured above has some particularly shiny lighting effects going on. This isn't really surprising with all of the video of the game that has been around the Internet for a while, but I was still struck by how good it looked when I was actually in game. It runs shockingly well My PC isn't the most powerful thing around (Radeon 7870, AMD-FX 6-Core Black), but I've been running Star Citizen on high at a smooth framerate. From what I hear, this isn't consistent for all hardware. Particularly it sounds like people with Nvidia cards are having a harder time. Still, what I thought was going to be a game that would melt my mid-range computer is actually working with it really well. Maybe I'm not due for an upgrade after all. I feel like a second-class Star Citizen Reading other people's impressions of the game, I've been hearing how much some say the game's auto-aim ruins the game for them. I was really confused, because I was having a really hard time taking down enemy ships with my RSI Aurora (the game's entry-level, all-purpose ship). In part, this was because I haven't played a lot of space sims, and am just not very good at the combat, but after watching a few videos of people playing with higher-tier fighters, I started to understand what they meant. My ship is small, slower, and armed with only a couple of laser cannons. It can hold its own in a fight, but unless I have the perfect angle on an AI ship, it usually take a long time of chasing and chipping away at its shields to take down even the weakest enemy ship (this is in the Vanduul Swarm horde mode, not the deathmatch...I haven't tried the online mode just yet). Videos of players with the other two ships show them quickly dispatching a variety of ships using a range of weapons not available on my ship. These players pledged roughly $65-$125 for the game, while I backed for around $35. To some extent, getting a really cool ship up front does make sense as a backer reward, but it also stratifies the experience from the very start, making those of us who didn't want to place a larger bet on the game feel somewhat inferior. Part of the reason I haven't played online just yet is that I figure my cheaper ship doesn't stand a chance against the higher-level fighters. This isn't to say that I don't like the game, or that I think the game is tuned to be impossible if you're flying the entry-level ship. It just is a strange feeling to have when playing the game for the first time. That said, it's an alpha, and the space-flight feels pretty awesome. I'm enjoying fighting against the AI and looking at the general majesty of space. PS: I thought there would be a thread for this already, but I couldn't find one. If there is, I'm sorry. EDIT: I realized I didn't actually say too much about how the game actually feels. Flying around in space feels great, if a little slower than I expected. From what I've read this is because higher speeds make dog fighting actually really hard, with people just constantly zooming by each other. It can also be a little disorienting at first to chase someone who can move vertically so much more freely than in a regular flight simulator. It took a minute, but I started to find that kind of awesome rather than nauseating. After a while, I got used to the targeting system and learned to read the instruments (which aren't explained super-well in-game or in any documentation I could find), it started to me much easier to take out the AI, and I felt a little less under-powered. I still kind of wish I had one of the faster, sleeker ships, but that just means Chris Roberts' crowdfunding magic is sort of working.
  7. Outer Wilds

    Has anybody else played this yet? I saw a single article on RPS a few months ago and grabbed the free download, but since then I've seen very little fanfare over the project. The gist is that you're exploring a tiny star system in your own personal space ship. Full Newtonian physics is in effect, and you can land on the different little odd-ball planets and slowly unravel this story about this alien race. You can walk around inside your little ship, and have to step outside to repair it if you bump into too many things. There's also a cool probe tool that you can launch into space and then hit a button to snap pictures from it. I won't give too much more away, but it's an amazing and confident exercise in non-linear storytelling combined with some cool mechanics that lead to emergent situations. http://outerwilds.com/
  8. X Rebirth

    To quote the top youtube commenter: SHUT UP AND TAKE MY CREDITS! I haven't played any of the previous games, except the very first one (which at the time was a nice enough Elite-Alike), but this just looks... magnificent.
  9. Space

    Not a surprise to some of you, but I'm a huge fan of the big black vastness that is space and all that it contains, and occasionally I stumble on cool stuff. I thought it'd be cool to have a place for that cool space related stuff First cool thing. Not too long ago, NASA posted a tour of the ISS and I had to share it! So take the tour with Sunni Williams and be amazed! MEANWHILE, ON MARS. HI. Still actively taking pictures, I see! Ok, so they're mostly of rocks, but everything about this is amazing. (CLICK IT). This is an old episode of NOVA Science NOW which probably none of you space-hating fiends have seen. They tackle several of the issues we'd have to deal with if we wanted to put human feet on martian soil. The dangers of radiation, better space suits, food, faster propulsion and the devastating effects of meteoroids and more. Yea, science! Good. Ok. I'm done here for now, but there will undoubtedly be more. Yes?
  10. EVE Online

    As we all know there exists a giant, insane and amazing galaxy that is the game EVE Online. In this galaxy, not using ISBoxer and running several accounts in suicide, and to go with that you need Mumble, Jabber and a BUNCH of API-based applications to play on a larger scale (people and ship-wise). Some bulletpoints: A "Sandbox" world with very few limitations - almost everything is built by the player, and almost everything can be destroyed. No level grind; instead you gain Skill Points (SP) at an hourly rate as you train skills. The SP gain is affected by your stats, which you can relocate once a year and change by getting implants to your clone (which you can loose). There's also permanent SP loss if your clones aren't updated and somebody destroys the one your in. There are no classes. There's only one shard which all players share, which means New Eden have nine years of history. You can pay the monthly fee with in-game currency, you can also buy characters with in game currency. The going rate is 1B ISK for 1M SP. Each expansion adds complexity and new tiers to the game, but (most) old stuff remains relevant. I've been playing on and off since 2006, rolling around with a bunch of characters and doing all kinds of crap but mostly fighting smaller forces. I love and hate the game so damn much, it's a lot of fun coming up with complex ideas and ISK plans, but sometimes very frustrating to put them into action. The combat is still awesome because you can wreck people's day for profit. Questions?