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  1. #21
    Nope nothing is final, this was just our first implementation of the size scales.
    The more feedback and community involvement we can get, the better. And that is an awesome looking ship! its amazing how many different ships we have seen already, and it will jsut get better as we add more modules!

  2. #22
    Secondary Hivemind Nexus jnx's Avatar
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    Why have I not tried this yet. I've made countless cruisers with Blender so this should be just the thing for me.
    Twitter! Occasional impressions on random sim games.

  3. #23
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    Thanks! Yeah, I think it's fascinating how much you can do with just these few Alpha-modules. It's a credit to the modeller that they work so well in different scales and configurations.

  4. #24
    I put your ship in our Kickstarter, under community creations :D

  5. #25
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    Quote Originally Posted by LumberingTroll View Post
    I put your ship in our Kickstarter, under community creations :D
    Wow, I'm honoured!

  6. #26
    Lesser Hivemind Node Nullkigan's Avatar
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    Quote Originally Posted by turnspoke View Post
    I actually have a question: Is the sizing of the different ship classes final? I feel that you hit Dreadnought level fairly quickly if you're building a larger ship, and frigates look more like heavy fighters really.

    Regarding the simulated sub-systems: Great! I think that coupled with crew will be an amazing, immersive experience. I really really hope you get your funds.

    Finally, wanted to show off a ship I made:




    Anyone else who built something they'd like to share?
    Now I really want Nexus: The Jupiter Incident #2. Except with the homeworld movement disc.
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  7. #27
    Secondary Hivemind Nexus Tikey's Avatar
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    Quote Originally Posted by Nullkigan View Post
    Now I really want Nexus: The Jupiter Incident #2. Except with the homeworld movement disc.
    You're not alone.

  8. #28
    Homeword, and Homeword 2 are among my favorite games of all time, I have Homeworld 2 - Complex Mod installed right now! :D

    The Jupiter Indecent was awesome as well, I also so really enjoy Hegemonia

  9. #29
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    By fleshed out I wasn't talking about having playable content, I meant a good explanation of how you envisage things like trade, politics and combat to play out. I really dig what I've seen so far, I just want to know more.

  10. #30
    Ah right, well there is just so much, I have tons of documents, they they are very confusing from an on-looker, after the Kickstarter is finished I will be runing threads on our forum specifically covering these kinds of things, to share the plan, and to gather feedback. You may want to check this Kickstarter update. It has a lot of info on gameplay systems.

  11. #31
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    A question regarding music: Will it include more orchestral pieces as well? As it is now it's the only thing I'm not super happy with. I think the gold standard for epic space game music is the Shattered Horizon soundtrack: http://www.youtube.com/watch?v=Yx_Ubio26DA

    To contribute with some more content: I like how you can easily experiment with different ship styles and classes. Here I tried making a kind of salvage/support/repair ship:





    I imagine it would function like a fleet support vessel, drydocking smaller escort ships for repairs and so on. When trying it out, it was intercepted by a dreadnought and was cut to ribbons fairly quickly.


  12. #32
    Thanks an awesome looking ship, we also plan to have modules that are specifically for salvaging :D

    As for the music, we will have at least 30 minutes. and you can check out composers site here for samples of his work
    http://abankmusic.com/index.php/music

  13. #33
    Lesser Hivemind Node Nullkigan's Avatar
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    That third shot has really, really, really bad lighting. One of the things that killed Star Ruler for me.

    Some really nice looking ships, though.
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  14. #34
    Quote Originally Posted by Nullkigan View Post
    That third shot has really, really, really bad lighting. One of the things that killed Star Ruler for me.

    Some really nice looking ships, though.
    We are still in pre-alpha and only working on core mechanics right now, usability changes and visuals will come later once we are firmly in our alpha stage.

    Also if you look at the planet, that side of the ship is in shadow.

  15. #35
    Lesser Hivemind Node Nullkigan's Avatar
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    I know both of these things, and they are things that every indie space game developer says. If we don't point it out, you'll see no reason to fix it. After all, nobody else has.

    Lighting in space is similar to sound in space; even if it's not completely realistic you pretty much have to have it. Space is also not that dark, a minimum level of ambience is achieved by starlight even in the shadow of planets.

    Lighting is also the worst skill of 99% of 3D artists. The ones that are good at it get paid lots to do ArchVis and work on movies/tv shows. I'd potentially extend it to 99% of artists in general, but that's going beyond hyperbole and into mean-ness.

    For good lighting look at the homeworld games. Yes, the second was a bit too orange, but otherwise they do a pretty good job of it.
    Last edited by Nullkigan; 26-05-2012 at 06:09 PM.
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  16. #36
    We are down to 51 hours, and are at 53% we really need to rally the troops! We had a good time doing the dev livestream lastnight, we plan to do it again.

    We need some help guys! spread the word, we can make our goal!

  17. #37
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    There are now 10 hours left to go on the kickstarter. They've gained a lot of momentum, but it still looks like they'll need a late surge of support to get funded.

    The $30 tier now includes alpha access.

  18. #38
    Secondary Hivemind Nexus Tikey's Avatar
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    I think they would've benefited a lot from a 15$ tier. A shame it's too late to change that :-/

  19. #39
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    Not personally interested in this kind of game, but I really hope you guys make it. Good luck LumberingTroll.

  20. #40
    We did it! We made goal, still four hours to go! http://kck.st/KniuPR

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