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Author Topic: Starlife - an indie sci-fi 4X in making  (Read 16148 times)

Drakale

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Re: Starlife - an indie sci-fi 4X in making
« Reply #45 on: February 25, 2013, 04:50:43 pm »

Really digging the old-school art/UI style, add proper diplomacy and you got me sold.
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Iosyn

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Re: Starlife - an indie sci-fi 4X in making
« Reply #46 on: February 25, 2013, 05:35:06 pm »

Hey Hoverdog. This actually looks kinda fun and the art is cool (is that a mech in one of the spoiler images?) and frankly hex based combat is a pretty good standard. I'll be looking forward to this with intrest. May I ask how much customization will be available to your units/Fleets/Government/Populations etc?

First things to note: Yeah, micromanaging a massive empire or something along those lines can be very tedious (e.g, GalCiv2, Total war series etc) and take more time than you get to actually play the game. However it's still nice to see how your cities/fleets etc are developing or change something like your government type.

Last thing to note: Trading, Missiles, point defences, shields, kinetic weaponry, planet busters, superweapons etc.


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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #47 on: February 25, 2013, 06:26:02 pm »

Hey Hoverdog. This actually looks kinda fun and the art is cool (is that a mech in one of the spoiler images?) and frankly hex based combat is a pretty good standard. I'll be looking forward to this with intrest. May I ask how much customization will be available to your units/Fleets/Government/Populations etc?
Ships: right now, we are planning on having seven basic hulls: frigate, carrier, destroyer, cruiser, dreadnought, capital ship (which are of similar size but vary in terms of speed, armor, etc.) and a special design for each race.

Population: like in MoO, you divide it in Farmers (produce food), Workers (goods), Scientists (research points), Builders (build stuff) and Traders (sell surplus, gain galactic currency).

Quote
First things to note: Yeah, micromanaging a massive empire or something along those lines can be very tedious (e.g, GalCiv2, Total war series etc) and take more time than you get to actually play the game. However it's still nice to see how your cities/fleets etc are developing or change something like your government type.
Yes, that's the point: we want to remove the unnecessary babysitting without sacrificing complexity and a sense of growth.

Quote
Last thing to note: Trading, Missiles, point defences, shields, kinetic weaponry, planet busters, superweapons etc.
Of course!

Hoverdog

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« Last Edit: February 28, 2013, 09:37:33 am by Hoverdog »
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Demonbutter

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Re: Starlife - an indie sci-fi 4X in making
« Reply #49 on: February 28, 2013, 10:23:35 am »

It looks so slick. Great job on the interface and style. What's biodiversity? Alien species on the planets?
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #50 on: February 28, 2013, 10:59:40 am »

It looks so slick. Great job on the interface and style. What's biodiversity? Alien species on the planets?
Thanks! The explanations for those options are in the blog post, I'll paste them here:

1. Size of the generated star map.

2. Shape of the newly formed galaxy, influences how stars are placed.

3. Number of planets – how many planets orbit each star on average.

4. Biodiversity – determines planets’ overall habitability – the better the biodiversity, the more hospitable the planets.

5. Mineral richness – as above, but influences how abundant in resources the planets are.

6. Number of opposing empires.

7. Neutral races – defines whether minor, neutral factions are generated on the map.

8. The level of technology that every empire begins the game with. Higher levels mean more starting colonies and a quicker game.

9. Game difficulty.

Kaje

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Re: Starlife - an indie sci-fi 4X in making
« Reply #51 on: February 28, 2013, 11:01:45 am »

Ah, I'm in love. Love the style, and if it ends up as in depth as you say, then this will be an instabuy and an instalove.

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Xantalos

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Re: Starlife - an indie sci-fi 4X in making
« Reply #52 on: February 28, 2013, 11:08:46 am »

Intriguing. PTW.
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Demonbutter

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Re: Starlife - an indie sci-fi 4X in making
« Reply #53 on: February 28, 2013, 11:23:15 am »

It looks so slick. Great job on the interface and style. What's biodiversity? Alien species on the planets?
Thanks! The explanations for those options are in the blog post...

Oh, I'm sorry.
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Mephansteras

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Re: Starlife - an indie sci-fi 4X in making
« Reply #54 on: February 28, 2013, 01:12:17 pm »

Looking good!
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #55 on: February 28, 2013, 05:42:18 pm »

Another update! DIPLOMACY. You can read it here and discuss here (or you could also read the text under spoiler tag and post your comments beneath)

Spoiler (click to show/hide)

Majestic7

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Re: Starlife - an indie sci-fi 4X in making
« Reply #56 on: March 01, 2013, 02:57:12 am »

The intention system has sold the game to me. I hope you can make it work in an organic, plausible and fun way.
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Iosyn

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Re: Starlife - an indie sci-fi 4X in making
« Reply #57 on: March 01, 2013, 05:47:47 am »

*snip*
mmm, dat Racegen screen.  :o

Yeah, I'll probably pick this up-- and I'm intrested in how the diplomacy/intention thing will pan out ingame.
Well, I'll just lurk here for more updates for now.
I'll still try the demo first though.
« Last Edit: March 01, 2013, 05:51:33 am by Iosyn »
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hermes

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Re: Starlife - an indie sci-fi 4X in making
« Reply #58 on: March 01, 2013, 08:58:12 am »

Liking the look of this so far.  Mechanics and UI/art style look promising.  PTF.
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Hoverdog

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Re: Starlife - an indie sci-fi 4X in making
« Reply #59 on: March 03, 2013, 12:27:43 pm »

We've got a question for you guys: what feature would like to see implemented in our KS demo?
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