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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102364 times)

Urist McScoopbeard

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #390 on: November 27, 2014, 04:11:54 pm »

wait you want LESS of a spreadsheet?
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Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #391 on: November 28, 2014, 01:00:16 pm »

WIP Change Log:

Imperia V.410a Change Log/Readme (WIP)
11.25.14


Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.
* I am updating the WikiDot Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Fixed some issues with lower resolutions
* Fixed obscure crash when colonizing certain planets
* Generally improved scaling at lower resolutions as a result of the graphic overhaul
* Fixed rare issue when character comm stream was empty, causing a crash

Changes/Additions
* Complete graphics overhaul; moving towards the new consistent UI design. This includes:
   * fonts
   * all-new screens
   * redesigned button bar
   * redesigned main status bar
   * popups
* The System view has been rebuilt from the ground up. Now, planets can be clicked on to show a persistent info box from which the planetary nexus can be activated, or the viceroy can be called. Additional information that is more relevant to what you want to know at that level
* The Quadrant view alert system has been moved to the top-center, which shows a number of all alerts in the Empire. Clicking on the counter will open the Alert Panel, showing a summarized list of alerts/requests. Right-clicking on an alert will take you to the location; left-clicking will open the alert/event, with potentially more options available and a picture representing the event
* Slide-out panels on the System and Planet screens that allow you to show/hide only what you need to see, making the game less overwhelming visually
* Redesigned Intel screen, featuring clickable columns
* Redesigned Edict screen, which is clearer and easier to use
* Lotsa tooltips, integrated help system finally added so that help tags can be added to any XML object - for now this means tooltips on Edicts and key UI elements; more to follow
* Military: Fleets/ships/ground battalions are now in the game. Can’t do much with them (yet) but stay tuned.
* Military: Introduction of the Military tab showing planetary garrisons, fleets in orbit, stance of that fleet (protection, garrision, subjugation, etc) and military power on the planet
* Fleet tooltips showing which ships are in fleets, along with ship information
* Redesigned Emperor screen, showing history, advisors (still working on this), and granting ability to train statistics. It also shows… you!
* Changed game scale; now each pop is 1,000,000 people so that planets have more realistic populations; also changed budget scale to trillions
* Added new launcher/installer. Now you will be able to designate where you want Imperia to be installed. The OneClick solution will also be available for those who wish to use it.

Balance
* Changed the way ADL is calculated. Previously, it would be simply all the sectors divided by 3 (ag/man/sci). Now, the sectors are weighted .5 for ag, 1 for man, and 2 for sci, representing the level of technology, retail, and general infrastructure needed to maintain the relative level of a sector – in other words, a level 10 Ag sector has far fewer demands than a level 10 Science sector, as would be realistic
* Made numerous balance changes in correlation with the new money and population scale changes
* Lowered some costs for terrestrial Edicts, while increasing cost/Admin for exploration stations
* All Edicts will get a balance pass before .410 is released

Unresolved Issues
* When loading a game, sometimes the alerts are in the wrong category. This only happens for the current turn and is more annoying than anything. Investigating.
* If you use the mousewheel to scroll up and down intel lists, it also effects the zoom level of the quadrant map. I can fix this, but it will require a rewrite of the zoom function and is not a huge priority at this time.

This will probably be updated a few times before .410 is pushed out, but these are the highlights.

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Scoops Novel

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #392 on: November 28, 2014, 01:27:59 pm »

wait you want LESS of a spreadsheet?

No, WAIT IS IT WORTH DONT WHY ARGHGH

- Novel Scoops, some 100 years before his final sentencing

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

 However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it's already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.

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starscream

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #393 on: November 28, 2014, 02:14:07 pm »

the concept behind this game reminds me of the 1990 game imperium (electronic arts).  the names are oddly similar too.  was that game an inspiration to this game?
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Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #394 on: November 28, 2014, 04:36:18 pm »

wait you want LESS of a spreadsheet?

No, WAIT IS IT WORTH DONT WHY ARGHGH

- Novel Scoops, some 100 years before his final sentencing

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

 However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it's already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.


Hmmm. So what you're saying is, for example, when I access the planetary nexus, instead of seeing unrest:2 I might see 'All is quiet on the planet'. HOWEVER, if I don't believe it, I can get my spies/intel going and if I have active spies on the planet, I can get the actual number as well as the trend graph, for example? I think I really like the idea, I just want to be sure I understand it.

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #395 on: November 29, 2014, 12:12:45 am »

wait you want LESS of a spreadsheet?

No, WAIT IS IT WORTH DONT WHY ARGHGH

- Novel Scoops, some 100 years before his final sentencing

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

 However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it's already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.


Hmmm. So what you're saying is, for example, when I access the planetary nexus, instead of seeing unrest:2 I might see 'All is quiet on the planet'. HOWEVER, if I don't believe it, I can get my spies/intel going and if I have active spies on the planet, I can get the actual number as well as the trend graph, for example? I think I really like the idea, I just want to be sure I understand it.

-Steve

Well, I like the idea so much I didn't wait for clarification. Going forward, anything beyond 'hard count' data (I.e. Population, etc) will be described by text depending on the loyalty of the character doing the reporting. The less loyal the character, the more 'fudge' their report will be. In order to get the hard numbers, you have to allocate Intel points towards domestic ops. This is a swing from political ops, which are needed to get info on specific characters. I have installed this system today and it will be in .410. Thank you Novel Scoops - you just made the credits! :-D

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #396 on: November 29, 2014, 12:16:38 am »

the concept behind this game reminds me of the 1990 game imperium (electronic arts).  the names are oddly similar too.  was that game an inspiration to this game?

Never heard of it, sorry. It might though. Probably more like CK than anything, really. I'll have to look it up- sounds like my kind of game!

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Scoops Novel

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #397 on: November 29, 2014, 06:33:45 am »




Hmmm. So what you're saying is, for example, when I access the planetary nexus, instead of seeing unrest:2 I might see 'All is quiet on the planet'. HOWEVER, if I don't believe it, I can get my spies/intel going and if I have active spies on the planet, I can get the actual number as well as the trend graph, for example? I think I really like the idea, I just want to be sure I understand it.

-Steve

Well, I like the idea so much I didn't wait for clarification. Going forward, anything beyond 'hard count' data (I.e. Population, etc) will be described by text depending on the loyalty of the character doing the reporting. The less loyal the character, the more 'fudge' their report will be. In order to get the hard numbers, you have to allocate Intel points towards domestic ops. This is a swing from political ops, which are needed to get info on specific characters. I have installed this system today and it will be in .410. Thank you Novel Scoops - you just made the credits! :-D

-Steve

http://i.imgur.com/mhyqw.gif
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Retropunch

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #398 on: November 29, 2014, 01:35:41 pm »

wait you want LESS of a spreadsheet?

No, WAIT IS IT WORTH DONT WHY ARGHGH

- Novel Scoops, some 100 years before his final sentencing

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

 However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it's already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.


Hmmm. So what you're saying is, for example, when I access the planetary nexus, instead of seeing unrest:2 I might see 'All is quiet on the planet'. HOWEVER, if I don't believe it, I can get my spies/intel going and if I have active spies on the planet, I can get the actual number as well as the trend graph, for example? I think I really like the idea, I just want to be sure I understand it.

-Steve

I'd just like to say that I'd LOVE things to head in this direction! Having everything number based just becomes a bit to cold/clinical after a while. However, as a caveat to that, I would very much like it if I was able to get an actual number if I spent a lot of resources (or spies) on that goal.

So for instance, unrest could normally be 'peace-worry-rebellion-chaos', and have different modifiers for each level, but you wouldn't normally know how close you were to the next level. If you invested some spies/resources (or had a very good viceroy), those 4 might split into eight levels ('very peaceful/moderately peaceful' and so on) and if you used even more resources, you'd be able to find out the exact number and the difference between that and the next level so you could have a really firm handle on the situation.

This would be fantastic for the espionage side of the game, and be a completely new experience for 4x games - spying on your own populous to get better intelligence on your own situation vs sending them out to spy on your enemies.

Would really, really love to see this kind of thing.
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Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #399 on: November 29, 2014, 04:34:44 pm »

wait you want LESS of a spreadsheet?

No, WAIT IS IT WORTH DONT WHY ARGHGH

- Novel Scoops, some 100 years before his final sentencing

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

 However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it's already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.


Hmmm. So what you're saying is, for example, when I access the planetary nexus, instead of seeing unrest:2 I might see 'All is quiet on the planet'. HOWEVER, if I don't believe it, I can get my spies/intel going and if I have active spies on the planet, I can get the actual number as well as the trend graph, for example? I think I really like the idea, I just want to be sure I understand it.

-Steve

I'd just like to say that I'd LOVE things to head in this direction! Having everything number based just becomes a bit to cold/clinical after a while. However, as a caveat to that, I would very much like it if I was able to get an actual number if I spent a lot of resources (or spies) on that goal.

So for instance, unrest could normally be 'peace-worry-rebellion-chaos', and have different modifiers for each level, but you wouldn't normally know how close you were to the next level. If you invested some spies/resources (or had a very good viceroy), those 4 might split into eight levels ('very peaceful/moderately peaceful' and so on) and if you used even more resources, you'd be able to find out the exact number and the difference between that and the next level so you could have a really firm handle on the situation.

This would be fantastic for the espionage side of the game, and be a completely new experience for 4x games - spying on your own populous to get better intelligence on your own situation vs sending them out to spy on your enemies.

Would really, really love to see this kind of thing.

That is exactly how it will work. I've already put the foundations of the system into the game. It will be available for .410. Love away!! :-)

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Rolepgeek

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #400 on: November 30, 2014, 04:40:41 pm »

This is a difficult game, I've found.

It seems like all I'm doing is talking with my viceroys and desperately trying to stave off bankruptcy and riots.

And so nothing gets done...
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Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #401 on: November 30, 2014, 06:19:56 pm »

This is a difficult game, I've found.

It seems like all I'm doing is talking with my viceroys and desperately trying to stave off bankruptcy and riots.

And so nothing gets done...

Have patience; you'll have a lot more tools to use in .410. I'm also continuously working on the balance each release.

-Steve
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Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #402 on: November 30, 2014, 10:14:34 pm »

To the previous poster's lament, here's a copy of the last post I put on the Imperia blog:

Hello and happy Sunday! I hope those of you in America had a great Thanksgiving and if you’re into that sort of thing, Black Friday (sorry, England!)

I wanted to talk a little bit more about how the military will work in Imperia, and more specifically, what you as the emperor will be able to do, what your limitations will be, and what you must consider as you direct your ground and space forces. Before I do that, however, I wanted to touch on a mechanic that will be introduced after .410, but will be absolutely critical to the political model of Imperia: fear.

FEAR, simply put, is a number that is tracked concurrent with your Popular Support (PoSup) on each planet. For purposes of maintaining your hold on power, fear only has an effect when it is higher than your PoSup. It then takes the place of your PoSup, but is notated as Fear instead of PoSup and will be in red. Note that you need to have sufficient intel in order to see this specific effect on a planet. As long as your Fear rating is higher than your PoSup, it will act as your PoSup for purposes of unrest, economic effects, and most important, your hold on power. For an example, think of the Empire during Star Wars IV-VI – the populace was loyal, but only because they were cowed into obedience. Creating fear generally requires both strongly Tyrannical policies and a large and loyal military, with a substantially loyal military leadership and viceroys/governors who are willing to go along and not incite a rebellion. Once you have made the decision to rule by fear, it is very difficult to rule any other way without significant nationalist policies and significant reforms for your people.

Now, to GUNS, GUNS, GUNS!!!

Every force in the game, whether ground or space, has 2 essential factors that determine what they will do on a given turn, and how they will perform:

STANCE- All forces can have one of 5 stances when at an Empire world, which you as Emperor have nominal ability to manage:

    PEACEKEEPING – This is a general ‘protecting your people’ stance. People will feel safe and protected if there are combat factors equal to the security rating of the planet. The required security rating will fluctuate depending on the size, population, ADL of the planet, and several other factors. Very Tyrannical commanders may actually not allow this stance, or at the very least be very unhappy about it.
    GARRISON – The same general stance, but more prepared for action. People are not quite as happy about a garrisoned force, but they are still positive. Slight readiness bonuses are given.
    STANDBY – This is a ‘neutral’ stance. Your forces are prepared to act either for or against your people. The fact that they are not designated as explicit security forces causes concern among your pops, generated as Fear.
    SUPPRESSION – At this stance, your forces may act against your pops or your leaders as needed. Fear is generated from this action, as well as significant unrest control. Military forces who are not loyal to you or whose commander is significantly Nationalist (or just, or planner, or benevolent, etc) will not generally support this action and will not be able to be issued this stance. This stance also provides diminished protection against hostile forces.
    INTIMIDATION – The ‘stormtrooper’ stance; you are actively working to create fear and root out disloyalty on your worlds. This stance provides maximum fear and unrest reduction, but provides very minimum actual protection against hostile forces. Only very loyal commanders will allow this stance to be enacted.

Depending on the size, tech level, and skill of the force and the commander, it may take several months to change the stance of a given force. This represents not only the logistics of the change, but the psychological effects of taking time for your populace to actually see and believe in the change.

Fleets have 2 additional stances: IN TRANSIT, which allows fleets to move between stars, and INACTIVE, which essentially holds the ships in a mothball status and provides no bonuses or maluses, It costs somewhat to keep an inactive fleet in the process, but less than building an entire fleet from scratch. Fleets in INACTIVE status lose ability over time, reflecting lack of practice or action. Commanders in charge of inactive fleets also tend to be annoyed at their loss of station. There will be combat stances when you send a fleet to attack a hostile system/planet, but that will be discussed in a later blog under Battle Plans.

You will be able to see your fleets/ground forces in each system using the War Map view, which will show you the fleets, ground troops, and planetary defense bases (PDBs). You will be able to select fleets for quick action using a right-click to bring up a fleet list, which will then open up the Fleet Command System as a pop-up window, similar to the Edict window and the Character window.

Last, let’s talk more about commanders.

There are actually 2 ‘commanders’ of a force: a direct admiral of a fleet/general of a ground battalion, who is a character and will have all the normal characteristics as well as tactical and strategic ratings that will determine how effectively fleets will fight and conduct their stance orders.

The other commander, the one actually giving the stance and movement orders to the fleets/divisions is normally you, but you have the option to ‘loan’ military forces to system and sector overnors (you can not give fleets to viceroys!) This will have the obvious benefit of placating them and increasing their Loyalty, but once you give a fleet to a governor, taking one away will be very damaging to their prestige, and depending on their personality, they may not choose to give the fleets back at all! At that point, you are forced as Emperor to declare war on that governor for defying the Empire, or allowing the refusal to stand.

If you allow the refusal to stand, you stand a tremendous risk of rebellion from the affected system/sector since they see weakness from the Empire, while they see strength from their governor. This will also have ripple effects throughout the Empire as other characters will be emboldened by your timidity,

Building new forces on a planet requires the necessary facilities – a military base to build divisions, and a starship production facility to build fleets. Creating a division or fleet takes one or more Pops – they are moved into a Military role. This also assumes the families and support staff for these divisions, which is why it takes at least one Pop to create a division or fleet. Military Pops will fight harder for their world of origin and will be less effective for suppression/intimidation roles.

Next: a peek into the Science system!!

-Steve
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Find out more about the game at http://www.allianceofthesacredsuns.com!

Zireael

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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #403 on: December 10, 2014, 04:20:22 am »

.410 alpha is available on the Imperia forums...
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Re: 11.26.14: .410 UPDATE IS UPCOMING! Imperia: New '5X' 4X Game I am designing
« Reply #404 on: January 09, 2015, 01:15:30 am »

Hello all!!

Sorry I've been quiet for a little while. A combination of the holidays, a lot of work, and frankly a little burnout all contributed. I wanted to take a bit of time and step away to make sure that I still had the fire and passion for this project. Imperia is a complex undertaking, and it is essentially a 2-man project right now: Pavlos provides some wonderful art and graphics, and I do the rest. When I think of how much more I want to add to Imperia, sometimes it seems daunting, but then I remember that Imperia is the game that I've wanted to play for almost 20 years, and that purpose brings me back with a vengeance. So hiatus over, let's get to work!!

There are 3 different things I want to do with Imperia in the next 30 days. The first thing I want to do is to get the full Imperia site in order. I have looked at some drag and drop options, and while those would be easy, I believe that I can program a basic site with CSS, Dreamweaver, and Javascript. If I can't, I'll go back to a basic template, and what I might do is create a 'placeholder' site while I work on the more advanced one behind the scenes.

The second thing is to actually get .410 as a release version. I want to have the ground unit system, the space units, the autonomy system, and the military edict systems all up and running, as well as complete the interim .410 UI. Pavlos has some excellent ideas about a UI that I think the next version will start heading towards, but for the .410, the current theme will be completed. We will also add the military tab for planets and create the military screen UI (this is how you will create large-scale build, design, and movement/attack/defend plans). It will be basic to start, but it will be a foundation. As part of the UI, I want to also have the event pictures in and the secondary screen in that gives more information. All tooltips will also be in for edicts and major UI areas.

The final thing is to get the word out about Imperia! Pavlos and I are excited about the new website, and unfortunately it doesn't look like the current WordPress blog can be moved to the new website, so a link may have to be added. I do not want to give up that much history, so I will see what can be done. But in the meantime, I want to be more active on the blog/website, and if you know anyone who might be interested in playing (well, testing at this point) Imperia the feedback would be welcome! Remember, it's free.

I want to address one other thing. Many people have asked me privately or mentioned in the forums about when/if Imperia will be a paid product. I do have some thoughts about that, and here they are.

   
  • First of all, I don't know that I like the early access model that has been all the rage. Some of the companies are properly using this system to add requested features, to hunt bugs, and to promote additional worthwhile features. But for every game that does it right, there are 5 that seem to be money grabs. A few even have dropped support before the game is finished (or calling it a half-assed 1.0 and calling it a day). I don't want to do that. I believe (perhaps naively) that developers who do this genuinely got 'in over their head' as opposed to deliberately misleading customers/gamers, but regardless of the reasons, I don't want to go down that road. Any early access model that I adopt should Imperia be a paid product at some point would always provide a free alpha option.
  • That being said, I think Imperia has a lot of potential - but that potential is a LONG way off. It was started as a hobby, and became one that I shared with others who also thought a game like Imperia would be fun to play. I welcome any and all feedback. It's how games get better. My stated goal has always been to make Imperia the best 4X ever made (or 5X, semantically :-) That hasn't changed. But to do that with a staff of essentially two volunteers is a grand undertaking at best.

So there's that. I can't always promise progress will be rapid, but with .5 in the distance, most of the major UI and programming structure would be in place at that point, which makes development easier. The save/load systems, the XML readers, the sprite engines, etc. are all in the code and at that point it would be about creating content and developing the logic, which isn't as hard as what's been done so far!! I hope you can see the progress that has been made in the last 8 months, and I hope you see the potential of what will be, one day, but I can't tell you what day that will be... because I have no idea either.

But stay tuned. Pavlos and I are ready to rock!

-Steve
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