SE:SS is a very long-running project to make a space exploration game in the vein of Strange Adventures, Star Control and others. It's gone through a number of iterations and refinements over the years. In its current state, it is now gameplay-complete, and I'm working on improving the graphics and audio.
The gameplay focuses on making interesting decisions balancing risk, reward, limited resources, the morale of your crew, and your reputation with the alien factions of the sector. The gameplay does not focus on combat.
In this encounter, you have three choices: avoiding the fight, or joining in on either side. The game tells you your odds - because you don't have any decent personal weapons or security crew, the odds in both cases are bad.
Your choices can also influence crew morale: if you had a volatile idealist on board, siding with the pirates would make them unhappy. The game will warn you of this, and with choices where a bad outcome means the instant irrevocable death of a crew member, it will put up a nice big red warning. This is perhaps the biggest change compared to earlier versions: the game now does its best to give you an idea of your chances.
Beyond this encounter view, the left quarter of the screen will contain ship information: your crew and their skills, your equipment and its bonuses, cargo, blueprints, etc. So the basic layout of the old version will remain, since that works well enough, but it's just all going to be much more polished.
The next thing I'm going to put into this new pretty interface is skill checks: when you select a choice that requires you to succeed at e.g. Ground Combat, the choice button will expand and turn into a very short animation at the end of which you can see whether you made it. Once that's in, the game will be just about playable using the new interface.
So far, I'm pretty pleased with my progress on the new UI. There's still a lot to do, and it will definitely need performance optimization, but I think it's looking good.
Next update, I'll do a feature on some of the game's background: maybe some history, or the skill system, or the ship you'll be flying, or one of the alien species.
Latest tweets from @zarkonnen_com
RT @danthat: IT'S THE SWINDLE LAUNCH DAY.
2hours 17mins ago
@GIBiz WTF. That's not how contracts or debts are supposed to work. But I guess they do in the age of the unilaterally modified agreement.
2hours 18mins ago
@cloudsinvenice *appears wearing a dapper suit* So have I talked to you about sortitions and why they're a great idea?
22hours 50mins ago
22hours 58mins ago
@perilsofman OK, I have to say it: it's "Eberling-Mysterium". "Eberling Mysterium" is English grammar applied to German.
23hours 44mins ago
#webdesign: I reflexively close "subscribe" pop-overs. Why don't you put a subscribe prompt halfway down the article when I'm engaged?
Jul 27 2015, 4:38am
BTW I'd love to see a counter-argument or concrete strategy for T.co
Jul 27 2015, 4:12am