Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.

Image RSS Feed Latest Screens
QBUI Progress QBUI Introduction QBUI Introduction
Blog RSS Feed Report abuse Latest News: Introduction Excalibur's Quick Battle Interface

13 comments by markdw on Dec 20th, 2012

What is QBUI and how will it be used in the game?

 QBUI is short for QuickBattle User Interface which is the internal codename for quick battle mode. What you can see here is the main interface for users wanting to set up scenarios and locations. QBUI features a level of detail never before seen in a Star Trek game (check STO); quite literally you won't have played with anything like this before.

QBUI Introduction

QBUI Introduction


Not only will you see star charts, be able to browse the galaxy, and zoom into solar systems as easily as you zoom into a google map, you will also be able to interactively edit the universe as you go.  If you want to re-create the battle of Wolf 359 then you can drag and drop all the relevant ships onto the map exactly where you want them. Then if you need to edit their particular properties, no problem, just open them up in the HPE and you are good to go! 

Why is it important to the project?

This really is the first "gameplay" interface we have been able to work on. Quick Battle functionality is what keeps many people playing space games for years and by going one further we hope to get more people involved in generating content that the whole community can enjoy. It is also the foundation from which the team can put the finishing touches on many of the things we have been working on.

QBUI Introduction

It will be a set of clear goalposts (well, at least a set of goalposts whos movement we can predict!) --- and this lets us begin the process of balancing and developing the immersion and beauty we are striving for. 

What are your favorite features?

 As a player, the live editing of the solar system is great fun to play around with.  It also acts as a strategic overview of the whole galaxy too - which is pretty nice when you are in game.  But I think my favorite feature has to be the star charts mode since it really gives the game a sense of scale, and cements its roots firmly in the Star Trek universe. 

QBUI Introduction
 

 As a programmer, it has to be the integration.  For the first time, we have an in-game interface which ties together all the components used in the game object model.  The fantastic thing about this is that it is fully modular.  If you want to write a plugin for a procedural trade route, you write the script which defines that type of object and the QBUI will automatically detect it and go!
 

What have the biggest challenges been?

 The biggest challenge building the QBUI has been managing the sheer scale of the thing.  Normally, you would have say, 100 playable systems in a game, but for Excalibur this is not the case - that does mean we had to develop the functionality to do partial-pre-loads of star system data amongst other complex mechanisms.
 I would also say that building the first real game interface has been demanding.  Aric, JD and Tony have done a fantastic job on the UI elements which have really made this whole endeavour possible and from here we will start to add panels that unlock more and more of our gameplay.

What's next for Excalibur?

QBUI Introduction
 

 In terms of updates, you can expect to see star chars, solar system editing, saving and loading universes, ship animations, HPE integration, weapons, particles and hopefully some AI and damage within the first few months of 2013.

How would you characterise the changes we are going to see this year?

 There has been a shift in development from engine and tool work into gameplay.  This is very exciting for us for a number of reasons.  Firstly it means we start to actually get a game we can play with.  Secondly it means we can start paralleling parts of development which were previously serialised.  We will be testing the GOM and modularity of Excalibur to its limits, and also be starting to put together a system for managing the mods.

When will we see a release of Excalibur?

Quick Battle will be the first opportunity for fans to get their hands on the game and we are aiming to make that happen in 2013, so keep you eyes peeled for more news and videos in the new year.

A massive thank you to everyone who voted for us in the IndieDB IOTY awards! 

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Model Viewer v1.7

Model Viewer v1.7

Apr 24, 2011 Demo 14 comments

The NanoFX Model Viewer is a utility that allows you to view models with the same graphical effects that will appear in Star Trek Excalibur. This latest...

Model Viewer v1.6a

Model Viewer v1.6a

Jan 16, 2011 Demo 6 comments

The NanoFX Model Viewer is a utility that allows you to view some ship models with some of the graphical effects that will appear in the final release...

Post comment Comments  (0 - 10 of 209)
xlenon
xlenon May 13 2013, 10:42am says:

Just because you have twitter doesn't mean you can slack off on the real updates. Like I want to see a video of the ship interiors and maybe you could show how first-person combat works and the ship interior features.

Keep the players interested in your project or no one will be around when it releases. I understand that you're new to making games and that you've got a lot of work to do on it but even big professional companies like EA keep they're players interested in they're games.

+3 votes     reply to comment
Guest
Guest May 12 2013, 8:20pm says:

give us something so we can stay on board with this project please

+2 votes     reply to comment
Sosfmajordread
Sosfmajordread May 7 2013, 6:53pm says:

Starting to get a little worried. It has been 20 days since the last update.

+2 votes     reply to comment
JohnHardy
JohnHardy May 12 2013, 2:30pm replied:

Should be fixed now! :) There were 7 large updates in the meantime.

+3 votes     reply to comment
JohnHardy
JohnHardy May 12 2013, 10:46am replied:

Ah sorry, no we just disabled the twitter feed! Something has been updated on twitter which breaks it.

+3 votes     reply to comment
xlenon
xlenon May 6 2013, 10:30am says:

Can we get an update please? Whats going on with the game? Is it dead?

+3 votes     reply to comment
Sosfmajordread
Sosfmajordread May 2 2013, 9:08pm says:

For those who kinda want something new here is video commentary that I did of War Thunder. If you are into flying games this is the one.

http://www.youtube.com/watch?v=tW_xXh86IpY

-2 votes     reply to comment
Sosfmajordread
Sosfmajordread May 2 2013, 5:26am says:

Well no update for two weeks :( . I have checked almost everyday even for a 58 new lines of code. A well I hope this meas they are work real hard to release a QB demo for the summer.

+1 vote     reply to comment
bucky699
bucky699 Apr 13 2013, 9:35pm says:

I love you guys, will this game be modable? like being able to add other ships from other series into it? I love the old Bridge Commander and being able to do the age old Star Wars vs Star Trek and even Stargate Vs both lol

Anyways come a long way since i first saw this proud of you all good luck on the rest and live long and prosper

+4 votes     reply to comment
Piemanlives
Piemanlives Apr 12 2013, 7:42pm says:

Every time this update I scream in victory. Keep up the good work guys.

+6 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Star Trek Excalibur
Platform
Windows
Developer & Publisher
Avalon Studios
Engine
Custom Built
Contact
Send Message
Official Page
Stexcalibur.com
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
Futuristic Sim
Theme
Sci-Fi
Players
Single Player
Project
Indie
Boxshot
Boxshot
Twitter

Latest tweets from @stexcalibur

SVN: mark added the animated Ferengi DKora to the game

May 13 2013, 3:17pm

SVN: john Our SVN Twitter feed is now back online! There have been 7 large updates!

May 12 2013, 2:28pm

Updating...

May 12 2013, 2:21pm

SVN: jonny Adjusted d'deridex's illum map

Apr 17 2013, 8:40am

SVN: jonny Deleted Toron shuttle

Apr 16 2013, 8:56am

SVN: jonny Another Romulan bites the dust

Apr 14 2013, 7:04pm

SVN: adonis just made 64 updates to the game!

Apr 11 2013, 6:42pm

SVN: adonis added a little something for John to play with :)

Apr 11 2013, 5:41pm

SVN: mark animated the scimitar wings for theleronarm and thelerondisarm

Apr 11 2013, 12:58pm

SVN: john Fixed an incorrect property name in the HPE

Apr 10 2013, 8:27pm

Statistics
Rank
202 of 12,378
Last Update
1 month ago
Watchers
697 members
Files
2
News
54
Features
15