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.

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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! 

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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  (60 - 70 of 210)
topas
topas Dec 4 2012, 8:31am says:

As always loving to get new updates and news from the development team. You guys work really hard and with dedication to reach the full potential offered by the engine. Once available to the public it will surely be a keeper for many years to come (just like BridgeCommander that is constantly an obligatory install on my HDD since 2002).

Waiting patiently for it to be done the way it was meant to be. Don't rush anything; we'll still have the NanoFX viewer to toy with while we wait.

+3 votes     reply to comment
arthus1
arthus1 Dec 3 2012, 6:34pm says:

I really want this game to win, seriously make all of your friends vote.

+1 vote     reply to comment
tnathan475
tnathan475 Dec 3 2012, 12:37pm says: Online

If any game deserves to win its this one. What this team has accomplished already is simply amazing.

+1 vote     reply to comment
myxale
myxale Dec 3 2012, 6:56am says:

Voted. As a fan, how could I not! :)

+2 votes     reply to comment
cpthooker
cpthooker Dec 3 2012, 6:47am says:

Thank you for the votes it means alot :)

+4 votes     reply to comment
SOVEREIGN1
SOVEREIGN1 Dec 2 2012, 10:53pm says:

Is there any planet screenshots? I can't find anything. Only that Blue planet that is showed in Model Viewers.

+1 vote     reply to comment
markdw
markdw Dec 3 2012, 10:12am replied:

Do you mean planet surfaces or from space?

+1 vote     reply to comment
darkthunder84
darkthunder84 Dec 3 2012, 6:39am replied:

I believe the current focus is on the Ships, whereas Planetary and enviromental art (i.e interiors) may come later.

+1 vote     reply to comment
Killer9169
Killer9169 Dec 2 2012, 3:50pm says:

Hi all i have only just discovered this and all i can think is OMG im in love i would like to know will this be a mod of some other big name game or is it something you have constructed all the way up to be a stand alone game

+3 votes     reply to comment
darkthunder84
darkthunder84 Dec 3 2012, 6:40am replied:

Stand-alone game currently in development.

+1 vote     reply to comment
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Star Trek Excalibur
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