In this version, 0.8, I concentrated a lot more on the AI expansion and tapping into the game load procedure.
StarDrive is a 4X Action-Strategy game where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, you forge out into the galaxy, exploring new worlds, building new colonies, and discovering the StarDrive universe. The heart of StarDrive is its ship design and combat engine. StarDrive takes a module-based approach to ship design, allowing the player to create custom ship designs where the composition and placement of ship modules really matters to the performance of a ship in combat. In combat, if your portside armor is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship's shields, warp into and out of the fray, launch fighters, lay mines, and so much more.
Oh man i have been working on the governors for some time now.
Rebuilding the code. restructuring the logic. adding checks and balances and more scrap...
Its a can a worms. Slimy and gross.
They key points are.
So... they are better. But there are holes in the logic still. But they are better. I am working on adding a system where player added buildings will be treated differently and bypass governor needs. the flip is the idea of buildings the player doesnt want the AI to build.
Then make sure the UI can show these things so that the player doesnt have to keep track of it. XNA without XNA studio.
But like i said they are better. They will work within and adjust to the economy they live in based on the planets ability.
Latest Unstable Version
Now content. This is something that i really want to get into. The game is working. Its still not perfect but its getting close to having bugs that can be overlooked. If its good enough i want to get the content started.
If you want to see more content in the game then vote here: Upvote content question
Bigger things. I really really really really really want to put stamp on this phase of the mod and say its done. It was supposed to be done a year ago but the incoming changes that destabilized the game and the existing issues that allready did that were gruesome. there are still a could of bugs that i want to kill but can not find out how yet.
Memory.... I can fix this... Well enough. its just a matter of figuring out how to limit ship designs in such a way that the AI can still get good ships. I have a plan. I have one. It just has one issue I am having trouble solving which is how many dry tech runs need to be done to say only choose ships that use these techs.
Firing issues... These require maths. there are a couple places where the AI will not be able to hit a target. Thats makes me nutty as loading a save will generally clear the issue so i cant try stuff and see if works. sort of blind fixing.
Anyway. This version IS just about done.
Things we are working on.
If you have any desire to post a lets play video... Knock it out please and ill link it and give credit on the main page here or at least in the videos list.
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Highest Rated (22 agree) 10/10
Based on the alpha it has alot of potential!
Jan 22 2012 by Isimiel
Lowest Rated (6 agree) 1/10
As kickstarter backer I am very disatisfied to see it released here while kickstarters don't have access to the game.
Due to this I rate this game a 1 due to lack of support of the developer for early supporters. Due to this I don't expect the developer to support this game long-term.
Feb 10 2012 by iozay