Creative Director at Avalon Studios
Only the BRel wings animate since this is canon. The K'Vort has additional windows and different engines (as you can see here)
The best thing is that she makes an awesome asteroid collector when her wings are open!
Yeah, but let's focus on getting one UI working for now eh?
I thought people would be more upset that it's the UFP logo on a Cardassian ship! :P
IndieDB does not let me reply to guest posts, but we have explained our reasons for not giving a release date on multiple occasions. To put it simply we just aren't close enough to be confident on a date yet.
On the other hand however we are totally transparent about work that is being done on the project. Every commit we make is posted on Twitter and there is usually an explanation as to what has been changed each time.
So in the last month there have been 31 commits ranging from new ships to improvements to the renderer. This should make it clear how hard we are working to make this happen and just how active the project remains.
Do you mean planet surfaces or from space?
This is within the Hardpoint Editor, the grid helps us to keep things to scale in the game :)
Thanks for your support everyone, it really makes a huge difference to the team!
We're making a whole game, and you can't even stretch to a whole sentence?
If anyone is wondering why the release date just got removed don't worry. The Q4 date referred to *something else* which we haven't given up on, but we were getting a lot of people taking that to mean we will release the finished game this year which is not going to happen.
More info to come on that *something else* in the coming months. :)
Yes! This is a must for any Star Trek game :)
Space is a big place, but combat in Star Trek usually does take place at quite close quarters - at least close enough to fit two ships into the same camera angle!
Space in Excalibur will be open and vast, but the canon weapon ranges mean you won't be able to attack other ships at a massively long range.
The Intrepid class is a really nice ship to pilot, if it had been a Galaxy class that would have been a different story!
You can always turn them off ;)
The interior system is in the engine already, but our key focus at the moment is to get the space combat element of the game working to a playable/mod-able level. Once we reach that milestone our focus will switch to the content pipeline and gameplay of interiors.
believe it or not, that's how it was on the actual model! :P
Hi Zeph3r. Lots of questions there so you are probably best heading over to our forums and having a flick through the project discussion as many have been raised before.
In regard to supporting 3rd party content, that is what this project is all about - creating a game that the community can build on as easily as possible.
Nothing to do with us, our website is www.stexcalibur.com
Viacom have a good history of supporting Star Trek fan games as long as there is absolutely no commercial element to the project and the game does not degrade the Star Trek franchise.
We have been working on this publicly for many years and haven't heard anything negative from the license holders.
The Galaxy itself will be procedurally generated from a seed meaning we can reproducibly store the billions of stars in the Milky Way.
We also have other procedurally generated elements such as the asteroid rings around planets, asteroid fields and nebulae. Eventually we plan to have planets themselves procedurally generated so you can land on the surface, but that is a little way off yet.
Yes, the combination of the two gives us a lot of gameplay possibilities to keep the player busy :)
Thanks Roger! You guys did an awesome job on TCW.
Anything is possible with a Google ;)
It's entirely up to you :)
@TALON_UK They are indeed photon launchers! The ship is relatively underpowered in other respects but when you point those launchers at your target there are sure to be fireworks! :D
A free-roam mode is already planned.
It will be free.
fan-conversions of free models.
There are several in our gallery.
What he said^
IndieDB should have the corresponding news post up soon. Excalibur's UI uses the exact same code and methods as webpages. If you've ever made a website you'll know how easy it'll be to make buttons, window frames, sliders, etc for the game.