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At the moment, they don't do anything. We are moving towards the capacity for planets inside the gameplay area, but it's not there yet. Just pretty skyboxes :)
When we get to singleplayer, we will certainly have things like destroyable stations for campaign bonuses or penalties. Always thinking about those kinda things! They're very cool.
No prob, glad to be of help!
And thanks :). I hope you enjoy playing it. We've tightened up gameplay a lot since the demo too.
Main Menu -> Controls gives a list of key commands.
To undock from the station in the Tutorial mission, wait until the appropriate time (you will be told via chat) and hit Left Shift to boost out of the clamps. This is scripted.
Alex has done some great work with the ships :) I always get really excited whenever he's got something new for me to work with.
It looks like based on current framerates that we'll be able to handle about 48 ships per battle at once, if you have a decent computer. Things can get pretty crowded this way!
This type of thing is eventually planned, perhaps not quite like FL (I think we'll leave that to Star Citizen ;) ) but certainly something.
What kind of sandbox mode would you want? At the very least, we're putting in a Skirmish type battle setup in the beta. Or well, it's already there are looks quite nice.
There are also some plans to do a type of open-galaxy thing later on.
In fact, everything is better. Better player feedback for actions, better UI for decision-making, better clarity of play, better AI (dumber when it needs to be, smarter when it can be).
So hang in there!
Thanks guys :).
@billy: we're really working towards a super amount of optimization (maybe 10-20x speed improvement from the demo), so here's to hoping a supercomputer isn't required.
We're always open to feedback about our game design choices, particularly from the demo, as it helps us improve :).
Glad you like what we've shown so far!
There may be some wonky transitions in between those modes in the demo. I can generally say that the code to handle those things has been rebuilt from the ground up for the beta - and such things should no longer occur.
To expand on what Alex said, fighter squadrons will work rather differently than weapon - they won't just be an ability that you would fire like a weapon. Fighters will have their own autonomous behaviours and will act intelligently based on player direction.
We haven't decided on pricing, release strategy or anything yet. We'll probably be announcing our plans within a week or two, so stay tuned.
Sorry to hear that. Is there any way you can get me a screenshot? If you're having issues you can try editing the config.ini file which is located in the game folder under StarVillains_Data\config.ini . In this file you will find a line labeled "resolution_height" and another called "resolution_width". Try editing these lines to the desired resolution (eg resolution_width=1920 and resolution_height=1080).
Glad to hear it!
Awesome, I'm glad you enjoyed it!
It's currently awaiting authorization. Not sure why it is taking longer...
Thanks! Glad you like it!
Glad you like all of our hard work. Alex has definitely done some stellar work with the ship designs!
We're trying to find a happy medium between simulation and arcade, with a bit of fun and sci-fi corniness thrown in (hence the title). Thanks for checking out the game!
We've got our own keybinds/resolution stuff integrated into the game right now, so that's not a problem. But yes, when demo time rolls around, I'll compile for Linux and perhaps you can help test :)
Unity 4 compiles for Linux I believe, so it's not out of the question. I have no idea what kind of work that would require from me though! If it's simple, definitely!
We don't have any particular control over what Desura does. I would guess they haven't updated their download yet.
There will be a patch in a week or so. We've fixed this problem, but are holding off for some more AI improvements.