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I can't english ._.
mod-ability is off the chart. The game relies on xml files for pretty much everything. Assets and game mechanics can be radically altered only by changing things in these files. And what can't be done in the xml files can be done through the game C++ API. That's where the mod-ability gets of the chart. Most of the game mechanics are already coded as if they were mod using the C++ API, the same that will be available to any programmer-wise modders. I think that's saying a lot about the possibilities. :D
they are all updated each frame but some part of the update is balanced over several frames, things like looking for a potential enemy target. I'm also using octrees to speed up the entity queeries. And it's multi-threaded on the star-system level.
J'ai fais un petit survole des différentes classes de vaisseau il y a un bon moment sur notre forum:
Comme tu peux voir il y a une grande différence de taille entre les corvettes et les dreadnoughts. :)
Multiplayer is supported right out of the box. It is already functional actually. :)
We will be doing an early access at some point. We are not sure when as things change on a regular basis here.
Oui il y a un mode cinématique qui enlève le UI mais pas les icons de ships, ce serais un option à ajouter. :)
That could happen.
It will be much more, probably not on the first release (alpha) but it will come. :)
This... is... AWESOME *headsplode* I've got the best 3D artist working with me!
There will be a lot of variety of lighting setups. I've been working on the fog for nebulae and asteroid fields lately, that is why we see a lot of them recently.
Thanks! The ship classes are more about size then role. Each class can have pretty much have the same roles depending on how you design them. They can be military, support, transporter/freighter, miner, carrier, trader, etc. Also they can be assigned a specific role within a fleet such as Raider, Support, Defender, etc.
It's actually a bug, but we might consider adding a bit of depth to it. Bob Ross would call this: "A happy little accident" ;)
There are 6 buildable extensions to the station that gradually expand it outward. All of them are unlocked by technologies and are quite expensive to build.
I'd like, in the future, to be able to build each platform separately and have no real hard limit. But that's still in my wish list :)
There will be some news in the coming months :)
You mean the population head count? It depends on several factors: the size of the station itself, which habitation building you use and how many you cannot use because of other building taking available space. There are many ways to optimize it depending on which technologies you have unlocked and where the station is located. Does it answer your question?
I have an unexplained need for orange crush now.
1- It's fully 3D! There's a video showing multiple stations build on different X/Y planes. Indiedb.com
2- There is no real balancing in the game yet. But the quantity of ships you need to take over a sector greatly depends on your strategy.
yes it they have a low EM signature, it could happen.
Nous avons plusieurs types de flak qui seront implémentés éventuellement dont un qui explose à distance fixe. :) La taille des unités seront ajuster quand nous feront les assets finaux pour chacun, pour l'instant nous utilisons beaucoup de placeholders qui sont tous de taille similaire. D’ailleurs, nous avions écrit un article ici qui explique les différantes tailles selon leur classement Indiedb.com
J'ai aussi un plant très élaboré pour ce qui est du camouflage ou cloaking mais pour l'instant ce n'est pas dans ma liste des priorités. :)
It's pretty much all programmer art for now. This feature is fresh out of my brain, can't get anymore raw than that. ;)
Nous avons déjà un modeleur expérimenté dans l'équipe, mais merci de ton offre! :)
Il y aura un release pre-alpha dans quelque mois espérons le. Ceci dit le jeu ne sera pas dans sont état final mais il sera jouable tout du moins.
T’inquiète, je parle français. Je suis Québécoise ;)
It's not an if, it's a when. :D
And the answer is: when it's ready ;)
Actually I've heard Kickstarter might get to Canada by the end of summer. So DSS might be kickstarted eventually! \o/
No, it's still alive! :)
1. There will be only one playable race for initial release.
2. There's going to be an open alpha/beta funding period where you'll get a discount over the normal price of the game.
3. A story mode and custom game mode.
4. There are several races in the game with different ships but only one race is actually playable now.
5. Maps, i.e. galaxies, are randomly generated from several settings.
6. I'd like to have all kinds of components to build all kind of ships in the final release.
7. You could build alien kind of ships if you get the right technology. :)
There is a lot of different resources involved in DSS. The most basic ones are Drax and Maki. The former is used as a strong material and the latter for electronic components.
There are also mysterious raw resources the player will discover by finding them, by talking to the right person or by various events. This will then unlock new branches in the tech tree, which brings me to your second question. Most of the tech tree can be unlocked with Tech Points earned by lab stations. But some branches will only be available after some events like I said previously. DSS will have a lot of mysteries to explore, this is just one of the many possible ways it will do so. :)
I don't kickstart it. But there will be an alpha funding period sometime this year hopefully. :)