Yes. There is more information on the development log here: Forums.galaxial.com
Yes. There is more information on the development log here: Forums.galaxial.com
Crew are required when activating ships from the reserves. Planet population and fleet academies will determine the amount of crew you generate.
This will limit the amount of ships you can have active at one time, depending on the size of your empire.
Each ship hull has a specific amount of turrets. You can choose any weapon modules for a ship design so long as it matches the turret size where it will be placed (small, medium, large)
The rings give an indication of how large the population is on the planet. As it increases, the colony graphics will expand with more rings.
Still quietly working on it. I'm not going to abandon it.
Have setup some Official forums for Galaxial, which are now online here: Forums.galaxial.com
Not sure what the minimum system requirements will be yet. The game runs really well on older systems, so shouldn't be too demanding. A multi core CPU will be recommended.
Yes, you can choose which weapons and modules go on ships.
There's more information on the ship fitting development log: Indiedb.com
Hi, the game wont be free.
When you design a ship you choose which modules it has, for example there are modules for weaponry, armour repair, mining, energy regeneration, power and many other abilities.
Haven't played Space Empires but think it has 100 levels for most projects I think, not unlimited but would feel like it is.
Having some kind of (high) maximum limit might be a good idea, as then will have a reference point to balance things around.
The font should look a bit sharper than the first screenshot, think its a problem with blogger resizing the screenshots very slightly.
This should be more accurate: 1.bp.blogspot.com
I quite like the font but there is a few things I will try to make the text cleaner.
@Dark_Sentinel
Most things in the game have modding support, but not the resources, user interface or AI unfortunately. You could change their names but not add any extra ones.
Lots of things I can think of for research to improve missiles. shielding/armor to prevent them being intercepted, micro-jumpdrives to penetrate shields, energy warheads, cloaking... :)
I think there is just as much room for improvement as lasers.
Making steady progress. Currently working on the research system, so should have some news soon once that is finished.
Time is the issue mainly, I have never done cross platform development before.
If the game is a success on Windows after it releases, then I would very much like to get it on Linux and Mac also.
You can change the interface colors which is shown in this development log: Galaxial.com
Changing the UI graphics files will be tricky, as a lot of positions, sizes and the way they operate are hard coded.
The game performs simulations on the CPU and will use as many cores that are available to it.
Thank you to everyone who voted for Galaxial and got it into the top 100!! :)
The background glow appears brighter when there are more planets close together because of the additive blend mode used for rendering.
There is still a few key features incomplete so cant play test the map properly just yet.
I plan to distribute the game through my own site as well as other places such as Steam (assuming it gets accepted) so shouldn't be a problem.
The improved graphics wont have much impact on the performance. Ships are rendered as two triangles with a high resolution texture, so they will be just as fast as before.
On my 5 year old system I get well over 60 FPS with 100 ships on screen all shooting each other.
Considering the smoothness of the graphics style I want the framerate to be smooth also, so I am constantly optimizing the game.
Turrets will be different for each of the weapon types but will be too much work to add differences for each of the sizes also.
I used to play EVE, about 10 expansions ago. :)
Yes, definitely still active and in development.
Here is the solid lines version: Goo.gl
Added some extra 'rivet' detail (view fullsize) Not too sure if it will stay like that, might change them to solid lines instead.
Uploaded an improved version. You can open the HD view to see the fine detail that was added.
Yeah. Improving all the turret graphics was next on my list of things to do.
Excellent! The style I think looks much better than the older ship graphics.
Made some minor changes since adding this. The inner black lines for the 'armor plating effect' I thought were too thick, so they are now much thinner.
Not quite sure what you mean. Theres already a minimap that shows objects in a sector, or do you mean something else? Detecting cloaked ships?
StuartMorgan
Stuart joined
Developer of Galaxial a 4X space strategy game for PC.