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No fighters are units. We had alot of go around to how the fighters should play out. They are real units now.
You "summon them as reinforcements" until you hit requisition limit. When ships die you get that requisition back, but slowly.
There is no "resources" but there is command points, which you must capture and hold in order to win the game.
There is 24 coffee stations optimally distributed throughout the ship.
The current plan is to lunch beta with 10v10 ship match up. See how that works with balancing. And quickly start adding ships one by one, watching the balance, till we reach about 40 ships total, 20 per each side. At that point adding ships will become slower, but hopefully will never really stop.
I am not sure. The shadow falls on the "navigational grid" and that gives you some depth cues about the map. For example in that screen shot you see that the big rock is really big, if the shadows were not there it could have been a pebble next to the camera for all we would know.
I am also working on perspective shadow maps to make shadows look better on such different scales.
Anuker? Did some one say Anuker?
This is actually not a planet cloud but a nebula. There will be as many sky domes we can produce. The planets don't move fast enough for you to see the day and night cycle. But if you could see them move yes.
I actually felt very therapeutic drawing them.
Yes this ship will and on carriers.
Yes its a RTS kind of a game, you get ships, they die, you get more ships, then you win!
Sadly music and sound is a week point. We don't have any one on the sound effects at the moment.
No home world screen shot will not be in the full game!? Everything else you see here maybe.
2aw has the same 6 degrees of freedom as Home World. You cant really grasp the battle fields from a small image you have to be able to rotate around the game play area to grasp whats going on.
The problem is there isn't any thing to sell so there is no credits. Its a military simulation not a trading game. There is in game Requisition Points which you use to buy units but they only last for that battle.
You right maybe i should focus on getting the FX really cool then they are just begging for the player to zoom in and see it.
No, there is no planet management at this point. Maybe for v3.
Thanks, looking at how to make atmo now.
Sadly colonization is out of scope. Maybe in a different game or some far far away expansion.
I am building a war game! Explosions! Ships moving! Not a "Excel based"-"Sim City" colony game...
Its just a dead Ice planet. Other planets will have atmosphere just need do more work.
Darkspace uses "buy in game credits" model. 2aw will have some thing like the "Freemium" model but scene there isn't any in game credits that you hold long enough will not work like Darkspace.
The problem I waned to void with having long term credits is that people that pay more or spend more time in game always win.
We have though at about this but its out of scope for version 1. Probably a easy place to expand once the game goes live via patches.
We decided against persistent flagship b/c it just gives more experenced player more advantage over less experenced players - an advantage they don't really need. This keeps each battle reasonably fair.
This game was not designed as a huge MMO scale time investment - but as simple fun thing you do once in while for most players. But what do you do always have some impact on the game world because the actual universe - where battles happen and who wins do have direct impact on the persistent part of the game.
Its probably the most complete
Sorry, this is the only concept i have at the moment.
Our texture artists deserves more then that!