There will be a new release soon! If you want a preview you can compile the latest release candidate ( Github.com )
There will be a new release soon! If you want a preview you can compile the latest release candidate ( Github.com )
Be sure to grab the Alpha 3.1 patch or you might have trouble buying a new ship if NPC traders are swarming the shipyard.
Be sure to grab the patch: Indiedb.com
No, unfortunately I am going to say the minimum system requirement is 4GB of RAM. The game itself needs slightly over 2GB to be stable. I had some others look at it, and I don't see how to significantly reduce RAM usage without cutting features. To work on a system with 2GB of RAM, the game would probably need to be using only about 1GB.
My reply was too long to post here, I've sent you a message.
Short version:
1. First and foremost, none of those are open source. Besides that, neither of those games are going to have the kind of economic simulation and empire building features I am working on. This game is also cross platform.
2. The games aren't really all that similar, although both are set in space they are quite different. In Freelancer you have faster paced action and a more open world than X3 but you don't have the ability to scale (you can't own more than one ship, build space stations, etc). In X sectors are just 200km grids, in Freelancer they are (not scaled realistically) solar systems to freely fly through. I want to combine the fast paced action and exploration in Freelancer with the economy features and scalability of X3.
3. I want to focus on the behind the scenes simulation. I want a universe that evolves over time because of the actions of individual NPCs interacting with each other, where all actions have consequences. I'd like to have a simulation complex and challenging enough that no matter how good the player gets the world is always a threat to them, and ideally they'd learn something new about it every time they play.
I want my factions to eventually be show don't tell. Instead of telling you that they are pirates / navy I want to show this by having the NPCs behave differently. I want factions to be more than just sliding standings bars with different ships.
Hope this helps!
The player does die if he gets too close to the sun.
Technically there's no reason I can think of that it won't run on OS X, I just can't officially support it since I don't have a Mac to test on.
Good to see some new concepts coming after all these years!
It starts with a seed number and generates planet textures on the fly. A simpler, less advanced, version of the algorithm can be found in High Albedo.
There's also a function that keeps the universe fresh by adding and removing NPCs as needed.
Very nice, looks almost like Reunion.
Honestly, "noob protection" is overrated. Sure, making the starting sector safe is fine, but if you expect any kind of worthwhile multiplayer gameplay you need to allow players to destroy each other's stuff. In the single player X games, destruction is an ever present and vital part of the gameplay, as it should be in multiplayer as well. Besides, players will team up to keep control of territory just like they do in EVE Online, a game in which you can lose everything overnight if you aren't careful.
Scope creep is what made Nexus so amazing! That game has so many undocumented and poorly explained features that it takes a long time to master. I don't think you can make this kind of game too complicated. If this is like Nexus, then you only have a handful of ships to manage instead of hundreds or thousands in an RTS, so most of the tactics are going to come from the depth you get from fine control of those few vessels.
I loved Nexus: The Jupiter Incident.
It's the only decent 3D Java game engine. It's open source and I've been using it since it was in alpha so I've got a lot of practical experience with it.
It is capable of solid frame rates and scenes as detailed as any other major engine, you just have to play with it a little. And since it's open source I have a lot of freedom to modify it if needed to get something to work.
Java was also the language for my previous project High Albedo, but I wrote my own engine for that one.
I've never had a download authorized before its news article, that should be coming soon.
When I get into combat I hit F5 to defocus then use hit P twice to close the middle windows (since they hide each other automatically). But you bring up a good point I will look into this for v1.4 .
EDIT: Are you having issues managing a fleet?
Not at this time. If you complete a mission, you will be notified in a message. If you fail, you will be notified in a message. IF the mission aborts, you'll be notified. In v1.4 you'll be able to see mission progress. I'm reworking on the mission system and adding a complete campaign too.
Are your skyboxes procedural?
If so, you can make them look better by using more layers of noise with different colors and octaves.
I just want to say, since you said you wanted it to be like X-Rebirth, that as a long time X3TC and X3R fan I'd like to see working universe traders. Micromanagement is bad.
Very helpful, I've sent you a message.
Awaiting authorization for High Albedo v1.2!
It's a campaign so opensp would break the mod.
Awaiting authorization for a new release that fixes some issues in the original.
Something must have gone wrong in processing, this was a 1080p video.
This is pretty useful, I've sent you a PM. FYI for anyone reading this there's a mini-tutorial in that comms window in the upper left corner of the screen, it says "welcome" at first.
I dare say failed isn't strong enough!
masternerdguy
Nathan joined
C-Family languages are my strong point. I'm currently occupied on Outlier.