So sorting ship design in order would help ship designing. One thing I miss for ship design is something to filter ship components, for example only show engines or weapons.
Double clicking planet and opening planet view should be easy to do.
Also moving ships with mouse is something which is must to do.
Clicking the battle button is for debugging purposes. I will remove this when battle debugging is no longer needed.
There are only couple of ship images ready. The default ship image if correct one is missing is the scout which is the smallest image. Or was the really a bigger ship looking smaller than actually smaller ship?
Slider bars would be better, but that is slightly more difficult to do since sliders need to affect each others. I'll try to do it in future versions.
New worlds should be colonizeable. Did you have population in colonization ships? Colonization is done from the fleet view. You need to move ship to new world and view the fleet. Maybe colonization should be done also from planet view if there is your own colony ship orbiting the fleet...
Couple of keys which are important on Star Map view:
When fleet is selected, arrow keys make fleet to move as a standard move.
When fleet is selected R key allows setting fleet a route which then travels using FTL speed.
Space bar focus message and pressing second time space bar moves to next message.
Press any time F10 to take screenshots.
For debugging purposes P can be pressed and it switch player to AI player. For AI players can be controller same way as human player. Main purpose for this key is just view what AI has done so I can tweak the AI.
This is made with Java so executable is going to be Jar. I'll try to get very very simple game saving to be done then I could be make a runnable jar file.
Yup, all the stars and planets are on same map. But before star is placed it distance from other stars can be bigger than solar system width.
There three different attributes for engines: FTL speed, normal speed and tactic speed.
FTL speed is used when travelling longer distances but Fleet's scanner only function when FTL is being stopped between turns. So if something blocks you travelling FTL you need to go investigate with normal speed. Normal speed is also used when exploring the star systems. Third tactic speed is then used only in combat.
For the moment I will stick with only one FTL travel since I want game to be more playable first.
Currently I have been working with AI now. AI can now handle planet's building, research, space exploration and new planet colonization. There is still some issues with space exploration since it keeps exploring the same system over and over.
Thanks for the feedback.
So sorting ship design in order would help ship designing. One thing I miss for ship design is something to filter ship components, for example only show engines or weapons.
Double clicking planet and opening planet view should be easy to do.
Also moving ships with mouse is something which is must to do.
Clicking the battle button is for debugging purposes. I will remove this when battle debugging is no longer needed.
There are only couple of ship images ready. The default ship image if correct one is missing is the scout which is the smallest image. Or was the really a bigger ship looking smaller than actually smaller ship?
Slider bars would be better, but that is slightly more difficult to do since sliders need to affect each others. I'll try to do it in future versions.
New worlds should be colonizeable. Did you have population in colonization ships? Colonization is done from the fleet view. You need to move ship to new world and view the fleet. Maybe colonization should be done also from planet view if there is your own colony ship orbiting the fleet...
Danimal, there is now binary version available:
https://github.com/tuomount/Open-Realms-of-Stars/releases/tag/open-realm...
Couple of keys which are important on Star Map view:
When fleet is selected, arrow keys make fleet to move as a standard move.
When fleet is selected R key allows setting fleet a route which then travels using FTL speed.
Space bar focus message and pressing second time space bar moves to next message.
Press any time F10 to take screenshots.
For debugging purposes P can be pressed and it switch player to AI player. For AI players can be controller same way as human player. Main purpose for this key is just view what AI has done so I can tweak the AI.
This is made with Java so executable is going to be Jar. I'll try to get very very simple game saving to be done then I could be make a runnable jar file.
Yup, all the stars and planets are on same map. But before star is placed it distance from other stars can be bigger than solar system width.
There three different attributes for engines: FTL speed, normal speed and tactic speed.
FTL speed is used when travelling longer distances but Fleet's scanner only function when FTL is being stopped between turns. So if something blocks you travelling FTL you need to go investigate with normal speed. Normal speed is also used when exploring the star systems. Third tactic speed is then used only in combat.
For the moment I will stick with only one FTL travel since I want game to be more playable first.
Today I played first longer play against AI. AI now redesigns battleships explores the space and colonizes new planets.
Couple of new screenshots:
Screenshot above is AI's defense fleet. Notice that there have been couple of different versions of Destroyers.
Screenshot above is taken from human player's starting system. In this game I got pretty lucky since all planets in starting system were habitable.
Currently I have been working with AI now. AI can now handle planet's building, research, space exploration and new planet colonization. There is still some issues with space exploration since it keeps exploring the same system over and over.
Thanks, Snabisch!
Yup, Surt's cc0 scraps contains amazing art. There are couple of monsters which could be also alien race. Thanks for the idea!
Thanks.
I haven't todo list or dev roadmap.
For art I have tried to find good alien pictures for diplomacy screen here from OGA, but I haven't decided what to use.
I was thinking to use these two:
http://opengameart.org/content/modular-reticulan-portraits
http://opengameart.org/content/race-or-die
But those are quite small and artisticly different quite much from the current content. Any idea for better alien face graphics?
Stars and nebulae in Open Realm of Stars using is now available in OpenGameArt:
http://opengameart.org/content/starfield-and-nebulae
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