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    • #61034
      PinbackPinback
      Moderator

      Kickstarter for a single player space combat game, looking for a modest $7,500 more details on Kickstarter https://www.kickstarter.com/projects/ravenswordindustries/project-orion-0

       

      Website http://www.projectoriongame.com/

       

      https://www.youtube.com/watch?v=L6W2w2qX8qs

       

       

       

      Project Orion is a first person space combat experience. It features epic large scale battles, intense dogfighting, and an in-depth storyline. Project Orion takes place in a future where humanity has been at war for decades, only to find that their true enemy, a threat to their very existence, has just appeared. As a veteran pilot in the TDF navy outfitted with the latest in starfighter technology, you are on the front lines of the battle for our survival.

      Quick Feature Rundown  

      • Intense fast-paced combat, the core of Project Orion  
      • Utilize the advanced energy routing of you ship to switch strategies at a moments notice
      • Extensive customization and research system
      • Fully featured single player campaign with an in depth story
      • Squadron control system to issue orders to your allies in battle

      Platforms and Release Date

      The target platform for Project Orion is Steam for Windows, with an estimated release date of mid-August 2015.

      1651f56a8ca8920af202a9f13eae7d1e_origina

      Combat is at the core of Project Orion. The gameplay has been designed with a focus on what would give the player the best possible combat experience. For us that meant providing the player with as many options as possible to allow them to define their own unique play style.

      e4b0fbf93275fe07053f99dce07c20b0_origina

      41ffaa3e34ab3fc58c4810790880fb1e_origina

      The most powerful ability given to the player is the Orion’s dynamic energy routing system. This allows the player to change strategies on the fly by instantly sending your ships power reserves to whichever system you need most. You can use speed to outmaneuver your enemies, power up your shields to survive the most dangerous assaults, or overload your weapons to rain destruction on your foes.

       

      https://www.youtube.com/watch?v=L6W2w2qX8qs

       

      https://www.youtube.com/watch?v=M7MuiDEbdlo

       

       

      Fanatical - Official PC Game Keys

    • #107079
      PinbackPinback
      Moderator

      7 minutes of game play footage, only 14 days left on the Kickstarter and theirs still a good chance of hitting the target if they can get some more exposure of the game. they have also been Greenlighed on Steam so they may appear on Steams early access at some point in time.

       

      https://www.youtube.com/watch?v=etLaLhST6pI

    • #107080
      sscadminsscadmin
      Administrator

      Definitely looks promising and the visuals are actually quite good and the combat looks fun. Would be nice to hear more about the campaign.

    • #107081
      PinbackPinback
      Moderator

      Not enough updates as far as I can tell as they seem to have only done 4 but they still have 11 days to go and target not a high one, so still a good chance they could hit it if they start pumping the updates out.

    • #107082
      Anonymous

      Hi guys, I’m actually the lead programmer on Project Orion and I’d really like to answer your questions and hear your feedback on our project.  DarkOne, what would you like to know about the campaign?  We’re going to be putting out more updates in the coming days and finding out what people want to hear would be fantastic.

    • #107083
      PinbackPinback
      Moderator

      Welcome to the forums Silent8Strike A few question for you regarding the game.

       

      Will you be able to explore you base ship between missions or are you going for the more static screens as in Wing Commander?.

       

      Noticed that their appears to be no leading target reticle in the game footage, will you be adding one?.

       

      Will their be a match target speed key?.

       

      Will their be a Paypal option at a later date, I only ask as I can’t use Kickstarter at the moment.

    • #107084
      Anonymous

      Welcome to the forums Silent8Strike A few question for you regarding the game.

       

      Will you be able to explore you base ship between missions or are you going for the more static screens as in Wing Commander?

       

      You will be able to explore your base ship in between missions. We’re using this as a more in-depth way of telling the story, rather than using just cinematics and static screens.

       

      Noticed that their appears to be no leading target reticle in the game footage, will you be adding one?.

       

      Its interesting that you mention a lead reticle, as the functional prototype code exists for one in the current build but we have it disabled.  If we enable it would you prefer it be toggleable or constantly enabled?

       

      Will their be a match target speed key?.

       

      This is a feature that has been requested before, and we think it’s a great idea.  It would be simple to implement this feature in future builds.

       

      Will their be a Paypal option at a later date, I only ask as I can’t use Kickstarter at the moment.

        

      I know that unfortunately Kickstarter’s payment system is an issue for many people.  We’re exploring our options right now as for what we will do post-Kickstarter, whether we will set up our own store or possibly use Steam Early Access.  We will post an update with any news regarding this in the future.

    • #107085
      PinbackPinback
      Moderator

      I would say that the leading reticle should be on as default and you should definitely add the match speed key along with a ship roll keys and the boost key if you don’t have them already.

       

      I would also say that you should add the enemy ship hull and shield strength to the center target or onto the reticle.

    • #107086
      Anonymous

      I would say that the leading reticle should be on as default and you should definitely add the match speed key along with a ship roll keys and the boost key if you don’t have them already.

       

      I would also say that you should add the enemy ship hull and shield strength to the center target or onto the reticle.

      Thanks for the feedback, having the enemy shield and hull stats somewhere visible is a good idea.  We will definitely be implementing the match speed key soon.

    • #107087
      PinbackPinback
      Moderator

      You guys need to be doing a lot more updates as you are about the half way mark and you can still hit your target, have you contacted Brain on SPG http://www.spacegamejunkie.com/ as he might be able to do you a podcast in the next couple of days as well as hitting some of the youtuber who cover games.

    • #107088
      Anonymous

      You guys need to be doing a lot more updates as you are about the half way mark and you can still hit your target, have you contacted Brain on SPG http://www.spacegamejunkie.com/ as he might be able to do you a podcast in the next couple of days as well as hitting some of the youtuber who cover games.

       

      You’re right, and were preparing a couple of big updates we will release today and more over the next few days.  We have been in touch with Brian, and just recently sent him the latest build of Project Orion to preview.

       

      On a related note, do you think it would be beneficial to release this build to the public? Its something we have been considering over the last few days as it’s stable enough.

       

      Edit: Our latest update has been released – https://www.kickstarter.com/projects/ravenswordindustries/project-orion-0/posts/1256579

    • #107089
      PinbackPinback
      Moderator

      On a related note, do you think it would be beneficial to release this build to the public? Its something we have been considering over the last few days as it’s stable enough.

       

      Was just going to ask if you had any plans to release a demo of the game, no idea how much of a difference it will make to the Kickstarter but you should start seeing some feedback on the game if you go ahead with it.

       

      Nice update on the game. :good:

    • #107090
      Waervyn
      Participant

      Backed! Not sure if you guys are going to make it, but hope so! Looks awesome 🙂

    • #107091
      PinbackPinback
      Moderator

      Demo now available on the Kickstarter page and they are asking for feed back on their forum. http://www.projectoriongame.com/forum/thread-52.html

       

      Anyone know what size of download this is?.

    • #107092
      Waervyn
      Participant

      Oh man, wish I could try this out now and give feedback. I’m away on fieldwork with a crappy laptop 🙁

    • #107093
      PinbackPinback
      Moderator

      Just over the $4 grand mark and another 57 hours to hit the target.

    • #107094
      Anonymous

      Thanks for backing us Waervyn!  The deadline is looming, but we’re going to keep moving forward with updates and PR and hopefully we get a last minute bump.  Pinback, the demo is almost right on 1GB.  Its large but did my best to compress it and 3.2GB to 1 isn’t a terrible ratio.

    • #107095
      PinbackPinback
      Moderator

      Thanks for backing us Waervyn!  The deadline is looming, but we’re going to keep moving forward with updates and PR and hopefully we get a last minute bump.  Pinback, the demo is almost right on 1GB.  Its large but did my best to compress it and 3.2GB to 1 isn’t a terrible ratio.

       

      Good compression but far too much for me unfortunately.

       

      Looks like they have had a last minute bump as they are the $6 grand mark but still need about $1500 to hit the target and only another 19 hours to go.

       

      New update and the demo has been updated. :good:

       

       

      We’re back with another big update on the project, with more story, art, and design news. 

      First however we want to take a minute to discuss the Kickstarter campaign. We’re just under 48 hours from the end, and we’ve still got quite a way to go. At this point all we can try and do is reach as many people as possible and hope for the best. We know all our backers have done everything they can to help us, and we’re extremely grateful for that. If you know anyone who might be on the fence about backing, this is the time to convince them! 

      No matter how the campaign ends we will be finishing Project Orion, but we may have to sacrifice some of our vision to do so. Now on to the actual update! 

      Campaign and Missions 

      Today we want to share some more specifics on the campaign, including flow, mission count, and mission types. 

      Beginning with progression, the campaign will move forward with the completion of individual missions launched from the mission/galaxy map. In between missions you will have the opportunity to explore the interior of your Capital Ship where you can customize your ship, speak to other characters, and overhear their conversations with others. We plan on adding more unique content to interact with as well. The capital ship gives us a lot of freedom to express the story in both direct and indirect ways, and we plan on taking full advantage of it. 

      b7875bb48ab62947c20bdc6fd4503dfc_origina

      We currently have 15 fully-featured missions planned, featuring a wide variety of gameplay. From epic two sided battle missions (like our current demo), to stealth, assault, pursuit, escort, and even out of ship exploration. We’re focused on providing great variety in the missions so that each one will be unique and interesting, rather than repeating the same style over and over. 

      Art Updates 

      We’ve got a few more ships currently in progress to show you, in this case both frigates. 

      048abdee5ed46f7ef2033aa2dbcfaf34_origina

      While significantly smaller than their capital ships, the Arckin frigate is still a force to be reckoned with. Typically deployed in small numbers as scouts ahead of a larger fleet, or in support of a capital ship. They can easily go toe-to-toe with a TDF frigate or in larger numbers even a capital ship. They carry a surprisingly large amount of support fighters as well given their size. 

      08ea190d8fd226c8171b773bf4c3263b_origina

      The TDF frigate is an aging but robust design. Carrying a much larger engine than most ships of its size, it’s often used for shock value by charging at enemy formations and firing from close range. This oversized powerplant also allows it to be heavily armored without impeding maneuverability. Its primary weapon, stretching almost the full length of the ship, is a railgun capable of firing projectiles at over 20 kilometers per second. It has a small hangar allowing it to deploy a few support fighters, but depends mostly on its anti-fighter turrets to keep small craft away. 

      Squadron Command Design 

      Although still in the design stages, we want to go into detail on the current implementation of squadron commands. Commands will be given from a radial menu similar to the Energy Routing menu in game right now. Because of the fast paced nature of combat, stopping to give precise orders is just not an option. To account for this, time will slow significantly while the order menu is open, allowing you to free look and designate target for orders without worrying about flying into an asteroid. The final list of commands isn’t finalized, but we will be sure to keep you updated on future developments. 

      Demo Update 

      Yesterday we updated the demo to fix a few input related bugs, such as inversion and the auto-roll functionality.

      Thats all for now!

      -The Project Orion Team

    • #107096
      sscadminsscadmin
      Administrator

      Congrats on making the funding goal on Kickstarter!

       

      Hopefully that will give you some added motivation 🙂

       

      Those models look great and can’t wait to see what you do with the interiors.

    • #107097
      PinbackPinback
      Moderator

      Awesome that they hit the target 😎 hope we a PayPal option in the future so the rest of can get in on the game.

    • #107098
      Anonymous

      We we’re amazed at how quickly things turned around in the last 24 hours of the campaign.  I think it had a lot to do with being a featured project for that last day, as our biggest issue during the campaign was lack of exposure.

       

      We’re working on setting up a paypal backing method right now, and it should be ready in a few days at the most.

    • #107099
      PinbackPinback
      Moderator

      Exposure important but anyone doing a Kickstarter has to be prepared to do it as a second job as in 24/7 for the length of the Kickstarter and anything which gets over the 50% mark usually has a good chance of being funded.

       

      Nice one Silent8Strike will keep a look out for the PayPal option. :good:

    • #107100
      PinbackPinback
      Moderator

      Store page is up with two options, a download version and a box version of the game. :good:

    • #107101
      Anonymous

      Just wanted to stop in and post a bit of an update. For one thing we’ve just started releasing early alpha builds to all Alpha backers and above.  The Alphas will have a lot of new content in them, so people without Alpha access can expect lots of content in the Dev Blog posts coming up.  We’ve got a post here detailing the new content here:  https://www.projectoriongame.com/news-05-alpha-begins/

       

      We’ve also released quite a few Dev Blog posts discussing our progress and showing new content.  You can check them out here:  https://www.projectoriongame.com/category/devblog/

       

      I’m still around to answer any questions as well, so please post if there is anything you want to know.

    • #107102
      PinbackPinback
      Moderator

      Any news on when the game will hit Steam?

    • #107103
      Anonymous

      Any news on when the game will hit Steam?

       

      No news yet, we will be posting an updated timeline near the end of this alpha phase.

    • #107104
      sscadminsscadmin
      Administrator

      Nice break down of the alpha and how content is going to be added during it. I am sure ship upgrades will need a lot of tweaking and balancing over this process.

    • #107105
      PinbackPinback
      Moderator

      Looks like the game will be delayed, not too surprising as most Kickstarter are.https://www.projectoriongame.com/news-06-the-road-ahead/

       

       

      With the end of August fast approaching Project Orion is nearing its projected release date. Unfortunately that is the focus of our post today, and we want to be upfront with the news: Project Orion will be delayed.

      This is something that we’ve been discussing internally for some time now, and after much deliberation we concluded that this is the best course of action in order to make Project Orion the game we all want it to be. However, we do owe you an apology. We set the release date too hastily. It’s a hard lesson, one to take to heart for the future.

      It wasn’t easy coming to this decision. We took a hard look at current workloads and what we needed to get from where we are now to a polished and awesome final product . Even though everyone is working at full speed, we concluded that we need another 16 weeks to get there.

       

      Good new is they don’t anticipate any problems and you can check the new roadmap here https://www.projectoriongame.com/roadmap/

       

       

      What’s Changing?

      How does this affect the budget?

      Obviously increased development time will cost more money. However, we’ve crunched the numbers and the results are good. We don’t anticipate any financial issues resulting from the increased development window.

      Are you cutting any features?

      Absolutely not. Wanting to stay true to our vision and keep our promise to our backers was the main reason behind extending our development schedule.

      How will updates work going forward?

      In order to focus more of our time on making Project Orion and pack more interesting and varied content into each update, we will be moving to a bi-weekly update schedule. This means every other week there will be a new entry in the Dev Blog. Of course we will still announce important updates and news as soon as possible.

    • #107106
      PinbackPinback
      Moderator

      New vid out showing weapons WIP

       

      https://www.youtube.com/watch?v=Ufg0PVc9ZyI

    • #107107
      PinbackPinback
      Moderator

      update on the blog. https://www.projectoriongame.com/dev-blog-14-development-challenges/

       

       

      One of the biggest challenges we’ve encountered working on Project Orion is getting across just how massive some things are. Way back in the initial concept stages we had planned on most battlefields covering up to 10 square kilometers (roughly 4 square miles). We quickly ran into several issues, the biggest being it was hard to find targets, it was nearly impossible to fill a space with useful content, and things seemed way too small.

      This might seem strange, but in order to allow maps of that size everything moved significantly faster, and a 2km long capital ship seems pretty small when you can fly its entire length in 5 seconds. The decision was made to seriously scale back both the size of the battlefield and movement speed.  This brought us closer to what we wanted when we designed the game: fast-paced intense dogfighting taking place in epic close-quarters battles. Still however, the scale was hard to really take in.  We’ve found that this is natural when the environments don’t provide a lot of reference points (space is like that), and you’re moving at high speeds.

      With that in mind we put together a quick reference image comparing the scale of the current TDF ships, and yeah the capital ship is actually that big.

      scaleComp-1080.png

      Massive ships aside, another issues we encountered with huge levels was actually a serious engine limitation. Unity stores all numbers relating to position and rotation with standard 32-bit floating point numbers. A float can only be so large, so as the size of the number increases you begin to lose decimal precision to compensate. Eventually (around 5km from the world origin of 0,0,0) the precision becomes so low that things seem to shake. What’s happening is precision values are being rounded, causing jerky camera movement.

      The developers of Kerbal Space Program had to overcome the same issue, which if you’re interested you can read more about in their dev blog post here. So far we’ve managed to stay within that magic 5km limit, but in future levels we may be pushed to solve the issue once and for all, probably using a similar moving origin system that the Kerbal devs implemented.

       

      Think this a hugely important if a game get it wrong then it does not matter how good the game it will always feel wrong.

    • #107108
      PinbackPinback
      Moderator

      Blog update 15 https://www.projectoriongame.com/dev-blog-15-alpha-2-prep/

       

       

      Voice Acting

      One of the most important parts of delivering a great story is having a cast of fully voiced characters. To that end we’ve been working on casting all of our major roles over the past couple weeks. We’ve received a huge number of great voice auditions recently and we’ve been meeting and discussing our potential cast frequently. Currently we haven’t made any final decisions, but we’re getting close to narrowing it down.

      Once we’ve chosen our cast we’ll be able to begin the recording process for our voice acted content. This means we’ll finally be able to create fully voiced story cut-scenes, allow the crew of your capital ship to interact with you between missions in a meaningful way, or allow you to hear your allies fighting alongside you in battle. Basically, this is a big deal for us.

      After we’ve gathered our voice recordings we’ll of course need a system in game to play those lines of dialogue at appropriate times and sync them with their matching subtitles. Over the past week we’ve designed and implemented a system that neatly handles all of these functions, and in the next few days we’ll be testing it to ensure it’s ready for full use in our next Alpha.

       

      Let hope it not as bad as The Tomorrow War then again nothing can be as bad as the voice acting in The Tomorrow War.

       

      No new of the Steam access yet?.

    • #107109
      Anonymous

      Blog update 15 https://www.projectoriongame.com/dev-blog-15-alpha-2-prep/

       

       

      Let hope it not as bad as The Tomorrow War then again nothing can be as bad as the voice acting in The Tomorrow War.

       

      No new of the Steam access yet?.

       

      Believe me, we’ve heard enough terrible voice acting that we wouldn’t force it on anyone.  From the casting we’ve done so far I’m confident that the quality will be there.

       

      Concerning Steam, it and the DRM free version are scheduled to be released simultaneously in December.  We don’t have an exact date nailed down yet.  Or were you asking about a different kind of access?

    • #107110
      PinbackPinback
      Moderator

      Nope Steams the one I was asking about as I bought the game through the PayPal option and have been waiting for some news about any early access or release.

       

      as you are here, I have a couple of question for you.

       

      1 Will there be any side missions maybe for some one on the base ship, flown outside of the main missions/story.

       

      2 training/ tutorials more of a suggestion this but you may want to think about putting the training/tutorial mission in a simulator which can be accessed in game by the player when on broad the base ship instead of the usual way of having them in the first mission. reason being that I find if I stop playing a game then return to it a few months later I can never remember what does what and have to start the game again in order to access the in game tutorial.

    • #107111
      Anonymous

      We always looking forward to answering questions, the more the better  🙂

       

      1. We haven’t thought too much about side missions at this point.  We’re definitely not against having more content but that will really come down to how much time we have after polishing off the important story missions.

       

      2. You’re absolutely right, and this is something we’ve thought a bit about.  Right now the plan was to have the tutorial accessible from the main menu, but having it somewhere in the ship would make it more of a part of the world rather than disconnected from everything else.

    • #107112
      PinbackPinback
      Moderator

      2. You’re absolutely right, and this is something we’ve thought a bit about.  Right now the plan was to have the tutorial accessible from the main menu, but having it somewhere in the ship would make it more of a part of the world rather than disconnected from everything else.

       

      I Know I would like to be able to access a simulator at any time in the game but some people may be expecting the first mission to a training mission as normal.

      It’s just occurred to me that the first mission in the game could be run as a normal training mission, But at the end of it, it is reveled to the player that they have been in the simulator. That way you get both the in game simulator which can be accessed at anytime and those player who expect the first mission get what they expect with a bit of a twist.

    • #107113
      PinbackPinback
      Moderator

      Some important news about he release of the game. https://www.projectoriongame.com/news-07-the-state-of-affairs/

       

       

      First off, we would like to thank all those of you who have been following our progress throughout the development of Project Orion. Everything we’re announcing today is intended to be in the best interest of the game and all those who want it to be the best it possibly can.

      Previously, we had planned to release Project Orion this December, a goal we thought we could meet if we worked as hard as possible and dedicated every minute possible to the game. Since our Kickstarter finished we’ve done just that,  and have been working non-stop to meet that deadline. Even after all the progress we’ve made the reality is we haven’t come far enough. After a long and hard discussion about the slim possibility of completing Project Orion by December, especially with the the level of quality we want, it was clear that we needed to modify our plans.

       

      So, what were we going to do? Pushing the release date wasn’t an option as we’d already done it once, twice was unacceptable. Cutting missions and reducing the scope of the project was immediately dismissed. We know what we want the game to be, and we were not going to release what would be a shadow of our original vision. We considered several other options that could allow us to release by December, but when it came down to it none of us were willing to sacrifice any amount of quality or to compromise the scope and ambitions of the game.

      We finally settled for the only plan we could agree on : a two part release.

      Two Part Release

      We realized the one thing that was stopping us from finishing in December was also the one thing we could sacrifice to keep the project on track – time. As long as we were willing to keep working beyond December we could maintain the scope and quality we wanted for the game. This means Project Orion is still going gold this December, just not all of it. We will instead be releasing Project Orion – Part One.

      Part One will contain all of the gameplay features we’ve announced thus far including all combat systems, character interaction, and ship customization. However, the campaign of Part One will consist of the first six missions covering the initial months of the Arckin war, with the remaining missions and conclusion to be released in Part Two. This means the full story of Project Orion will be split between two releases, but there will still be plenty of content for you to play through come January 8th.

      Yes, Part One has an official release date of January 8th, 2016,  launching on Steam and DRM free!

      Project Orion – Part One will release January 8th 2016!

      We realize that this may raise some questions and concerns, so we’ll try to clarify a few things right away:

      • Anyone who purchases or has purchased Project Orion will receive Part One and Part Two. Part Two is not an expansion or DLC, it is a free addition to the game.
      • We are not removing features, missions, or any other content because of these changes.
      • We will not need additional funding to complete Part Two, we will never ask you to pay more.

       

       

      For those of you who contributed to Project Orion on Kickstarter and are looking forward to your physical rewards, such as the Collector’s Edition of the game, we will be reaching out to you in the near future regarding when and how you would like those rewards to be distributed.

       

      Don’t forget about us who bought the physical game through PayPal.

    • #107114
      Anonymous

       

      Don’t forget about us who bought the physical game through PayPal.

       

      Don’t worry, we definitely haven’t.  We should be reaching out to everyone later this week.  Also, good idea for the simulator/tutorial integration, I’ll definitely be running it by the team 🙂

    • #107115
      PinbackPinback
      Moderator

      Couple of major changes to the game in the latest dev blog https://www.projectoriongame.com/dev-blog-18-narrowing-our-focus/

    • #107116
      PinbackPinback
      Moderator

      New blog update https://www.projectoriongame.com/dev-blog-19-holiday-update/

       

      When that Steam release coming.

    • #107117
      PinbackPinback
      Moderator

      New dev log out. https://www.projectoriongame.com/dev-blog-20/

       

      With so many changes they could do with doing some new video.

    • #107118
      PinbackPinback
      Moderator

      New game play video out and blog https://www.projectoriongame.com/dev-blog-21/

       

      https://www.youtube.com/watch?v=I4i46fFjlM4

       

      Gone a bit Battlestar Galactica at the start :good:  , like the little detail of the thruster being fired on the ship as it turns :cool:, weapon sound are still bit on the weedy side and what is that red honeycomb that appears, shields?.

    • #107119
      Anonymous

       

      Gone a bit Battlestar Galactica at the start :good:  , like the little detail of the thruster being fired on the ship as it turns :cool:, weapon sound are still bit on the weedy side and what is that red honeycomb that appears, shields?.

       

      Glad to see you like the launch tunnel, it was definitely Battlestar inspired.  I’ve forwarded your feedback on the weapon sounds to our audio guy, and he agrees. He’s been wanting to take another crack at them for a while, but has been pretty busy with voice acting.

       

      That red honeycomb indicates the edge of the level.  It’s not the most elegant way of showing it, but we haven’t thought of a better way of doing it yet.

    • #107120
      PinbackPinback
      Moderator

      That red honeycomb indicates the edge of the level.  It’s not the most elegant way of showing it, but we haven’t thought of a better way of doing it yet.

       

       

      You could always just have the ship computer/AI tell the player to “stay on target” (guess which films that from :biggrin: ) and have the player ship change course automatically.

    • #107121
      Anonymous

      You could always just have the ship computer/AI tell the player to “stay on target” (guess which films that from :biggrin: ) and have the player ship change course automatically.

       

      Haha, yeah we do have code in there for a voice prompt when you go beyond the border but we’ve never tried taking control of the ship to force you back.  Might give that a try in the future to see how it feels.

    • #107122
      PinbackPinback
      Moderator

      I would definitely say take the red honeycomb out as it just looks totally out of place.

    • #107123
      PinbackPinback
      Moderator

      New dev blog out https://www.projectoriongame.com/dev-blog-22/

       

       

      Last week we ran our first large-scale playtest session in almost a year, and were happy to report it went great!

      It took place at Algonquin College (where Project Orion began) and involved almost 30 current Game Development students.  We’d like to take a moment to thank all those students for playing and everyone who helped organize the playtest, it will definitely help make Project Orion a better game!

      Having the testers and developers in the same room provides a great opportunity to see issues that might otherwise go unreported.  The playtest involved two Missions with different environments and objectives, and our primary goal was to get as much gameplay feedback as possible.  Our testers provided us with great detailed feedback on what they liked, what they didn’t, and most importantly why they held those opinions.

      The immediate result is that we’ve prioritized several changes that will make the game drastically more fun and satisfying to play.  We’ve also compiled a list of new features and issues to fix that are lower priority but will definitely help improve the experience.

      For our Alpha testers reading this and wondering “When will we get to test the new build?!” we have good news: we plan on having a new release within a month!  The work that went into the playtest was exactly what needed to be done for the next Alpha build, so we’re very close to having a new version ready to release.  The only things remaining are those newly identified high priority issues and putting the final touches on the Project Orion launcher so we can release patches and new builds easily.

    • #107124
      PinbackPinback
      Moderator

      New warp video and dev blog out https://www.projectoriongame.com/dev-blog-23/

       

      https://www.youtube.com/watch?v=mSOkahusPDU

       

      Think that might be a nod to Starwars or the first Star Trek film. 😎  wounder if they sorted that honeycomb issue out.

    • #107125
      sscadminsscadmin
      Administrator

      Looks pretty good, I take it the warp process can be interrupted by outside forces other than you stopping the process?

    • #107126
      Anonymous

      wounder if they sorted that honeycomb issue out.

      The honeycomb effect at the edge of the mission area is still on the list of things to improve. For now we’ve toned it down to make it less solid-looking and less intrusive.

       

      Looks pretty good, I take it the warp process can be interrupted by outside forces other than you stopping the process?

      Definitely.  The main thing that will interrupt the process is becoming unaligned with the vector, so collisions would definitely cause issues there.  Also, if anything were to come between you and the warp target the jump would no longer be safe and interrupted as a result. There may be more mission-specific things as well, like warp field disruptors and such.

       

      We’re also toying with the idea of the jump requiring enough energy to execute. As an example, if your shields are online and you’re taking damage you would quickly be too low on energy to jump.

    • #107127
      PinbackPinback
      Moderator

      new dev blog out. https://www.projectoriongame.com/dev-blog-24/

       

       

      Customization Update

      Ship customization is a big part of Project Orion.  It’s the best way for us to allow players to tailor their experience to their specific strategy and playstyle.  This month we’ve been working on everything from the user interface to how we handle weapon and attachment data internally.

      The first thing we should talk about is how you get more weapons and attachments while playing.  Previously we tried an approach based on a currency we were calling â€œresearch points”.  Completing missions would reward you with these points which would in turn allow you to acquire a new attachments.  They were limited, so you could only acquire  a limited number of attachments by the end of the campaign.  While this added to replayability and made choosing a bit more difficult we also realized it limited the player’s ability to try new things.  We’ve now moved to a tiered approach, with new tiers being unlocked as the story progresses.  You can then mix and match all the new weapons and abilities without any artificial limitations.

      The only limitation now is how much power you have to work with. Different attachments have different power requirements, so you’ll have to balance more powerful attachments with those of other systems. Another important consideration to make is that remaining free power is available to use in combat when routing energy, so maxing out your energy usage with attachments might not be the best decision.

      We’ve also been spending a lot of time implementing the new user interface for customizing the Orion. While the layout and appearance are likely to change down, the road the UI is now fully functional and ready to go! This is one of the last big milestones we needed to reach before we felt comfortable releasing a new Alpha build, so stay tuned for more information on that in the coming weeks.

      Here is short video showing how the interface functions. Excuse out placeholder assets!

       

      https://www.youtube.com/watch?v=W-pdjjITRkI

       

      This month a lot of work has gone into deciding which attributes of the Orion are controlled by the attachments you have equipped. Some are fairly straightforward, like top speed, hull strength, and shield resilience. Others focus on the Orion’s unique energy abilities, and in many cases there is an entirely separate set of specifications for when energy is routed to a system.

      All of this information was previously saved in a way that made it impossible to modify once the game had been built, making it very difficult to test and balance these values. To remedy this issue we spent a lot of time converting all essential data to be read from external files. This is typically how this kind of data would be stored, but unfortunately it wasn’t how we initially designed these systems two years ago. While this isn’t a change you will see directly when playing Project Orion it will really help our internal testing and balancing, resulting in a better experience overall.

       

      Read the rest on the blog.

    • #107128
      sscadminsscadmin
      Administrator

      UI and the visuals look great. But just like any ship customization’s you have to try them out to see how they act and if balancing is decent. Balancing has got to be one of the toughest jobs in game design.

    • #107129
      Anonymous

      UI and the visuals look great. But just like any ship customization’s you have to try them out to see how they act and if balancing is decent. Balancing has got to be one of the toughest jobs in game design.

       

      Thanks for the comment on the visuals!  You are absolutely correct that balancing is not an easy thing to get right.  We’re lucky to have a team member who has professional experience with QA, and his only responsibilities are to find bugs and test balance.  Hopefully that combined with tester feedback will let us balance everything well.

    • #107130
      PinbackPinback
      Moderator

      New dev blog out https://www.projectoriongame.com/dev-blog-25/ and they will be at long last heading towards Steam EA. http://store.steampowered.com/app/376620

       

       

      After a long wait, we’re finally prepared to start our alpha testing in earnest. One of the final steps was deciding the best way for our testers to get access to the latest updates and fixes as we finish them.  We realized the easiest way to do that is to take advantage of being Greenlit and release them directly through Steam!  We’ll be in contact with our alpha testers in the coming weeks with more details on the process and how to access the Project Orion alpha on Steam.

      nebulaFleet_spacer.jpg

      As part of preparing for Steam distribution of test builds, we’ve also released our Steam store page!  This marks a big internal milestone for us as it shows just how far we’ve come.  It’s been a long road, and there is still plenty of work ahead, but the feeling that comes from hitting these milestones really is one of the most rewarding parts of the development process. Along with this we’ve also updated all the screenshots in our Media page, and a new gameplay trailer is in the works.

       

       

       

      One of the bigger changes we’ve decided on for this month relates to aim assist.  Originally the game had no aim assist whatsoever, and while that was OK for players who had experience with flight and shooters in general, others found it very difficult to even hit their targets.  To help newer players we introduced a limited form of aim assist that was tied to difficulty.  We were never fully happy with that solution from a realism point of view so we’ve decided to change it.

       

      Have they put a leading target indicator in as I noticed it was missing from the videos we have seen. also a match target speed key would help.

    • #107131
      Anonymous

      New dev blog out https://www.projectoriongame.com/dev-blog-25/ and they will be at long last heading towards Steam EA. http://store.steampowered.com/app/376620

       

      Have they put a leading target indicator in as I noticed it was missing from the videos we have seen. also a match target speed key would help.

       

      Target lead indicator is definitely coming now that we’ve decided to have weapons that have no aim assist or target tracking abilities.  All the logic is actually already there as we use it in the aim assist system, we just need to handle the visual component.  We implemented a match speed button a little while back and it does really help when you’re trying to follow enemy ships.

       

      I should also clarify our Steam news. While we have launched the Steam page we currently have no plans to do Early Access.  We just don’t feel right with the whole concept behind it and we think it would hurt development more than help at this point.

       

      We will be sending Steam keys to our Alpha-tier Kickstarter backers and those who pre-ordered through our website very soon. These keys will allow them to download test builds directly through Steam as we release them.

    • #107132
      sscadminsscadmin
      Administrator

      I should also clarify our Steam news. While we have launched the Steam page we currently have no plans to do Early Access.  We just don’t feel right with the whole concept behind it and we think it would hurt development more than help at this point.

      Personally I thank you for this, too many developers are doing early access and then staying in that state for years sometimes.

    • #107133
      PinbackPinback
      Moderator

      Alpha now on Steam. :gamer:

    • #107134
      PinbackPinback
      Moderator

      New blog out https://www.projectoriongame.com/dev-blog-26/

       

      I been playing the Alpha over the last week and I’m pretty impressed with what they have done so far, although their are only 2 mission to play through and the first one throws you into a big battle. So expect to die a number of times until you get used to the keyboard layout which is standard one apart from the tab key which I keep thinking is the afterburner key but in fact is the camera change key, note that all key can be changed in the options.

       

      The game does have an auto spin as default but it can be turned off in the options and I also found it was necessary to reduce the mouse speed as well.

       

      One thing I don’t like is if you fly through the red honeycomb the game will give you a number of second to return to the battle and if you don’t it kills you and it game over. 

       

      No crashes which was bit of surprise given that it an Alpha and my only technical problem was that the game did not like my monitor settings and old graphic card so I ended up playing it on the low setting and with an odd screen format but it ran silky smooth and once they get around to optimizing it some more I should be able to go back up.

       

      As it an Alpha not all the equipment loadout was in place and the UI still need some work on it, but it’s a great start and I’m looking forward to seeing the rest of the game.

       

      I wont say much about the story as so not to spoil for anyone apart from the fact that they have not gone down the usual space cadet story so beloved of theses games (at least that’s my impression so far) and the voice acting pretty good as well. 

       

       

       

       

       

       

    • #107135
      PinbackPinback
      Moderator

      New dev blog out https://www.projectoriongame.com/dev-blog-27/ looking forward to seeing more of it.

    • #111687
      PinbackPinback
      Moderator

      I been off Steam for a about a year so I have not being doing any updates and sadly this is one of the games which does not appear to have had any updates in about the same time. hopefully they will come back.

    • #111695
      sscadminsscadmin
      Administrator

      Their website is dead, so I think the project is dead 🙁

    • #111700
      PinbackPinback
      Moderator

      Look like I lost another £50 on that one, well not the first time it’s happened.

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