Notifications
Clear all

To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Rogue System

Page 3 / 5
(@crisis)
Eminent Member
One final video in this series--this one cover landing and basic ship shutdown 🙂 

 

 

Thanks for all the great comments and support the past few weeks!
ReplyQuote
Topic starter Posted : March 16, 2013 23:08
(@pinback)
99 Star General

Another excellent vid Crisis you have run a great Kickstarter it's a shame the game has just not being able to find the backers.

 

One positive outcome of the Kickstarters is that I see from the the updates that you have found some people who are willing to work on the game.

ReplyQuote
Posted : March 19, 2013 00:38
DarkOne
(@sscadmin)
Illustrious Member Admin

As always Crisis a nice video that shows off something simple, but it really does contain a lot of small details for the folks that love the details. i did really like the concept of talking securely with stations/npcs and things like that, thought it was a nice touch. Actually sticking in the frequency might be a cumbersome like you stated.

 

What will happen to the player when trying to dock with a station and lets say you fire off some weapons or you crash inside the hanger? Any damage to the station or station go on the offense with you?

ReplyQuote
Posted : March 19, 2013 20:38
(@crisis)
Eminent Member

Hi. Thanks for the kind words, as always.

 

The station would receive damage, yes, and most likely if you crashed while landing the bay itself would be damaged and out of service for a time. Going offensive--that would depend on your standing with the station in question, and how aggressive you were being at the moment.

 

Yeah, there are going to be two far better methods for entering the channels if you decide to do it manually. I just had to work with the system I currently had at the time 🙂

 

Without a doubt, the funding aspect aside, I'm in a much better position now as opposed to when I started the KS. It's all good 🙂

ReplyQuote
Topic starter Posted : March 20, 2013 02:59
(@pinback)
99 Star General

A kickstarter post from Crisis announcing that the game will continue .

 

Hi all,

Well, there's about 3 hours to go, and although we had a great day yesterday and today it of course wasn't enough. The goal wasn't reached; but there's some numbers that I'd like to share that make me very happy--all of which due to the Kickstarter effort. Here's the before / after:

  • YouTube Subscribers: ~80 / 474 and climbing
  • Video Views: ~18000 / 78,419 and climbing
  • FaceBook Likes: ~32 / 142 and climbing
  • Rogue System-related articles: 1 / 5 (and two more in the works)
  • Website Visits: ~1900 / 8553 and climbing
 

Plus, one Podcast (and another happening next week), as well as a new subreddit. So, while not funded, the RogSys name is rather firmly planted within the genre now and this will be crucial in the future. 

Now, I made some obvious mistakes during the campaign (live and learn), other things were beyond my control. It's also too bad that promises aren't all that important to keep for some. In any case, it's all water under the bridge--so where to go from here?

What's next:

Firstly, I'll return to working on Rogue System as I was before the Kickstarter (full time rFactor2 work during the day, RogSys in the evening). The difference now being that I've had some great offers of assistance that will help move things along a bit faster. With voluntary help you never know exactly how much can be provided, or when someone has to leave the project; but, some help is far better than NONE 🙂

Near-Term Funding:

As for funding, I've had a couple investment offers, but none are a certainty at this point so I can't offer any more info currently. I also can't rely on them panning out 100%--just like Kickstarter proved, nothing is a certainty until it happens. So, after thinking long and hard about it I'm going to move to a "Minecraft"-like donation model over at the RogSys website. This is what I'm thinking (assuming nothing needs to be altered for legal reasons):

  • Any donation of $1.00 or more will sign you up for a monthly newsletter
  • Any donation of $20.00 or more will add you to the "Test team"--giving you access to the first public PRE-alpha version through to the final Core Module release candidate
  • Any donation of $20.00 or more will give you access to a private "Test Team" section of the forum where we can discuss the current test release and development ideas
  • Donations can be used toward the purchase of the Core Module, and any other item, if/when released (eventually, all KS reward items will be made available, and I'll make sure they are for equivalent amounts)
  • Donations are, by nature, voluntary, "at your own risk," and non-refundable. Without proper funding I can't make any promises (beyond the newsletter and use of any released public test versions) as to release dates or final content
  • If full funding is found via other means (such as a large investment) your donation will still be allowed to be applied toward released items, and you will remain as a member of the "Test Team"
  • Donations are not considered investments
  • Donations will be used towards the development of Rogue System
  • There will be a list of both short and long term funding goals, as well as a running total of donations-to-date, displayed on the front page of the website
 

So, let's say you donate $25 dollars, as an example. That donation would add you to the test team, with access to the test team forum area. Later, assuming the release of the Core Module and other items, you can apply your donation to their cost. I'm PLANNING a $20 cost for the Core Module, and $5 for the digital version of the Soundtrack CD. With your previous donation of $25 you could get both items at no cost. (Note: if private investment funding is found, prices may change a bit, but I'll do my best to retain that $20 price for the CM).

For the first public pre-alpha test version you will be able to walk within the Station hangar, enter your ship, take off, fly around, land, and exit the ship. But, there are a few things that have to happen before I can release this:

  • Implementation of a basic front-end UI (user-interface) that allows controls to be set up easily
  • First-pass implementation of final core ship-system functionality
  • Proper design pass on the Station and the first player-flyable ship
  • First-Pass implementation of Station Exterior
  • First-pass implementation of Station hangar interior
  • First-pass implementation of the first player-flyable ship
 

I'm implementing this funding option as many people have asked for it. I do NOT expect everyone to be excited about this plan as it involves some risk. By all means, if you do not feel comfortable with it, do NOT donate! You will still be able to receive new information and screenshots via the website to keep track of development progress, and I'd love to continue to have your input at the public area of the forums.

If full funding is eventually acquired and I can build a proper team with concrete scheduling, then I'll be able to set some solid goals that I can be held accountable for. Until then, this is my alternative for those that wish to take part in it...

Useful Links:

 

Thank You:

Finally, I want to thank each and every one of you for all the kind words, encouragement, and generosity shown over the past 35 days. I truly wish I could have rewarded you all with a successful campaign. However, I'm very thankful and honored to have encountered such fine people!

I'd also like to thank Gjon Camaj and Joe Campana of Image Space Incorporated for allowing me to attempt this AND retain my position at ISI. Not many employers would have been as supportive!

Now, I'm going to give a few days back to my family--I certainly owe them some time. Then I'll set about finishing the rework on the new website, restructuring the forums, and getting the donation system set up. I'll send an update through Kickstarter (which I learned I can do) when everything is ready to go. I hope it won't be more than two weeks...

Rogue System WILL be made. If anything I am more motivated than ever! We're just going to have to go about it the hard way. I hope many of you will come along for the ride. I'll do my best to keep in entertaining 😉

Michael

ReplyQuote
Posted : March 22, 2013 08:31
(@pinback)
99 Star General

Dev journal update from Michael  http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=136&sid=36b35b5b38541d4d3d23e5b383605c53

ReplyQuote
Posted : June 7, 2013 23:45
(@pinback)
99 Star General
(@pinback)
99 Star General

Another blog from Michael http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=144&sid=f36f62b2021c7abe40e29d0935d463fb

 

Got his rift dev kit.

ReplyQuote
Posted : June 23, 2013 00:06
(@pinback)
99 Star General

Blog update http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=146&sid=17f301811b8adefee99c8c1799ec8ff2

 

Very nice update on Colony Ship/Orbital Station.

 

 

I hope everyone had a good weekend. I'm back this week with a chat about how I concept, and an early look at the Nythian Colony Ship/Orbital Station.

My concept method progresses in three steps. First, I do rough sketches of the object in question, very quick and fast, until I get a basic design that I'm happy with. Next, I'll take those sketches and translate them to 3D with a basic model (what you see below). I take into account not only how the object looks visually, but in the case of ships for RogSys I also have to keep their functionality in mind. Once I have the basic model built I'll do a render of it and, in Photoshop, do a proper surface study (types of materials, aging, lighting, paint, etc) and add fine details (conduits, cables, antennas, etc). Thus, this creates the final concept piece that serves as a guide for final modeling and texturing.

So, as I said, what you're seeing here is the second step--the render I'll use to create the final concept.

 

 

 

OrbStat_WIP_zpsc0337c66.jpg

ReplyQuote
Posted : July 2, 2013 10:52
(@pinback)
99 Star General

New update about the Nythian Colony Ship/Orbital Station http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=147&sid=6bfbe8593a2d8a688fba6fb442528f36

 

 

 

NythianOrbStat_CONCEPT_zps83d4c52a.jpg

 

Love the look and style here, too me it look very like the 1950/60 Nasa art style.

ReplyQuote
Posted : July 9, 2013 11:41
(@pinback)
99 Star General

Another update detailing the inside of the station. 😎 read it here http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=148&sid=7a7a85dd2779d1c89db42c3f32f823f8

 

 

OrbStatHangarINT_CONCEPT_zps417f3c93.jpg

 

Well, while not 100% finished, I've spent as much time as I can on the concept for the hangar interior of the Orbital Station. Really, all that is missing are fine details--vents, small close-up paint and markings, etc. So, that said, here's what I have for the pre-alpha version:

The first thing you might notice is that I placed some people here and there to give a sense of scale, and there's a smaller freighter in the background. Hopefully this will give you a feel for the size of the space. The next thing that will catch your attention is probably the blue force field. This is a "Plasma Window" (you can get some more info on plasma windows on wikipedia). The purpose of the plasma window is to reduce atmosphere loss when the exterior door is open. So, basically you'll "taxi" from your docking slip to the holding area, the plasma window engages behind you and the outer door opens. After you leave the exterior door closes behind you as quickly as possible.

 

ReplyQuote
Posted : July 19, 2013 07:10
(@pinback)
99 Star General

Another ship update http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=152&sid=0ee56a4692cd70b18d16f390bbc731f9

 

This week's concept image showcases the S-31c "FireArc," built by Galactic Starfarer Industries. The FireArc is actually a re-purposed S-31b "Star Ferry" shuttle, used to ferry passengers from one station to another within the local star system. When your system is overrun, the powers-that-be quickly realize that the only way to defend the system is to go on the offensive. In desperation, they make use of their surplus of Star Ferry shuttles, upgrading the armor and adding various offensive and defensive systems.

 

 

 

GSI_S31_CONCEPT_zps2c6fa659.jpg

 

Love the retro look of the game. 😎

ReplyQuote
Posted : July 27, 2013 06:25
(@pinback)
99 Star General

View of the cockpit http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=155&sid=1de97fc432925944393dacba2c231304

 

 

S31_INTmodel_zps1fc1977a.jpg

ReplyQuote
Posted : August 25, 2013 00:12
DarkOne
(@sscadmin)
Illustrious Member Admin

Some great work being done here. Rogue System definitely needs more attention.

ReplyQuote
Posted : August 28, 2013 17:32
(@pinback)
99 Star General

Update about texturing the ship http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=169&sid=64a396bf6d8a057c5ee7c0ada3b37195

 

 

This is basic diffuse texturing--there's no normal or displacement maps, specular maps, etc. Those are pretty straight-forward though compared to getting a good UV mapping set up along with a nice diffuse map. As for the ship, this is the main hull with no cockpit module attached, nor is there an engine mounted. You can see the vacant left main weapon mount and upper attachment point (again for things like secondary weapon hardpoints, escape pods, etc). Finally, the radiators are fully extended.

 

 

S31_EXTwBASICTEX_zps0c0efb16.jpg

 

Very nice. 😎

ReplyQuote
Posted : October 1, 2013 11:49
(@pinback)
99 Star General

Some excellent news from Rogue System http://www.roguesystemsim.com/VForums/discussion/23/rogue-system-finds-publishing-partner#Item_1

 

Simulator to the PC

 

League City, TX – 11/05/2013 - Digits Crossed Interactive (DCI) is pleased to announce that it has entered into a publishing agreement with Image Space Incorporated (ISI) to bring Rogue System--a new Space Combat Simulator that blends the classic space combat gameplay of the 90’s with the detail and fidelity of a modern “hardcore” flight simulator—to the PC. 

 

“I’m thrilled to have the opportunity to work with ISI,” says Michael Juliano, owner and founder of DCI. “They see in Rogue System an intriguing variation to typical space combat sims and are fully supportive of my vision for it.” Expanding on this, Gjon Camaj, Vice President of Development at Image Space Incorporated says, "We are excited to partner with Michael and his vision for Rogue System. It is great to see his passion as he helps to reinvent the space sim genre."

 

Rogue System’s Core Module will take space sim gameplay in a unique direction by allowing players to take control of their ship at system and sub-system levels from pre-flight to post-flight. Players will need to know their ship inside and out to get the most out of it at all times, especially during combat. Later, Expansion Modules will extend the life of Rogue System by adding new ships, campaigns and gameplay styles.

 

Rogue System’s two-year development cycle officially began on November 1st, 2013. The first major goal is for the release of an early, playable Alpha version in 1st quarter 2015. The Gold release of the Core Module is scheduled for 2nd quarter 2016.

 

Digits Crossed Interactive, LLC was formed on January 2, 2013. Its founder, Michael Juliano, has 14 years’ experience in the game development industry. ISI was founded in 1992. Their first title was Zone Raiders, published by Virgin Interactive. After creating a series of racing titles for EA they moved to self-publishing with the rFactor racing sim series.

 

ReplyQuote
Posted : November 6, 2013 10:19
DarkOne
(@sscadmin)
Illustrious Member Admin

Congrats Crisis, this game was meant to be and now we should all see it in 2015. PC only or will you try to get it on next gen consoles too?

ReplyQuote
Posted : November 6, 2013 18:57
(@crisis)
Eminent Member

Thanks 🙂

 

For now, it will be solely on the PC.  I would like to support others, but that would require more funding than is currently available.

ReplyQuote
Topic starter Posted : November 6, 2013 19:03
(@pinback)
99 Star General

Video update 😎

 

 

A short review of the work completed during Nov, 2013.
http://www.roguesystemsim.com

Notes: The old, prototype station is too small to properly hold the new ship design; the cockpit module does not have lighting yet and is very dark; there is not yet a smooth transition from standing to sitting at a station; and several small elements of the main ship interior have not yet been added.

Much of what is shown here was already working in the prototype but with a smaller scope. The newly refined code allows for much wider gameplay possibilities while being more efficient.

 

ReplyQuote
Posted : December 10, 2013 10:47
(@pinback)
99 Star General

Another pr alpha video, video is a little on the dark side in less it my monitor setting.

Details of whats been going on can be found in the new blog entry http://www.roguesystemsim.com/VForums/discussion/35/dev-entry-12-jan-2014#Item_1

 

 

ReplyQuote
Posted : January 13, 2014 09:33
(@codemachineman)
Eminent Member

This game looks amazing! I especially like the attention to detail on flight systems. Very cool  😎

ReplyQuote
Posted : January 27, 2014 15:53
DarkOne
(@sscadmin)
Illustrious Member Admin

Getting better all the time, and I like the attention to detail that Rogue System is putting in-place.

ReplyQuote
Posted : January 28, 2014 04:16
(@Anonymous)
New Member

Wow .... this is going to complex. This is similar to MS Flight Simulator X with the PDGM 737NGX 800/900.

 

I bet this will be a huge manual you will have to read to get the bloody thing to start.

ReplyQuote
Posted : January 28, 2014 20:38
(@pinback)
99 Star General

Another little W.I.P video 😎

 

 

Just a quick vid showing some elements of the Leadwerks engine integration. Lots of work to do still, and plenty of art to be converted to the new format (hence the holes in the geo), but functionally we're just about back to where we were.

NOTE: The lighting running the length of the ship's "neck" is supposed to be tied to the lighting when turned on and off. A bit of a bug there...

 

ReplyQuote
Posted : April 12, 2014 04:12
(@pinback)
99 Star General

Another mini update

 

 

Just a quick vid mainly to show the completion of the Leadwerks 3.1 engine integration. All the key elements that were in the old engine are back, except for the system display (which will come from a new GUI engine).

All the core ship systems (batteries, fuel cells, temperature management, etc) are back online and working very well.

There is still missing geometry for the station (been focusing all my time on getting things running again), as well as a small timing bug in the seat animation which causes the hatch to cut into it for a quick moment (early in the vid).

Also, I was running in debug mode (along with using Fraps), hence the low FPS...

The old milestone review videos will start up again beginning in June. Thanks for your patience during this unexpected hill I had to climb 😉

As always, for more info check out the forums here: http://www.roguesystemsim.com/VForums/

The website is in the middle of a make-over, which should be finished soon...

 

 

Looking good 😎

ReplyQuote
Posted : May 8, 2014 10:55
Page 3 / 5