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Another small dev vid. 😎 😎

 

 

 

http://imagespaceinc.com/rogsys/

After the removal of all the prototype code, and the sudden change from one engine to another, everything is back in place and it is again possible to fly in space.

This is the closing moments of my first test flight as I approach the station I departed from earlier.

Some notes: There's a few graphics glitches here and there (holes in geo, etc) due to not yet completed art. I have not yet implemented controller axis dead bands, so it's a bit difficult to null out accelerations manually. Finally, planets and moons have no texturing nor advanced surface shaders yet.

 

 


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Short WIP video

 

 

A short video demonstrating recently completed work on the COMMS system and Space Traffic Control (STC) logic, as well as preliminary COMMS Menu UI and message creation.

The various small "holes" in the station geo are known issues as some elements have not yet been exported.

 


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Glad to see this one is still moving along, I am very impressed so far.

 

auryx

You look good through a crosshair.


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He seem to be moving along with it but I think the pitch of the game has changed as originally it was more of a Wing commander mission based game IIRC, now it seems more open world/ sandbox type of gameplay.


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This is just looking better and better. 😎

 


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Another short video showing the scanner and weapons.

 


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I love everything about this game so far - but especially the brilliant cockpit and the attention to realism in the modelling. Can't say that I remember Wing Commander's mass drivers propelling you away from your target! 😀

 

auryx

You look good through a crosshair.


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Not one but two video showing planets.

 

 

 

Awesome  😎  😎  😎 


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Another short video about views. 😎

 

 

Nice idea seem to remember that aircraft maker were thing about something similar where they would remove all the windows and project the outside view on to the interior of the aircraft.


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Another short video of RS showcasing early IA steering, headup symbols and weapons impact. 😎

 


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Video about the sound design on the game.

 

 

 

RogSys website: http://imagespaceinc.com/rogsys/

Early Main Menu Track: https://soundcloud.com/michael-mannin...

Michael Manning, the sound designer for RogSys, was kind enough to put this quick vid together demonstrating the multi-layered approach taken for the Maneuvering Thruster System.

The sound design is still in the early stages, but it should give you an idea of where we're headed.

Also, if you look in the second line of the description, you'll find a link to an early revision of RogSys' Main Menu music track using an early version of the RogSys main theme.

Finally, Michael asked me to apologize as sometimes his video editing software sometimes adds some stray clicks...


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New video up for RS.

 

 

And even better news is the possibility of an early access release from this posting on Kickstarter.

 

 

 

This shows docking at external ports, displays and more.

Also, I wanted you all to know that I expect to have the first public Early-Access release CANDIDATE build in the next two or three weeks. This will obviously require testing, and there can be many release candidates before a good build is ready. That said, I expect the first public Early-Access to be available in the next one or two months.

Of course, content will be minimum at first--probably just a few tutorial scenarios to start with. We really want our core audience to be involved during the phase where we begin layering game play on top of all the fundamental systems I've been working on for the past 15 months.

Anyway, again, just wanted to check in with the latest.

Cheers...


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Some more good news as Rogue System goes early access.

 

 

From the newsletter that just went out:

Early Access Now Available

While the media announcements will happen tomorrow, I'm very pleased to say that Rogue System, eAccess Version 0.0.6.9.15a is now available for purchase. In fact, "pleased" is not a strong enough word; and I'm honestly at a loss for what is. I just wanted to take a moment to thank everyone who has offered me a word of encouragement or support in the past--you all definitely helped me to push through the hard times to get RogSys to where it is today.

As for this initial eAccess version: While content is currently minimal at best, it is based now on a foundation that allows me to confidently start layering on the true gameplay that will make up the bulk of Rogue System's Core Module. As I've often said, I feel it's very important to get it in players hands early, giving you all the chance to offer ideas and suggestions, catch mistakes and bugs; and all at a stage in development when there is time to act on the feedback. Beyond that, but no less important, the financial support early-access will provide will allow me to expand the RogSys development team. Hiring talented people to help create the assets that will drive Rogue System, and getting them working as soon as possible, will give it the best possible chance of success. Thus, out of necessity, early-access needs to begin.

With that, I hope you'll join me as Rogue System enters this new phase of development. It's my hope that together we'll see it grow into a challenging, entertaining, unique title within the space combat/exploration genre. Thank you all for your support. I truly, truly appreciate it.

Purchasing - http://imagespaceinc.com/rogsys/p/buyeaccess/

Feedback/Bugs, etc - http://isiforums.net/f/forumdisplay.php/166

Sincerely,

Michael Juliano - Digits Crossed Interactive

 

Couple of points here 1 no mention of the size of the download or who or where it being download through? and weather you can use PayPal?.


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Yeah, you can pay with PayPal. They host the download on their site and mediafire too. It's about 240mb.


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Yeah, you can pay with PayPal. They host the download on their site and mediafire too. It's about 240mb.

 

Thanks for the info  Nozmajner

 

Have bought the game but unfortunately have problems downloading it will try again later but I think I may have to wait till it finds its way onto Steam.


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Just the early access video, nicely done. 😎

 


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New update to RS.

 

 

DCI and ISI are very happy to announce that the first of the planned monthly updates (version 0.1.7.15.15 eAccess) for Rogue System eAccess has been released. This updates includes a number of fixes and changes based on initial-release feedback from eAccess backers. Likewise, a lot of work was done in an effort to support the ability to travel from one local celestial body to another. This includes the introduction of basic FLUX Drive functionality, various indicators and HUD displays to help visualize velocity vectors, and more auto-pilot modes.

Public relation commitments due to the launch of early access did take up some of the development time; so a couple scheduled items did not make it into the update. I felt it more important to get the update out and establish the idea that I will not allow one or two items to throw off the development schedule. Thus, the items that did not make the update will be worked into the upcoming schedule as time permits.

That said, the ultimate goal for the update–to traverse space from one body to another, and then establish an orbit there–was achieved. I’m very pleased about this as it sets up the foundation for missions that will require extended travel from one location to another.

Finally, a big THANKS to all the folks who have already gotten involved with early access. Already your input has made a large, positive difference in RogSys’ development. I look forward to working closely with the growing RogSys community over the coming months!

Sincerely,

Michael Juliano


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Update 3 to RS.

 

 

You’ll notice that the change log for update 3 isn’t as long as in previous updates. This happens when the update is art-heavy, as was the case with this. The preliminary modeling, both exterior and interior, for the first final player-flyable ship (1 of 3 for the Core Module) is finished. The ship is not yet ready for player use (no interior controls, not yet textured, no collision, etc), but the goal of getting the base modeling completed and getting the initial data file set up was completed. As such, you’ll find the new ship drifting aimlessly around ONE of the celestial bodies in our test star system (in Tutorial 7)–have fun finding it 🙂 This should give you at least SOME excuse to try out the NAS and autopilot updates concerning Constant-G orbital transfer.

It’s now possible to use the XFER Panel (a function located in the HMD Navigation page) to set up a transfer from one body to another using the FLUX Drive. Coupled with SLEEP/SAN, you can travel across the system in a time frame conducive to upcoming gameplay. Check the Update Announcement post at the forums for a quick tutorial. Likewise, Deephack should have a tutorial video up in a few days that will go into more details.

Otherwise, there was time for a few additional tweaks, changes and fixes. One of these is that the local star now properly gives off radiation. This means that flying too close to the star will most certainly bake you and your ship.

As always, thank you all for your continued support!

Sincerely,

Michael Juliano

Founder, Digits Crossed Interactive

 

 

Longer version of the above video.

 

 

 


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Short video of ship to ship docking.

 


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Update 4 out.

 

 

As always, I’m very pleased to announce Rogue System Update #4 is now available. Again, due to an art-heavy update cycle, the changelog for Update 4 is shorter than some previous updates.

The main goal for this update was originally to get both the interior and exterior art done for the new player-flyable ship–the “Flying Fox”. However, this art needs to be strong enough for videos, and screenshots, not to mention that fact that we’ll be looking at it until the next refinement pass (sometime in late Alpha). So, I decided to spend the update strictly on the exterior, and get it to 70% of completion. Once this was done, I was able to move on to code for the remainder of the update cycle.

Code-wise, I really wanted to get the AI to aim more precisely. Not only is this required for direct targeting, it’s also important for precision maneuvers and piloting in general. After a bit of work the AI aiming is now more accurate. However, they are still slow to get the ship aligned with the aim point. I’ll be working to improve this in the next few weeks. A new addition is the idea that signals can be blocked by celestial bodies, as well as degrade over range. This includes communications and localizer signals. To demo this, a music channel has been added to each training platform. If you dial in the proper frequency, receive a good signal, and press the “CHNL AUDIO” button on the COMMS keypad you will here some placeholder music that Michael has added. An example of a valid music frequency would be 45.2.301

Finally, I cleaned up several other small bugs, including a couple well-hidden crash bugs. In particular, I found a rather nasty bug that was causing ships, which began in orbit around distant bodies, to shoot off into space. Turns out there was a series of bugs working together to trigger this behavior, and they are now squashed. As such, I added a “sandbox” single mission which puts an object in orbit around each body in our test star system.

As always, thank you all for your continued support!

Sincerely,

Michael Juliano

Founder, Digits Crossed Interactive


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New update to RS.

 

 

Hello everyone!

With November and December being shorter months due to Thanksgiving and Christmas, I realized I would not have enough time in either month for a full update cycle. So, I’ve taken the tasks for Update 5 and split them up into two smaller updates: Update 4.5 (this), and Update 5.0 in December (around the 20th).

Work on the Flying Fox interior continues; and although I made good progress, it’s not yet controllable. I was going to try and set it up so you could at least walk around in it; but I decided to not do that and spend that time working on more gameplay-critical elements. In this case, ship-to-ship collisions. A low-level bug which caused collisions to be missed is why they were disabled before the start of eAccess. This has been debugged, and so they are now enabled.

This is a first-pass implementation, and while ship-to-ship collisions work pretty good already you will notice some oddities, I’m sure. Under certain situations you can cause your ship to pass through another, for example. The main goal right now was to make sure collisions were registered and acted on. Testing and refinement will clean them up. Internal system damaged based on impact force is applied; but obviously is not yet final. The prototype FireArc (your ship) can take a bit of a beating due to the armor. The training platform is NOT armored however and can be damaged easily–be careful during docking!

Another goal for Update 5 is control binding refinements. A few of these have gone in for this update. First, you can now “double up” control bindings to the same keys based on the current mode. For example, the “W” key can now be used for both walking forward AND translating the ship forward. The second addition is the ability to assign a joystick/gamepad button as a modifier for other joystick/gamepad buttons. This lays the ground work to later allow you to create other modifiers so you can come up with several key/button combinations. Currently, the button modifier ONLY works for other joystick/gamepad buttons–it does not yet affect axes or hats. However, many joystick hats and gamepad D-Pads are represented as buttons, so the modifier would work on these.

NOTE: The control binding updates will probably require you to rebind some controls. Sorry in advance for the inconvenience.

Again, due to the continued artwork gamecode work continues to be slower; so, I hope you excuse the shortened changelog…

As always, thank you all for your continued support!

Sincerely,

Michael Juliano

Founder, Digits Crossed Interactive


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I almost forget this game is still in development, has there been a mention of a release date... 2016?


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Off hand I can't remember if they sad anything about a release date but I'm hoping for a Steam early access first before any finale release of the game.


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Dev update http://isiforums.net/f/showthread.php/25660-Developer-s-Journal big news for me is that their maybe a Steam release and I will be able to download it at last.

 

 

HAPPY NEW YEAR! I seriously can't believe another year has come and gone--seems like it was just yesterday that I was beginning to ramp up for the 1st eAccess release around this time last year. Now it's 2016 and I'm ramping up for the upcoming Steam early access release. I'm not sure of an exact time frame yet, but it is coming. So, before I go any further I just want to take a quick moment and say THANK YOU to all of the current eAccess community. The support and feedback you all have given thus far has been thoughtful, well-written, and very useful (although the usefulness may not be readily apparent yet). With that, let's talk about a few things going into the new year.

 

Interesting post as he looks like he may be reaching that burn out phase but has realized it himself and hopefully will have managed it better.


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New update and test version out.

 

 

It’s been a hectic time from the end of last year until now; and much of the work done during this period was rather time consuming. Interior art for the new ship continued to eat a majority of it, especially when it came to the cockpit controls. Not only was there art though, but all the hard-coded UI systems HAD to come out, now being replaced by external frameworks that allowed for UI config files. Of course, this also meant that a bunch of code had to be written to interpret the external data, and legacy code removed. Basically what this means is that now new ships can either use a default control UI scheme, or a new one can easily be added via the external framework. This will make customizing and localizing UI (as well as adding new ships) by both modders and myself MUCH easier. This is important since there are still two player-controlled ships that MUST go in for the Core Module release.

Along with this, a LOT of time was spent going over the functionality of each ship system, and making revisions based on player feedback and bug reports. Of particular interest, the VMS (Viewport Monitor System) now uses proper render textures for the external view (rather than the old “window” approach). One of the benefits of this is that you can now cycle through multiple exterior static cameras, in order to get a better awareness of your surroundings, without always having to switch to an external camera. Also, and while not complete, work has been done on the MFD/EFD system. Where as before you had to “click” into and out of an MFD in order to control it, now all you need to do is “look” at it–the MFD pointer/caret slaves to where you are looking. This will make working with these displays seamless.

I DO recommend that you DO NOT “install” this version of Rogue System over your existing version. The reason is that SO much has changed that the old FireArc prototype ship no longer works with the new code. Likewise, since the new ship does not yet have a completed set of MFD functions (for NAV, COMMS and targeting, etc), nor does it yet have the docking display available on the new VMS system, it does not yet work with the already existing tutorial missions. In fact, you will only find ONE “mission” with this update, and that is the same test scenario that I’ve been using while developing the Flying Fox. So, keep your old install so you can continue to play the current missions (until the next update when all the work will be finished and all the missions updated).

The next two updates will prepare Rogue System for an early access release on Steam (don’t worry, existing players will receive a Steam key if they want one at no charge). New gameplay will be going in to support this, so look out for these upcoming releases.

As always, thank you all for your continued support, and indeed for your patience during this extended update cycle!

Best Regards,

Michael Juliano

 

Freaking awesome as I have been waiting for news about the Steam release. 😎  😎  😎


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