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DarkOne
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Long time coming with this one. Glad to see it will be on steam soon, wonder how long it will be in early access?


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No date been given but hopefully some time towards the end of this year, if not sooner.


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Surprised to find the game on Steam http://store.steampowered.com/app/366000 awaiting for them to send out the Steam key.


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Bit of a faffing about with the steam key but have got it downloaded and I can honestly say I no idea what to do as my random pressing of the keyboard is not working. is their a tutorial some where?.

 

Edit I must going blind as their are a number of tutorials, maybe they should separate the missions from the tutorials missions better.


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deMangler
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Been a long time since I visited this forum 🙂 Rogue System has got me back into Space Sim games. Don't normally do Steam much but thought I would transfer my key so I could do a good review on Steam. 

This game is amazing could do with more coverage.


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Totally agree, pretty amazing job so far and I'm looking forward to see where this going although I will say that it will only appeal to a few as it's very much a simulation rather the normal arcade type of game.


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MV2000
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I will say that it will only appeal to a few as it's very much a simulation rather the normal arcade type of game.

Unless if someone can magically spread the appeal to the masses like what happened to DCS (IIRC its popularity soared after Giantbomb did quicklook at DCS Huey or something).

 

Wouldn't be that far however remembering the base DCS module is technically free.


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dazzytech
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It's brilliant to look at earlier posts and then see the newest builds.

 

Just see how things change and improve over the years.


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Another video from slaphead.

 

 

I have too admit that I'm in total awe of this game which is strange as I would never have touched Orbiter with a ten foot barge pole.


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Steam just did an update which I thought was this one, but it's says it's for the test branch?. http://steamcommunity.com/games/366000/announcements/detail/895474251947745449

 

 

I knew this update was going to take a bit longer due to the art that had to be done for the new OPS satellite--my apologies for that. On that subject, there is now an Orbital Positioning System (OPS) for moons/planets that have orbiting OPS sats. Currently when within 10,000 km of one of these bodies, you ship will attempt to register with the local OPS. When it does, you can allow your sensor to use OPS data to select/target other ship (even when they would normally not appear on your sensor). When one of these registered ships is selected, you can bring up OPS data for it. This preliminary version of OPS includes a ship's hull data, register information, and orbital data (apoapsis, periapsis, etc). You can continue to track OPS-registered ships, even when on the far-side of the moon/planet. With this, you will have a far easier time finding ships when arriving to a new location.

The OPS sats had to be powered by SOMETHING other than batteries, hence the introduction of solar panels. I added functionality that will allow ship builders to tag polygons as solar panel surfaces. Once tagged, RogSys will determine their orientation relative to the local star, and then calculate how much power is generated at that moment. If a ship rolls its solar panels away from the star, they can not generate power.

With this same technology, I completely finalized the radiator implementation. Now, pointing your radiators away from the local star will greatly increase their efficiency. This worked well, so I was finally able to tweak the laser coolers so they act as originally intended--as supplimental / emergency cooling. Your radiators are now your primary cooling source. Take some time and learn what configurations to use, and when.

On another note, Roberto (the person who designed the OPS sat) is now working on the EVA suit, so you can expect to be doing some space walking in the near future. For the next update though, I'm going to start work on the Flying Fox's equipment bay....

Full change log here: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

As always, thanks for everyone's support!

 

EVA coming. 😎


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Update expected tomorrow http://steamcommunity.com/games/366000/announcements/detail/886470803698263205 new bit in the fox.

 

 

0.2.01.08p1 is now on the "test" branch, and will be moved to "default" tomorrow if no problems are reported.

Again,this was an expectedly longer update cycle as this one was also very art intensive. Hence, update .08 is being broken up into two parts to reduce the wait time. This part one adds the in-game art for the new equipment bay area of the Flying Fox. To access it, simply float down the ladder shaft and into the equipment bay. Once there, you'll also see examples of the main breakers, isolation valve resets, and LSS scrubbers. You'll also find all the component racks for all of the system computers. In part two, the inital ability will be added to start working with this equipment, which will begin to unlock the ability to repair your ship.

Please note, it can be tricky to move around without the ability to control the roll of your character. I'll be adding this also for .08 part two.

And again, a reminder that this is an art update ONLY. Part two will contain new gameplay code.

As always, please see the change log full details; and, thanks for everyone's support!


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At long last part 2 has shown up. http://steamcommunity.com/games/366000/announcements/detail/660169604277283473

 

 

Part two of update .08 adds a fair bit of base functionality designed around the equipment bay that was added in .08 part one. It's now possible to look at equipment, grab it, and carry it around in front of you. This ability is very raw in this first implementation--the core goal being to get handle the mechanics and to create the physical link between your avatar and the carried item. Once carried, a piece of equipment can be installed into the intended "port". What this allows is the basic ability to remove and replace damaged items. This is a first step to inflight repairs.

For now, two pieces of equipment are available for you to play around with--the MTS computer controller (comptroller), and the LSS scrubber. The scrubbers are located in the equipment bay--click on each to uninstall. Then you can grab, carry, and reinstall them. The small display next to each will show the current state of the installed scubber. The MTS comptroller has a locking handle, which must be unset before you can put the component. Once reinstalled, it must be locked before the comptroller will function again.

Also added were control panels for the various doors leading to, and located in the equipment bay. Each panel also includes a switch to control interior flood lighting. Likewise, the first of many ECS breakers, and isolation valve resets were added. Avatar roll control was also added, and by default is set to F and V (although you may have to set these manually if this is not your first install. Lastly, there were many small fixes and tweaks both relating to this work, as well as other various low-level items--one of which should aid art creation for both myself now, and modders later.

As always, please see the change log below for full details; and, thanks for everyone's support!

 

Now if I only find the time to have a look.


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DarkOne
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Well Rogue System is still in development (early access on steam: http://store.steampowered.com/app/366000/Rogue_System/)

Overall its looking good but I am not getting it until its released... below is some nice videos showing off basic gameplay from a start, doing a missing and docking again, check them out.


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Not been updated since the summer but with very good reason as the developer was in a major accident https://steamcommunity.com/app/366000/discussions/0/1743342647561529690/ so I would imagine it may be a while before we see anything.


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Rogue Systems publisher has posted on Steam to acknowledge the development of the game is on hold. https://steamcommunity.com/games/366000/announcements/detail/1716336642076515000


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DarkOne
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This sucks, I hope he gets better and back to his passion that he has been working on for 6+ years.

Is he still a one man team? Shame he has no backup to keep the project on track since Rogue System has a publisher.


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