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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-

Updates Galore.

(@fourteentoone)
Active Member

OK, the title was kind of a bit misleading, because I don't have (and am not authorized to put..) physical updates, but... I'm going to back up what SirBaron said a while back, the product is in full swing. The following things I don't think he'll mind me putting here. You'll see some of them very soon I imagine.

- We are in full production mode right now.

- We have functioning flight controls.

- We can load up our game, and fly around from a view inside the cockpit in its most basic form.

- Our programmer is learning to manipulate the Unreal Engine in ways it isn't meant to be manipulated 🙂

- We have 8 highly dedicated members. This number will likely never go higher than 10.

- Lots of models are being worked on, including a FABULOUS mining drone, which you will probably be able to break into tiny pieces eventually.

- Concept art is coming thick and fast and we're starting to get a better 'feel' for the world of X32i.

- We're making 60 different asteroid models, because we can. And you'll be able to blow them into little pieces.

- One of the training levels will take place inside a very large asteroid (rumored.... 🙂

- A professional scriptwriter will be consulting on the project.

- We're working towards getting a demo level, in its most super-basic form, together extremely soon. Once we can get the basics right, it's just a constant process of refinement in terms of perfecting the gameplay. Art and audio is important too, but its secondary to getting the feel of the gameplay right.

- I did a sound test to try out mission briefings. There will be 'standard' mission briefing music, and a special, more 'epic' track for important / critical missions. The sound test worked perfectly with a voiceover, numerous button effects and an epic music track, so I'm hoping that we can suck you in and get you emotionally invested during the mission briefings.

- I'm very excited about X32i sonically.....

- SirBaron is quite good at updating the Twitter thing. Please add it if you are a Twitterer - http://twitter.com/VH_Software

- Pretty much the entire team is either watching sci-fi TV drama, watching sci-fi film, or playing sci-fi games.....

That's about it.

To be honest, the next physical updates I expect you'll see is something tangible in terms of gameplay or some art. But computer games are not a bunch of pretty pictures, so I'm pretty sure that it will be some gameplay!

Very best wishes to a forum that I suspect and hope will have some of our most loyal followers!

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Topic starter Posted : September 3, 2010 03:10
(@fourteentoone)
Active Member

And a little extra from our programmer....

Bernhard Raml: "so spaceship is flying time to arm it......"

😎

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Topic starter Posted : September 3, 2010 03:57
DarkOne
(@sscadmin)
Illustrious Member Admin

Thanks for the nice update on X32i Fourteentoone.

For doing a total re-write for another engine must be a lot of work and nice to know that some of the devs are pushing the UDK to the limit. I cannot wait to see what can be done with the UDK since I have yet to really see a space game made from the UDK. And if you are making around 60 asteroid models I am sure the game is going to look great and attention to detail will be there as well. Just having different models for similar things is a great touch.

With you being the sound man, and people really do under estimate sound in a game 🙂 Is there plans to have all mission and plot related dialog to be spoken to you? Not that I don't mind reading, but I am aging 😆

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Posted : September 3, 2010 12:14
(@fourteentoone)
Active Member

Yes.

I believe the plan is to treat mission briefings similar to the way they were treated in TIE Fighter.

You will be briefed vocally by an officer, and then have the chance to ask certain questions afterwards that may give clues to the mission. It will all be recorded dialogue.

It's a lot for our writers to do, and it's a lot of dialogue to get through recording. But we have a great voice for the briefing officer.

Sound is one of the few things that can be made to appear high budget even if there isn't a big budget. For dialog all you need is a good (and well-directed) actor. For sound all you need is a good microphone and some imagination. And for music, well... it helps to have a big budget, but I'm primarily a composer and have invested $$$$$$$$$$$$$$$$$$$$$$$$$'s in my setup, so that's all covered.

X32i will be a highly detailed, highly focused game. It's being split up into 4 episodes as you already know, and the 1st episode will be the most important. If we get that right, the rest will be gameplay refinements based on community feedback and then just developing the story over the final 3 episodes.

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Topic starter Posted : September 3, 2010 14:35
(@tyranuus)
Active Member

Just writing quickly from my work machine Gareth, but good luck. From what I heard before I know you have what it takes to give X32I the sonic treatment it deserves, I really look forward to seeing/hearing the final product 🙂

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Posted : September 11, 2010 04:08