SOL EXODUS

Talk about all the standalone single-player and multi-player based space and scifi combat or simulation games of the past, present and future.
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RE: SOL EXODUS

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PINBACK wrote:
But I would agree that any GTA style game set in space would have to have some sort of trading in it.
There should be because how else would I part out Pinback's cruiser that I capped. :) GTA style of game would actually have a decent economy if done right because you would be trying to make money off stolen goods and parts. I doubt people would make a living the old fashion way (except for the poor npc's).
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RE: SOL EXODUS

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DarkOne wrote:
There should be because how else would I part out Pinback's cruiser that I capped. :)
IIRC from the space ship thread mines is the Blockade Runner and yours is the battleship Yamato.So you would never catch me as I would just jump to hyper space. :D and run away :lol:
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RE: SOL EXODUS

Post by Pinback »

Some new screen shot from SOL: Exodus on there site.http://solexodus.com/media/screenshots/
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RE: SOL EXODUS

Post by sscadmin »

The art team on this project are doing a great job with Sol Exodus that's for sure. Those shots look amazing.
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RE: SOL EXODUS

Post by Pinback »

Bit of news about sol Exodus on their site they have a couple of links to previews of the game.http://solexodus.com/2011/11/sol-exodus-previews-time/#more-553Price is expected to be between $10/$15 and released on steam, another interesting point is one of them mentions a possible console version to be released later.
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RE: SOL EXODUS

Post by Jabberwocky »

I'm happy to see they're getting some good media attention!Looking into SOL Exodus a little more closely, I see there's some similarities to my design for Salvation Prophecy. Notably, the push towards accessible controls, whether it be mouse/keyboard, joystick, or gamepad. And also the focus on combat over trading and economy.Hopefully we don't launch too closely together and split the space sim audience. But I think I can beat them to release. Game on, Sol Exodus. Game on. ;)
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RE: SOL EXODUS

Post by Geraldine »


Jabberwocky wrote:
Hopefully we don't launch too closely together and split the space sim audience. But I think I can beat them to release. Game on, Sol Exodus. Game on. ;)
I dont think thats is something you would need to worry about Jabberwocky. I think most space sim fans could find room for both games ;)
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RE: SOL EXODUS

Post by Pinback »

Interesting that the reviews say they have gone for a more arena style game play, wonder if that’s too try and appeal to the FPS crowd.
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RE: SOL EXODUS

Post by Pinback »

Interview with Dan Magaha about sol http://blog.logitech.com/2012/01/10/sol-exodus-interview-with-dan-magaha/
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RE: SOL EXODUS

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Sol Exodus is getting to release on steam on the 25th of Jan so get ready. Checkout this nice new trailer for the game I really liked the hacking option in the game to disable options.
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RE: SOL EXODUS

Post by Pinback »

Not bad for 9.99.Got a very Battlestar look and feel to the game “Nice” 8-) and there no “Pew Pew laser sound. :D
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RE: SOL EXODUS

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PINBACK wrote:
Not bad for 9.99.Got a very Battlestar look and feel to the game “Nice” 8-) and there no “Pew Pew laser sound. :D
Thanks Pinback! yeah, the BSG reboot was very big inspiration for us. Yeah, no pew-pew, at all. We don't have any energy based stuff in Sol Exodus. All the weapons are ballistic, (no lasers, no shields) which we felt made the combat much more visceral and challenging. Every bullit you fire is a live asset in the game, so it quickly becomes a matter of shooting where the enemies will be and not where they're at.
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RE: SOL EXODUS

Post by sscadmin »

Will Sol Exodus have any ability to be modded in the future? And I notice and admire the scene in the video where you shot your way through a structure (awesome effect btw). How do you know which structures you can do that too or is everything destructable to a point in the game?
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RE: SOL EXODUS

Post by Risbosix »

Any feedback on the game since it's released?
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RE: SOL EXODUS

Post by PixelMonkey »


Risbosix wrote:
Any feedback on the game since it's released?
Would love to hear this too.
DarkOne wrote:
Will Sol Exodus have any ability to be modded in the future? And I notice and admire the scene in the video where you shot your way through a structure (awesome effect btw). How do you know which structures you can do that too or is everything destructable to a point in the game?
We are looking at modding and Co-op multiplayer. as the big goals for the next installment (Jupiter to Mercury). Our programmer has the bare bones of a modding system already in place with the way that we handle things like spawn points, it's just going o come down to a matter of priorities for us. We're an extremely small team and we want to deliver a polished experience to the player, so we have to focus on some things and painfully, let some other ideas go. I think that Modding and Co-op are pretty universally desired additions to the game and the pest way to add re-playability to the Sol experience, so the best I can say, at this time, is that they're very important additions to us and we're looking very hard at it. Right now, we're focused on a pair of DLC packs and some patches to address some of the feedback that we're currently receiving over at the Steam forums. Oh, destructible... We have quite a bit of destructible in the game, but we want a lot more. All large capital ships have what we're calling 'weak points' that get flagged during hacking missions. Once these are identified, by Cassie (the Atlas's ai that travels through the game with you) they can be destroyed, leaving giant gaping holes. Take enough of them out and you can take down an entire ship. There are some others that are not as explicitly described to the player, as we hope they'll be discovered by players, which could lead to some pleasant in-game surprises. (Try shooting a half dozen Mag Cannon rounds into a frigate's large thrusters! :D ) We also have more conventional (shoot me!) assets placed in a few of the levels, like large fuel barrels covered with nuclear or flame symbols.
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RE: SOL EXODUS

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PixelMonkey wrote:
We are looking at modding and Co-op multiplayer. as the big goals for the next installment (Jupiter to Mercury).
Will this be a sequel or DLC that we will pay for to get this functionality?Been reading the Steam forums and Seamless Entertainment has been getting out the patches quickly for issues and being proactive. With that alone you will get a nice following and dedicated fans. PixelMonkey did you say Sol Exodus was coming to other digital download sites soon (Gamersgate...?) or boxed version (checkout Iceberg Interactive, they have been publishing a lot of space/scifi titles lately)?
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RE: SOL EXODUS

Post by PixelMonkey »

Right now, it's all just massive amounts of notes on a couple huge whiteboards. No, we'd like to get mods and co-op (pvp is also being discussed, but personally I prefer co-op) in the next installment, which would include the next set of missions; Jupiter to Mercury. Now that we pretty much know what the game really is, we're talking about lots of new content, but programming and design can focus on expanding gameplay (via multi-player, modding tools and whatever other new ideas we descide to try.) This will be a seperate purchase, akin to the initial release version. We are currently working on a pair of DLC packs, that will add new missions and explore more of the backstory and characters. These deal with what happens in the 10 years between the Prologue and Pluto/KB missions. We will also be adding in some new bells and whistles, mostly things we've been hearing about in the Steam forums, like; a cockpit view, docking with ships other than the Atlas (Hercules), and adding additional capitol ships (cruiser and dreadnaught classes). Now, the sequal that we're dreaming of, is much further down the road and shrouded in much uncertainty and "ifs". It is. Multiple years away and will be much closer to a GTA in space. Instead of going down to a planet, we want to blast our way into a massive ship/station, get out and run around, take it down from the inside and then return to our ship, escape with our buddies, in a seamless fashion. Our designer Chris Stockman was the Lead Designer on the original Saints Row, so he's got some experience with these free-roamming sort of things.
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RE: SOL EXODUS

Post by Pinback »

Unfortunately I won’t be playing it as a combination of bad broadband and a big download puts me out.If on the other hand theirs ever a box copy of the game I will be sure to get a copy.
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RE: SOL EXODUS

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PINBACK wrote:
Unfortunately I won’t be playing it as a combination of bad broadband and a big download puts me out.If on the other hand theirs ever a box copy of the game I will be sure to get a copy.
That's too bad, but I've been there. If you sprechen Deutsch, we're doing a retail box (with art book) in Germany. Not a good solution, I know. Getting a retail SKU requires a publisher, especially in the States and if you can't get it to Wal-Mart shelves, then it's all over. THIS, is why I love Steam.
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RE: SOL EXODUS

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PixelMonkey wrote:
If you sprechen Deutsch, we're doing a retail box (with art book) in Germany. Not a good solution, I know. Getting a retail SKU requires a publisher, especially in the States and if you can't get it to Wal-Mart shelves, then it's all over.
Just in case you missed it PixelMonkey in my previous post I mentioned Iceberg Interactive as a possible publisher. They have been doing a great job and they have release quite a few space/scifi titles (Starpoint Gemini, Star Ruler, Gemini Wars (coming soon), Armada 2526 and Space Shuttle Mission Simulator). I will buy games off Steam on occasion but I usually prefer GamersGate, GOG or a hard copy of course.
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