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RE: Rodina
Posted: Thu Jun 12, 2014 5:00 pm
by auryx
Just spent an enjoyable hour trying the demo. I just wandered around, found my ship, flew about, got lost, flew back, wandered around more, got lost again, found some boxes by sheer luck

It's very sparse but it gets one thing absolutely right: the atmosphere. It has that "lonely space exploration" feel which I love, like Pioneer and Fairspace. Ambient music is excellent too. I'll probably buy it and keep exploring. Things I miss so far are: altitude indicator on the ship for landing, some kind of "you have a new message!" bleep, and a torch/flashlight, so that you don't just have to run around the planets in the dark

auryx
RE: Rodina
Posted: Fri Jun 13, 2014 12:56 pm
by Pinback
IIRC it should be the G key to turn the light on. Just downloaded the new version myself so I will be having a look later on at the changes to the game.
RE: Rodina
Posted: Mon Jun 16, 2014 2:11 pm
by Pinback
Video updates from Brenden as he is trying to get the game greenlighted on Steam [url]http://elliptic-games.com/?p=562[/url] Don't think he will many problems getting it just hope it happens before Steam changes the current version of Greenlight.
RE: Rodina
Posted: Sat Jun 21, 2014 10:37 am
by Pinback
Another update from Brenden [url]http://elliptic-games.com/[/url] Reddit AMAJune 20, 2014The Reddit AMA I did this week was amazing! It just kept going and going- I answered questions for about 16 hours straight, went to bed, then got up and started answering again.You can check it out here on Reddit. I’d say only about 50% of the questions were advice on how to break into the games industry

Up NextJune 20, 2014Hey Guys! So I’ve been asked a few times about what’s next for Rodina. I realized I had to have an answer to this question :)A little background: My plans for Rodina literally do include the kitchen sink, so it can be difficult to choose from a smorgasbord of possible features. But after thinking about this a little bit, I realized that despite my indecision my gut already knew what I was going to be working on.While promoting the game the past few days, I’ve mostly just been cleaning up the project and reorganizing code. But just recently without much thought, I started work on a Room System, that would understand enclosed spaces and the way they connect to each other. Nothing too complicated, but also it would be pointless unless I was going to use it for other systems, like atmospherics, or an electrical grid. You know, the “Sim†stuff you guys voted on :PSO! I’m going to do that! Now that I’m done with fires, I’m going to continue with simulation features. Rather than bounce around, chipping away at several boulders, I’ll try to focus on ship sim stuff for the next couple of months at least and see how much I can carve out. I think some focus will serve both me and the game very well.After that, maybe start work on NPCs? It’ll be vote-time then for sure! That altitude meter and ships landing gear are still the two thing I would like to see in the game but we will wait to see what the next vote is for.
RE: Rodina
Posted: Sun Jun 22, 2014 7:49 pm
by Raptormeat
That altitude meter and ships landing gear are still the two thing I would like to see in the game but we will wait to see what the next vote is for. Yeah, the altitude meter fits into the "We need headlights!" mold- once I start hearing a request over and over again, it becomes a higher priority. No guarantees of course but I'll keep it in mind!
RE: Rodina
Posted: Fri Jun 27, 2014 12:36 pm
by Pinback
Nice to see some frequent updates to the blog :good:Here’s the progress on the room system I’ve been making. This system splits up the map into different sections based on how they are connected. Here’s the system artificially turned into colors so it can be seen in action: . There’s still a few bugs. As you can see, the system thinks these two rooms are one room when connected by an angle piece. I must have some error in the fill algorithm which finds the boundaries of each room: . The system doesn’t understand the big airlock doors yet, either.As I mentioned in a previous post, this system will be used for several ship simulation features. I think my goal for this next update is going to be the ability to blow the airlock, exposing the ship to hard vacuum and blasting out its atmosphere. That seems like a fun feature, and it will also mix well with the fire – no oxygen means no combustion! Blowing the airlock shades of Battlestar galactica.

RE: Rodina
Posted: Sat Jul 12, 2014 10:19 am
by Pinback
See the game has been greenlighted on steam which should make updating and down loading a lot easier.
RE: Rodina
Posted: Sat Aug 09, 2014 7:14 am
by Pinback
news update from the blog http://elliptic-games.com/?p=653[/url] A very exciting and pivotal day for Elliptic Games- Rodina is officially available[/url] for purchase on Steam! You can also try the demo, or download the Rodina soundtrack as a DLC!For existing customers: Steam keys are coming soon. Everyone who donates up to the Buffet tier ($15) or above will receive a Steam key. That includes those who are currently in the Appetizer tier who bump their donations up. BUT it may take a little while to get those keys out. I’ll post again once the system comes online!Rodina will remain for sale here on the site, and I will continue to do votes and offer picture credits to those who decide to donate at the appropriate levels. I’m not 100% sure how it’s all going to fit in with Steam, but hopefully things won’t change too much.Thank you to everyone who helped get Rodina to this point! My greatest hope is that Rodina is successful enough that I can worry less about business stuff for a while and focus 100% on development. If that happens, it’s because of all of you! Should make updating the game easier.
RE: Rodina
Posted: Fri Sep 05, 2014 3:23 pm
by Pinback
New update on the way :fans: Hi Folks! It’s been a while since the last update so I thought I’d fill you guys in on what to expect next and when.Many of you know that this next update will be about Blowing the Airlock. This update will add atmosphere pressure simulation to the game, so you can open all the doors and the airlock of your ship to stop fires. But be careful – cause when the oxygen explosively decompresses, you might fly out the airlock too!Lately I have been crunching to get this next update out. I have a little trip scheduled Sept 7th – 13th: I am visiting my family on the East Coast, so I wanted to finish up before I left.Unfortunately, last night I got sick. And frankly I was pushing it already. So the update will come out the week I get back: Sept 14th – 20th. I’m a little bummed, but now I can take some vacation time to add some extra polish to this update, so it’s not all bad :)Going ForwardThis next update will include some other little surprises as well. Rodina players will find a new way to move around the world. Also, those of you who have referenced a certain scene from Wall-E will find satisfaction. And there will be some new options to improve performance for people experiencing lag when they first arrive at a planet.Finally, this update will pave the way going forward. I’ve come up with a flexible roadmap (which I will share at some point) for how I’m going to get to the point where players can blow the airlock on an enemy ship and run in guns blazing. Improving the interior system is a big step in that process!As always, thanks so much for your enthusiasm, patience, and general support for my game!
RE: Rodina
Posted: Sat Sep 27, 2014 2:41 am
by Pinback
Update now available through steam ect :gamer: Rodina 1.1.3 has been in beta testing on Steam for a few days now, and it’s finally stable and available for download!This build is BLOWING THE AIRLOCK and adds a brand-new feature to Rodina: atmospheric simulation. In this system, every room on your ship, and every location out in space, has an associated atmospheric density. Opening all of the doors on your ship to and draining the atmosphere can be a quick way to extinguish a whole fire, but it might also result in explosive decompression and throw you out the airlock!It’s not hopeless out in space, however, as you can use your new Jetpack to fly back in the ship. To activate the jetpack, simply try to hit jump while you are already in the air.This build also contains some new options for improving performance on low-spec machines, some optimizations to improve AI performance, and it removes the Steam wrapper which was causing problems for a large handful of customers.
RE: Rodina
Posted: Thu Oct 02, 2014 1:55 pm
by Pinback
Brenden has posted a road map for the game, more details on the blog. https://elliptic-games.com/?p=780[/url] THE BIG GOALIn my wild fantasies I want to make Rodina a fully populated RPG world, with political factions, class warfare, laws, used spaceship salesmen, weapon and suit technologies, and yes – maybe even multiplayer. Realistically that’s all years away, so what’s the first step on that journey? We need a big goal to work towards that is ambitious, yet achievable, and which sets us up for future awesomeness.SO! The plan for next year (or more?) is get to the point where the player can blow an enemy airlock, board its procedurally-generated corridors, and take over the ship with lasers blasting. Every feature that I work on in that time will be related, directly or indirectly, to making that goal happen. And once it’s accomplished, the game will be in an incredible position for further development.So the way that I’ve broken this down so far is to identify several genres of future features:INTERIORS:* Moving Interiors* Cockpit / Windows* Arbitrary Entrances (Portals)* Multiple stories* Electrical Grid* Access Tubes / DuctsLOCATIONS:* Procedural Vanguard Debris* Board Crashed Enemy Ships* Enemy Defense Towers* [secret]NPCs:* Basic Companions* AI / Pathfinding* IK / Behaviors / Animation* Enemy NPCs near downed ships.* [secret]Nothing here is meant to be final – this is just to give a rough idea. I’m trying to get a feel for the kind of art assets, features, and story elements which will best support the Big Goal, and building the updates around that. Each will add a fun little gameplay element in its own right, so that we are constantly moving forward while keeping the game viable.Once enough of these updates have happened, we can start to synthesize them:ENEMY COMBAT:* Board Enemy Ships* Invade Enemy Base Complexes If we’ve done our jobs right, most of the features for these updates will already be done! This will allow us to focus this stage on content, variety, and refinement!
RE: Rodina
Posted: Sat Nov 01, 2014 6:44 am
by Pinback
RE: Rodina
Posted: Tue Nov 04, 2014 8:05 pm
by XenonS
Wao, this game shows some awesome ideas and features, I've just downloaded the demo. Very eager to see all this in action :nyam: Congrats!XenonS
RE: Rodina
Posted: Wed Dec 03, 2014 3:18 am
by Styggron
I adore Rodina.
RE: Rodina
Posted: Tue Dec 16, 2014 2:31 pm
by Pinback
Oh yes.

Rodina 1.1.4This update is called Spaceship Bobsledding, and it adds a brand-new feature to Rodina: moving interiors. Now you no longer need to bring your ship to a full and complete stop before exiting pilot mode. You can simply leave the controls while the ship is moving. This has several implications:* You can no longer Park In Space, so be careful! Your ship will keep moving (and crash!) while you walk around.* The throttle will keep doing what it was doing when you left the controls. So the ship may coast, or it may actively drive, while you are in the interior.* Be careful when exiting the ship. Leaving while driving or while in 3rd or 4th gear is not recommended. Leaving while the ship is rotating quickly isn’t advisable either.
RE: Rodina
Posted: Fri Jan 09, 2015 12:39 pm
by natansharp
I don't understand why the spaceship is so bad...the rest of the objects are well maden (planets, deep space, etc).
RE: Rodina
Posted: Sun Jan 11, 2015 3:17 am
by Pinback
The game is still very early in development although a few people have been working on some mods of the ship.
RE: Rodina
Posted: Mon Jan 12, 2015 10:24 am
by IronHound
Tried the demo.While it seems well made I find the performance laughable for what the game actually does. But its Alpha and they have time to optimize.Not my kind of game. It seems like Noctis or one of those other space voyeur games.
RE: Rodina
Posted: Fri Jan 23, 2015 4:59 am
by Potsmoke66
I don't understand why the spaceship is so bad...the rest of the objects are well maden (planets, deep space, etc). I can't say iif he still holds to this idea,But if i remember right as well as interiorseven shiphulls should be designed by the users,missions as well He uses what we thrown overboard. (because he's a clever lad) but i guess PinBack certainly knows more about that or what he decided finally.when i visited the project (was it already two years ago?) he said it's based on scripts.
RE: Rodina
Posted: Wed Feb 11, 2015 2:47 pm
by Pinback
New vote. Hard one this, robot babies are tempting but I think I will go for the cockpit mode.