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RE: Rogue System

Posted: Fri Mar 01, 2013 1:13 pm
by auryx
If anyone is interested in a bit more info, there's a new Q&A up here: [url]http://www.spacegamejunkie.com/featured/rogue-system-qa-bringing-hard-core-simulation-space/[/url] Wow! How have I never heard of that spacegame site?!? An excellent companion to Space Sim Central :-) auryx

RE: Rogue System

Posted: Tue Mar 05, 2013 2:57 pm
by Pinback
Plenty of updates from Michael and still 16 days to go but the total a long way of the target. 

RE: Rogue System

Posted: Tue Mar 05, 2013 9:45 pm
by BrianRubin
Wow! How have I never heard of that spacegame site?!? An excellent companion to Space Sim Central :) auryxThank you very much, I work very hard on it, and I hope you'll visit often. :)

RE: Rogue System

Posted: Wed Mar 06, 2013 5:12 pm
by Crisis
 New vid--focus on some system damage due to combat...

RE: Rogue System

Posted: Fri Mar 08, 2013 1:21 am
by Crisis
Also, there's a new podcast up over at spacegamejunkie.com covering RogSys--well worth a listen: [url]http://www.spacegamejunkie.com/podcasts/sgj-podcast-03-rogue-system-qa-michael-juliano/[/url]

RE: Rogue System

Posted: Sat Mar 09, 2013 9:53 am
by sscadmin
This last video shows off so much and very impressed on the attention to detail Crisis. - When you were taking damage to some subsystems and you are hearing the noises, visual queues and even smoke. That's just great for immersion.- I liked the way the shield reacted to hits, looked great.- Loved the background noise for the engines and what sounds like air flow to the cockpit Now when you were in combat Crisis I saw your target reticle and I thought I saw a smaller dot on the HUD does that play into targeting because sometimes I thought you were shooting towards that smaller dot.

RE: Rogue System

Posted: Sat Mar 09, 2013 10:17 am
by Crisis
This last video shows off so much and very impressed on the attention to detail Crisis. - When you were taking damage to some subsystems and you are hearing the noises, visual queues and even smoke. That's just great for immersion.- I liked the way the shield reacted to hits, looked great.- Loved the background noise for the engines and what sounds like air flow to the cockpit Now when you were in combat Crisis I saw your target reticle and I thought I saw a smaller dot on the HUD does that play into targeting because sometimes I thought you were shooting towards that smaller dot. Well, in this first implementation you have the lead-computed site, as well as the fixed reticle. I was getting a bit distracted shooting and talking at the same time, so maybe at those times I wasn't just aiming properly (unless you're talking about the fixed reticle itself) :) Thanks for the kind words.

RE: Rogue System

Posted: Tue Mar 12, 2013 2:46 am
by Crisis
Hi all. A new video is up--this time showing some celestial elements of the dynamic galaxy. At the 1:20 mark, if you look at the dark side of the planet, you can see some city lights as well as lightning flashes...

RE: Rogue System

Posted: Tue Mar 12, 2013 2:59 pm
by Pinback
cool vid Crisis but I have to admit that I can not see anything at the 1:20 mark.

RE: Rogue System

Posted: Tue Mar 12, 2013 3:08 pm
by Crisis
You have to full screen it at high detail. You can see some "city" lights at 1:17 (the effect is a bit subtle right now--planetary shader isn't final). Right after that you will see some lightning flashes if you look just past the terminator from day to night. *I* didn't even see them at first until I watched the vid a few times... If your monitor gamma is on the darker side you may not be able to see it...

RE: Rogue System

Posted: Sun Mar 17, 2013 3:08 am
by Crisis
One final video in this series--this one cover landing and basic ship shutdown :)  Thanks for all the great comments and support the past few weeks!

RE: Rogue System

Posted: Tue Mar 19, 2013 4:38 am
by Pinback
Another excellent vid Crisis you have run a great Kickstarter it's a shame the game has just not being able to find the backers. One positive outcome of the Kickstarters is that I see from the the updates that you have found some people who are willing to work on the game.

RE: Rogue System

Posted: Wed Mar 20, 2013 12:38 am
by sscadmin
As always Crisis a nice video that shows off something simple, but it really does contain a lot of small details for the folks that love the details. i did really like the concept of talking securely with stations/npcs and things like that, thought it was a nice touch. Actually sticking in the frequency might be a cumbersome like you stated. What will happen to the player when trying to dock with a station and lets say you fire off some weapons or you crash inside the hanger? Any damage to the station or station go on the offense with you?

RE: Rogue System

Posted: Wed Mar 20, 2013 6:59 am
by Crisis
Hi. Thanks for the kind words, as always. The station would receive damage, yes, and most likely if you crashed while landing the bay itself would be damaged and out of service for a time. Going offensive--that would depend on your standing with the station in question, and how aggressive you were being at the moment. Yeah, there are going to be two far better methods for entering the channels if you decide to do it manually. I just had to work with the system I currently had at the time :) Without a doubt, the funding aspect aside, I'm in a much better position now as opposed to when I started the KS. It's all good :)

RE: Rogue System

Posted: Fri Mar 22, 2013 12:31 pm
by Pinback
A kickstarter post from Crisis announcing that the game will continue . Hi all,Well, there's about 3 hours to go, and although we had a great day yesterday and today it of course wasn't enough. The goal wasn't reached; but there's some numbers that I'd like to share that make me very happy--all of which due to the Kickstarter effort. Here's the before / after:YouTube Subscribers: ~80 / 474 and climbingVideo Views: ~18000 / 78,419 and climbingFaceBook Likes: ~32 / 142 and climbingRogue System-related articles: 1 / 5 (and two more in the works)Website Visits: ~1900 / 8553 and climbing Plus, one Podcast (and another happening next week), as well as a new subreddit. So, while not funded, the RogSys name is rather firmly planted within the genre now and this will be crucial in the future. Now, I made some obvious mistakes during the campaign (live and learn), other things were beyond my control. It's also too bad that promises aren't all that important to keep for some. In any case, it's all water under the bridge--so where to go from here?What's next:Firstly, I'll return to working on Rogue System as I was before the Kickstarter (full time rFactor2 work during the day, RogSys in the evening). The difference now being that I've had some great offers of assistance that will help move things along a bit faster. With voluntary help you never know exactly how much can be provided, or when someone has to leave the project; but, some help is far better than NONE :)Near-Term Funding:As for funding, I've had a couple investment offers, but none are a certainty at this point so I can't offer any more info currently. I also can't rely on them panning out 100%--just like Kickstarter proved, nothing is a certainty until it happens. So, after thinking long and hard about it I'm going to move to a "Minecraft"-like donation model over at the RogSys website. This is what I'm thinking (assuming nothing needs to be altered for legal reasons):Any donation of $1.00 or more will sign you up for a monthly newsletterAny donation of $20.00 or more will add you to the "Test team"--giving you access to the first public PRE-alpha version through to the final Core Module release candidateAny donation of $20.00 or more will give you access to a private "Test Team" section of the forum where we can discuss the current test release and development ideasDonations can be used toward the purchase of the Core Module, and any other item, if/when released (eventually, all KS reward items will be made available, and I'll make sure they are for equivalent amounts)Donations are, by nature, voluntary, "at your own risk," and non-refundable. Without proper funding I can't make any promises (beyond the newsletter and use of any released public test versions) as to release dates or final contentIf full funding is found via other means (such as a large investment) your donation will still be allowed to be applied toward released items, and you will remain as a member of the "Test Team"Donations are not considered investmentsDonations will be used towards the development of Rogue SystemThere will be a list of both short and long term funding goals, as well as a running total of donations-to-date, displayed on the front page of the website So, let's say you donate $25 dollars, as an example. That donation would add you to the test team, with access to the test team forum area. Later, assuming the release of the Core Module and other items, you can apply your donation to their cost. I'm PLANNING a $20 cost for the Core Module, and $5 for the digital version of the Soundtrack CD. With your previous donation of $25 you could get both items at no cost. (Note: if private investment funding is found, prices may change a bit, but I'll do my best to retain that $20 price for the CM).For the first public pre-alpha test version you will be able to walk within the Station hangar, enter your ship, take off, fly around, land, and exit the ship. But, there are a few things that have to happen before I can release this:Implementation of a basic front-end UI (user-interface) that allows controls to be set up easilyFirst-pass implementation of final core ship-system functionalityProper design pass on the Station and the first player-flyable shipFirst-Pass implementation of Station ExteriorFirst-pass implementation of Station hangar interiorFirst-pass implementation of the first player-flyable ship I'm implementing this funding option as many people have asked for it. I do NOT expect everyone to be excited about this plan as it involves some risk. By all means, if you do not feel comfortable with it, do NOT donate! You will still be able to receive new information and screenshots via the website to keep track of development progress, and I'd love to continue to have your input at the public area of the forums.If full funding is eventually acquired and I can build a proper team with concrete scheduling, then I'll be able to set some solid goals that I can be held accountable for. Until then, this is my alternative for those that wish to take part in it...Useful Links:RogSys websiteRogSys ForumsRogSys on FaceBookRogSys on Twitter: @RogueSystemRogSys subredditRogSys on YouTube Thank You:Finally, I want to thank each and every one of you for all the kind words, encouragement, and generosity shown over the past 35 days. I truly wish I could have rewarded you all with a successful campaign. However, I'm very thankful and honored to have encountered such fine people!I'd also like to thank Gjon Camaj and Joe Campana of Image Space Incorporated for allowing me to attempt this AND retain my position at ISI. Not many employers would have been as supportive!Now, I'm going to give a few days back to my family--I certainly owe them some time. Then I'll set about finishing the rework on the new website, restructuring the forums, and getting the donation system set up. I'll send an update through Kickstarter (which I learned I can do) when everything is ready to go. I hope it won't be more than two weeks...Rogue System WILL be made. If anything I am more motivated than ever! We're just going to have to go about it the hard way. I hope many of you will come along for the ride. I'll do my best to keep in entertaining ;)Michael

RE: Rogue System

Posted: Sat Jun 08, 2013 3:45 am
by Pinback
Dev journal update from Michael [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=136&sid=36b35b5b38541d4d3d23e5b383605c53[/url]

RE: Rogue System

Posted: Fri Jun 14, 2013 3:01 pm
by Pinback
Another dev blog out. [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=139&sid=7acc2334e22c57300cc4c1eb2cb6f735[/url]

RE: Rogue System

Posted: Sun Jun 23, 2013 4:06 am
by Pinback
Another blog from Michael [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=144&sid=f36f62b2021c7abe40e29d0935d463fb[/url] Got his rift dev kit.

RE: Rogue System

Posted: Tue Jul 02, 2013 2:52 pm
by Pinback
Blog update [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=146&sid=17f301811b8adefee99c8c1799ec8ff2[/url] Very nice update on Colony Ship/Orbital Station. I hope everyone had a good weekend. I'm back this week with a chat about how I concept, and an early look at the Nythian Colony Ship/Orbital Station.My concept method progresses in three steps. First, I do rough sketches of the object in question, very quick and fast, until I get a basic design that I'm happy with. Next, I'll take those sketches and translate them to 3D with a basic model (what you see below). I take into account not only how the object looks visually, but in the case of ships for RogSys I also have to keep their functionality in mind. Once I have the basic model built I'll do a render of it and, in Photoshop, do a proper surface study (types of materials, aging, lighting, paint, etc) and add fine details (conduits, cables, antennas, etc). Thus, this creates the final concept piece that serves as a guide for final modeling and texturing.So, as I said, what you're seeing here is the second step--the render I'll use to create the final concept.

RE: Rogue System

Posted: Tue Jul 09, 2013 3:41 pm
by Pinback
New update about the Nythian Colony Ship/Orbital Station [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=147&sid=6bfbe8593a2d8a688fba6fb442528f36[/url] Love the look and style here, too me it look very like the 1950/60 Nasa art style.