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RE: Rogue System
Posted: Fri Jul 19, 2013 11:10 am
by Pinback
Another update detailing the inside of the station.

read it here [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=148&sid=7a7a85dd2779d1c89db42c3f32f823f8[/url] Well, while not 100% finished, I've spent as much time as I can on the concept for the hangar interior of the Orbital Station. Really, all that is missing are fine details--vents, small close-up paint and markings, etc. So, that said, here's what I have for the pre-alpha version:The first thing you might notice is that I placed some people here and there to give a sense of scale, and there's a smaller freighter in the background. Hopefully this will give you a feel for the size of the space. The next thing that will catch your attention is probably the blue force field. This is a "Plasma Window" (you can get some more info on plasma windows on wikipedia). The purpose of the plasma window is to reduce atmosphere loss when the exterior door is open. So, basically you'll "taxi" from your docking slip to the holding area, the plasma window engages behind you and the outer door opens. After you leave the exterior door closes behind you as quickly as possible.
RE: Rogue System
Posted: Sat Jul 27, 2013 10:25 am
by Pinback
Another ship update [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=152&sid=0ee56a4692cd70b18d16f390bbc731f9[/url] This week's concept image showcases the S-31c "FireArc," built by Galactic Starfarer Industries. The FireArc is actually a re-purposed S-31b "Star Ferry" shuttle, used to ferry passengers from one station to another within the local star system. When your system is overrun, the powers-that-be quickly realize that the only way to defend the system is to go on the offensive. In desperation, they make use of their surplus of Star Ferry shuttles, upgrading the armor and adding various offensive and defensive systems. Love the retro look of the game.

RE: Rogue System
Posted: Sun Aug 25, 2013 4:12 am
by Pinback
View of the cockpit [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=155&sid=1de97fc432925944393dacba2c231304[/url]
RE: Rogue System
Posted: Wed Aug 28, 2013 9:32 pm
by sscadmin
Some great work being done here. Rogue System definitely needs more attention.
RE: Rogue System
Posted: Tue Oct 01, 2013 3:49 pm
by Pinback
Update about texturing the ship [url]http://www.roguesystemsim.com/Forums/viewtopic.php?f=14&t=169&sid=64a396bf6d8a057c5ee7c0ada3b37195[/url] This is basic diffuse texturing--there's no normal or displacement maps, specular maps, etc. Those are pretty straight-forward though compared to getting a good UV mapping set up along with a nice diffuse map. As for the ship, this is the main hull with no cockpit module attached, nor is there an engine mounted. You can see the vacant left main weapon mount and upper attachment point (again for things like secondary weapon hardpoints, escape pods, etc). Finally, the radiators are fully extended. Very nice.

RE: Rogue System
Posted: Wed Nov 06, 2013 2:19 pm
by Pinback
Some excellent news from Rogue System [url]http://www.roguesystemsim.com/VForums/discussion/23/rogue-system-finds-publishing-partner#Item_1[/url] Simulator to the PC League City, TX – 11/05/2013 - Digits Crossed Interactive (DCI) is pleased to announce that it has entered into a publishing agreement with Image Space Incorporated (ISI) to bring Rogue System--a new Space Combat Simulator that blends the classic space combat gameplay of the 90’s with the detail and fidelity of a modern “hardcore†flight simulator—to the PC. “I’m thrilled to have the opportunity to work with ISI,†says Michael Juliano, owner and founder of DCI. “They see in Rogue System an intriguing variation to typical space combat sims and are fully supportive of my vision for it.†Expanding on this, Gjon Camaj, Vice President of Development at Image Space Incorporated says, "We are excited to partner with Michael and his vision for Rogue System. It is great to see his passion as he helps to reinvent the space sim genre." Rogue System’s Core Module will take space sim gameplay in a unique direction by allowing players to take control of their ship at system and sub-system levels from pre-flight to post-flight. Players will need to know their ship inside and out to get the most out of it at all times, especially during combat. Later, Expansion Modules will extend the life of Rogue System by adding new ships, campaigns and gameplay styles. Rogue System’s two-year development cycle officially began on November 1st, 2013. The first major goal is for the release of an early, playable Alpha version in 1st quarter 2015. The Gold release of the Core Module is scheduled for 2nd quarter 2016. Digits Crossed Interactive, LLC was formed on January 2, 2013. Its founder, Michael Juliano, has 14 years’ experience in the game development industry. ISI was founded in 1992. Their first title was Zone Raiders, published by Virgin Interactive. After creating a series of racing titles for EA they moved to self-publishing with the rFactor racing sim series.
RE: Rogue System
Posted: Wed Nov 06, 2013 10:57 pm
by sscadmin
Congrats Crisis, this game was meant to be and now we should all see it in 2015. PC only or will you try to get it on next gen consoles too?
RE: Rogue System
Posted: Wed Nov 06, 2013 11:03 pm
by Crisis
Thanks

For now, it will be solely on the PC. I would like to support others, but that would require more funding than is currently available.
RE: Rogue System
Posted: Tue Dec 10, 2013 2:47 pm
by Pinback
Video update
A short review of the work completed during Nov, 2013.[url]http://www.roguesystemsim.com[/url] The old, prototype station is too small to properly hold the new ship design; the cockpit module does not have lighting yet and is very dark; there is not yet a smooth transition from standing to sitting at a station; and several small elements of the main ship interior have not yet been added.Much of what is shown here was already working in the prototype but with a smaller scope. The newly refined code allows for much wider gameplay possibilities while being more efficient.
RE: Rogue System
Posted: Mon Jan 13, 2014 1:33 pm
by Pinback
Another pr alpha video, video is a little on the dark side in less it my monitor setting.Details of whats been going on can be found in the new blog entry [url]http://www.roguesystemsim.com/VForums/discussion/35/dev-entry-12-jan-2014#Item_1[/url]
RE: Rogue System
Posted: Mon Jan 27, 2014 7:53 pm
by codemachineman
This game looks amazing! I especially like the attention to detail on flight systems. Very cool

RE: Rogue System
Posted: Tue Jan 28, 2014 8:16 am
by sscadmin
Getting better all the time, and I like the attention to detail that Rogue System is putting in-place.
RE: Rogue System
Posted: Wed Jan 29, 2014 12:38 am
by Guest
Wow .... this is going to complex. This is similar to MS Flight Simulator X with the PDGM 737NGX 800/900. I bet this will be a huge manual you will have to read to get the bloody thing to start.
RE: Rogue System
Posted: Sat Apr 12, 2014 8:12 am
by Pinback
Another little W.I.P video
Just a quick vid showing some elements of the Leadwerks engine integration. Lots of work to do still, and plenty of art to be converted to the new format (hence the holes in the geo), but functionally we're just about back to where we were.NOTE: The lighting running the length of the ship's "neck" is supposed to be tied to the lighting when turned on and off. A bit of a bug there...
RE: Rogue System
Posted: Thu May 08, 2014 2:55 pm
by Pinback
Another mini update
Just a quick vid mainly to show the completion of the Leadwerks 3.1 engine integration. All the key elements that were in the old engine are back, except for the system display (which will come from a new GUI engine).All the core ship systems (batteries, fuel cells, temperature management, etc) are back online and working very well.There is still missing geometry for the station (been focusing all my time on getting things running again), as well as a small timing bug in the seat animation which causes the hatch to cut into it for a quick moment (early in the vid).Also, I was running in debug mode (along with using Fraps), hence the low FPS...The old milestone review videos will start up again beginning in June. Thanks for your patience during this unexpected hill I had to climb ;)As always, for more info check out the forums here: [url]http://www.roguesystemsim.com/VForums/[/url] website is in the middle of a make-over, which should be finished soon... Looking good

RE: Rogue System
Posted: Mon May 26, 2014 3:17 am
by Pinback
Another small dev vid.
[url]http://imagespaceinc.com/rogsys/[/url] the removal of all the prototype code, and the sudden change from one engine to another, everything is back in place and it is again possible to fly in space.This is the closing moments of my first test flight as I approach the station I departed from earlier.Some notes: There's a few graphics glitches here and there (holes in geo, etc) due to not yet completed art. I have not yet implemented controller axis dead bands, so it's a bit difficult to null out accelerations manually. Finally, planets and moons have no texturing nor advanced surface shaders yet.
RE: Rogue System
Posted: Fri Aug 15, 2014 12:55 pm
by Pinback
Short WIP video A short video demonstrating recently completed work on the COMMS system and Space Traffic Control (STC) logic, as well as preliminary COMMS Menu UI and message creation.The various small "holes" in the station geo are known issues as some elements have not yet been exported.
RE: Rogue System
Posted: Thu Aug 21, 2014 3:57 pm
by auryx
Glad to see this one is still moving along, I am very impressed so far. auryx
RE: Rogue System
Posted: Sun Aug 24, 2014 4:52 am
by Pinback
He seem to be moving along with it but I think the pitch of the game has changed as originally it was more of a Wing commander mission based game IIRC, now it seems more open world/ sandbox type of gameplay.
RE: Rogue System
Posted: Wed Sep 10, 2014 2:50 pm
by Pinback
This is just looking better and better.