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The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Thu Jan 30, 2014 8:32 am
by TQPTim
Hello! My name is Tim and I'm making a sci-fi rts/rpg game set in space called 'The Quantum Principle' ([url]http://thequantumprinciple.com[/url] I put my game on Steam Greenlight as a concept, if you want to take a look go here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=235285518[/url] DESCRIPTION The Quantum Principle is a topdown rts/rpg hybrid set in space. It features action packed gameplay and many ideas that are found in the 4x genre (explore, expand, exploit, exterminate) are found in TQP as well. During the game, you will meet many factions, some of which you'll fight, others you'll help. The game is event and story driven, the ai story generator will look at how you play and at your hidden karma score and activate new events and story arcs accordingly... FEATURES newton based physics model a huge and ever changing solar system to play in event and story driven game advancement level your ship by fighting, discovering, questing … upgrade your ship with lots of weapons and systems, that you can unlock each time you level up hire and build wingmen, ranging from small drones to fighters and mercenaries take care of your economy and industry develop your planet and claim other planets by building large stations in orbit ... latest youtube movie: lastest screens:[url][/url] id="3sbdGJd">[/url] id="09YBZ9Y">[/url] id="aNwyRbP">[/url] thank you!- Tim
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Thu Jan 30, 2014 10:17 pm
by sscadmin
Looking great so far Tim Those craft and placements around the planet you can set them up to protect the planet while your away from it? Do you get notified that something is attacking when your not there?
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Fri Jan 31, 2014 3:18 am
by Pinback
Welcome to the forums Tim. You site link appears not to be working?.
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Fri Jan 31, 2014 3:50 am
by TQPTim
Looking great so far Tim Those craft and placements around the planet you can set them up to protect the planet while your away from it? Do you get notified that something is attacking when your not there? thanks!

yes when an enemy assaults the planet, a message pops up notifying you, you can then rush back, or use the build menu to bolster the planets defences about the defences around the planet: when you build drones they automatically start to orbit and defend the planet, you can also order up to 3 of them to act as your wingmen in combat, and when you feel like they are better defending the planet just release them and they'll go orbit it again I also have plans for orbital stations (military, civilian, mining) and military stations will offer the option to build multiple turrets on them, and maybe I'll allow the mining and civilian station to have a single turret but I'm not sure yetand I've implemented one planetary defence weapon, a LRM installation, than can attack according to the rotation of the planet

(fixed the link, thanks Pinback)
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Thu Feb 06, 2014 5:39 am
by TQPTim
just posting a small progress report: I started work on the first faction in the game, the pirates, here's a pic I added new drones (made by SolCommand!!!) to the game, here's another pic

I created a new zoom function, changed the way drones work and attach themselves to the player as wingmen, changed the combat dogfighting code (fighters do barrel rolls now and death spins etc.) and many other things check out the website to stay up to date![url]http://thequantumprinciple.com[/url]
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Thu Feb 13, 2014 10:34 am
by TQPTim
another update on the game's progress:A while ago I started on the code for sensor drones and the scanning of planets for resources and interesting features (like life, artifacts, etc…) and last night I finished that part of the code. When the player discovers a new planet in the solar system he or she can select it and a small pop up window will activate in the top right corner with the name of the planet and the option to launch a drone and not much in the way of information.If the player has 25 ore to spare, they can press the 'launch sensor drone' button, and once the drone reaches scanning distance to the planet, it will start scanning, and after a while the amount of resources the planet has will show up. When the scanning is complete the drone will deactivate and implode.Next think I'll do is add a random feature generator to each planet (these will also be discovered after a scan), and after that I'll start working on the option to build stations in orbit of planets the player scanned (military, civilian and mining stations). I might make certain features on the planets require certain orbital stations or maybe a bit of research before they can be used or exploited …I finally made a logo for the game!!! I had been thinking about what I wanted it to look like, and I always had a sword and a planet in mind, since that's what the game is about after all. So I designed a sci-fi type of sword that would fit a space knight well in my opinion. I made a little planet swoosh symbol ... and voila! A logo is born!here's the logo[url][/url] if anyone has a couple of seconds of spare time feel free to like my facebook page for my game
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Fri Feb 28, 2014 7:10 am
by TQPTim
update:I've been working hard on improving the ai, especially the movement and reactions of enemy ships. I've made a new ai template and all enemies in the game can now move and fly and strafe in exactly the same way as the player does. It's really exciting seeing an enemy strafe away from incoming bullets

What else have I been doing?I've almost finished up the planetary feature generator.As you might have seen on the front page I've changed the player ship and the drones.I've been working hard on the orbital development options (I've got 3 stations almost ready for the player to build in orbit)And many other things, like creating new enemies, improving missile ai, creating fun special weapons for unique enemy ships, etc. here are some action screens:[url]http://imgur.com/gallery/09YBZ9Y[/url] id="aNwyRbP">
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RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Fri Mar 07, 2014 7:14 am
by TQPTim
I've updated the first post with new screen and a new movie clip, check it out! I've also put my game on Steam Greenlight as a concept, if you want to go take a look go here: [url]http://steamcommunity.com/sharedfile.../?id=235285518[/url] thanks!

RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Tue Apr 15, 2014 3:14 am
by TQPTim
I'm still hard at work, working on the game on a daily basis and I made 2 new movies, showing some action and more, let me know what you think! A quick look at the Collectors (Pre-alpha version, dated: 14 April 2014) Fighting pirates (Pre-alpha version, dated: 14 April 2014)
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Thu Apr 17, 2014 11:30 pm
by sscadmin
Sound effects sound good and think your doing a decent job on the combat with multiple units on the screen the game seemed to run fairly smooth in the videos when there was lots of action going on. Looks like units could drop loot when killed, is there going to be a way to see loot that is dropped just incase you miss it or flew away from the area like showing up on radar or make it a filtered item to show up on the radar list? Never got to see your ship take too much damage, will the players ship have issues and functionality problems as damage is taken?
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Fri Apr 18, 2014 5:11 am
by TQPTim
Sound effects sound good and think your doing a decent job on the combat with multiple units on the screen the game seemed to run fairly smooth in the videos when there was lots of action going on. Looks like units could drop loot when killed, is there going to be a way to see loot that is dropped just incase you miss it or flew away from the area like showing up on radar or make it a filtered item to show up on the radar list? Never got to see your ship take too much damage, will the players ship have issues and functionality problems as damage is taken? about loot on radar: good point! I hadn't thought about that, I'll add that in :)about damage and functionallity: another good idea, I'll think of something to make taking damager even more dangerous :p thanks for taking a look at the movies! if you have more ideas feel free to share them

RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Tue Apr 22, 2014 7:01 am
by TQPTim
The Quantum Principle v0.001a released! The first alpha version is ready and available for download for those who pre-ordered! After many months of working hard and trying to create a memorable and fun (and hopefully addictive) game, Quantum Game Studio is proud to present the first alpha version of The Quantum Principle! These last couple of days (weeks) I have been hunting and squashing bugs like crazy. Finally I have a stable release ready and I am very, VERY, proud to present to you: version 0.001a of TQP. The kind and generous people that pre-ordered should have gotten the download information in their emails by now. I hope you are having a great time playing the game! Of course this being the first alpha version of the game, it is far from complete! -What's missing is: - The research system, currently everything can be built with the only restriction being resources and credits and nothing (except through skill points) can be upgraded, this will be added in a future version. - The story itself is also largely (or completely missing), this too will be added at a later stage in the games development. - The save function is something I am still working on and I will try to add it in as soon as possible. - The skill trees that are in right now, work perfectly, but might need to be balanced, expect to have at least 3 extra trees before the beta starts. - Balancing in general needs to be looked at definitely, the game is quite hard, I already did some balancing on my own, but your input will be greatly appreciated. - .… I'm happy with the progress I've made and I hope those of you that are playing the game are having a great time!
RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Sat May 31, 2014 4:08 pm
by TQPTim
Hello everybody! Recently I totally changed the way the game is played, I did away with the need to protect your homeplanet and added a generation ship/carrier to defend and command (like battlestar galactica) that has fighter squadrons (and many other squads) to defend it while it jumps from system to system. I'm still hard at work on my game, adding new features and improving it on a nearly daily basis. Here's the latest movie, offering another sneak peak at v0.003a[VIDEO]
In this movie you can see me sending out salvage drones to turn asteroids into smaller chunks and deliver them to the generation ship. Then suddenly I'm attacked by berzeker drones. After a quick and easy battle I spot another enemy on the new radar minimap. I take a large asteroid and use it as a makeshift shield as I slowly move towards a berzeker drone mothership! A difficult battle is finally won but I did lose most of my squadrons ... The game is also available on Desura since this week

RE: The Quantum Principle sci-fi rts/rpg, exploration and survival
Posted: Mon Apr 20, 2015 2:08 pm
by Pinback
New video for the Quantum Principle and a new version of the game V0.010a alone with a major change to the graphics.