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Re: LT update anticipation thread

His time management and being able to prioritize projects needs some serious work (might as well leave some constructive criticism). His time management is fine. He gives himself one free day a month. If anything, he should have more time to himself. Compare his devlog entries to those of any other...

Re: LT update anticipation thread

Pretty frustrating about the delay - I made a thread a month ago asking if the "mid-2014" date was still valid, and Josh locked the thread and said that the date is the date. Well, that was obviously a lie. Instead of waiting until the estimated release date has passed, just tell us that hey - ther...

Re: What should be included in limit theory.

I personally feel that the idea of races and at least a distinction between factions is pretty key when trying to incorporate an RTS feel to a space sim. What essentially will happen without it is just space with the same old, same old all floating around. A color or symbol as a distinction between ...

Re: time for gameplay?

Look at what you accomplished in a year; you haven't finished the engine yet. Now, your work has been impressive, but it's still just an engine and it's nowhere near finished; there is no way in hell you will be able to hit that goal. Sounds to me like you've already made up your mind that he has f...

Re: time for gameplay?

Look, I'm not sure what the debate here is - that it will take a long time to balance? If that's the debate, let me explain why a procedurally-generated game is easier to balance than Freelancer, for example. In a normal game: artists builds some weapons and place them around the world, set their s...

Re: time for gameplay?

[...]I'm going to reiterate my first statement I said when I joined the forum. Josh needs to reopen funding and hire help because I honestly don't know how he is ever going to get this colossal project done by himself and actually pump out a good game. One crazy Canadian withstands, rejects, and re...

Re: time for gameplay?

To be clear, ships shooting at each other is even a much smaller side to the balance than an AI balance, or a design balance like the effects of research, or diplomacy balancing in a procedurally generated game. Keep in mind that balancing in any game is a big undertaking already, and to be honest i...

Re: time for gameplay?

Not quite time to focus on player-side gameplay yet, although I do have several pieces of "gameplay theory" scheduled for this month :) As I've said before, the actual gameplay code is one of the easier parts of programming. The way I see it, the real challenge is in the following three elements: 1...

Re: Shifting the Release Date to Mid 2014!

The announcement doesn't surprise me. When I saw the Nov dev blog and your early 2014 deadline with pretty much zero gameplay and just a half finished engine; I had my doubts. And frankly I'd be surprised if you actually hit your mid 2014 deadline at the rate development is progressing. Good luck no...

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