This guy has designed some awesome stuff.
If you don’t know who the Okudas are, turn in in your geek card now. Michael Okuda has been a designer and technical advisor for Star Trek since the mid 1980′s, beginning with Star Trek IV: The Voyage Home. Denise Okuda has also worked on the visual aspects of Star Trek, including Enterprise, Deep Space Nine, Voyager and several of the movies.
The folks at Gameforge, who are behind Star Trek: Infinite Space, posted a video interview with the Okudas which is about fifteen minutes long and split in two parts. Check it out by clicking the link below.
Continue reading “Star Trek Infinite Space Video Interview with Micahel and Denise Okuda” »
Thanks to V for Vegas over at Quarter to Three for this tip. Over on the Matrix Games forums, company spokesman Erik Rutins game some details about a second expansion for Code Force’s excellent real-time 4X space strategy game, Distant Worlds, a screenshot of which you can see above. Rutins also had this to say about the new, unnamed expansion:
Here’s something from the alpha (as in not yet beta, so please consider it work in progress) to keep you busy. Just to guide the discussion a bit, the large colored areas are spheres of influence. Spheres of influence are not quite the same as the way we think of “borders” here on our planet. They project from your colonies and define the space that you could control. Systems within your sphere of influence that you have at least explored are considered under your control. Borders in space are enforced within each controlled system but not in the deep space between systems. Also, building a mining station (for example) outside of your sphere of influence does not give you control over that system (though colonizing it does). Diplomacy has been overhauled to allow the negotiation of mining and refueling rights within your controlled systems, among other improvements.
Sounds nifty! I really need to dive back into Distant Worlds. I played it a bunch when it came out but never too much, and never got around to getting the first expansion, which I may need to rectify soon. I’ll keep you updated on this story as it develops.
Star Wraith has been making indie space sims for over a decade.
I’ve been a fan of the Star Wraith games and all of its follow ups since the original game was released in 2000 (you can read my ancient review of the game here). Little did I know at the time that the game’s creator, Shawn of Star Wraith 3D Games, had been creating space games since the late 1980′s.
As both a fan of Shawn’s games and a fan of the genre we both have been part of for over two decades now, I decided to send Shawn some questions about his games and the genre we both love so much. Click below to read part one of the interview in which Shawn discusses his background, the philosophies that go into his game, his creative process and more.
Continue reading “Shawn of Star Wraith 3D Games Interview Part One – Creativity, Design and Inspiration” »
In space, no one can hear you say "meh"...
Sometimes a game comes out of nowhere and takes you completely by surprise. This is one of those times. I would never have even heard about the game had it not been for sale-tracking site Didimatic. Here’s how it went down:
Didimatic: Hey Brian, didya see that Direct2Drive has space game called Spacefighters on sale for two bucks?
Me: Wait a second. Space AND fighters? I love both of those things. How much did you say it was?
Didimatic: Only $1.99! *winks*
Me: $1.99?! Really?!
Didimatic: Really! *shines a big, fake smile*
Me: Well that’s just swell! Sign me up!
Didimatic: Brian…you’re already signed up…
And with that, a copy of Spacefighters was mine. Read on to find out what I thought of it…
Continue reading “Spacefighters – Simplistic to a Fault?” »
Tachyon: The Fringe wasn't bad, but it could've been better.
Yesterday we looked at the worst Heads Up Displays in the space sim genre (according to me). In today’s conclusion, we’ll look at the best the genre has to offer. Continue reading “The Best Heads Up Displays” »