Massive Newsey Updatey Thingy!!

All those little dots are news stories...

So Many Pieces of News…

Haaaaaaaayyyyy folks, happy Whenever-I-Finally-Post-This! ;) I hope these last weeks have found you all well, and less busy/tired than I’ve been. ;) I’ve just not had time to do the news (or much else) in the past several weeks. That’s a-changing though, for a couple of reasons. First, work is slowing down, so I’ll have more physical and mental energy to put toward the blog. Secondly, I found I was more productive on the blog before my awesome girlfriend moved in, so I’ve come up with the hopeful solution of setting aside certain nights of the week, and weekends when I have time, to dedicate time and energy solely to this blog. This should help me find a better balance and begin to put out content more regularly again. :)

As for news, let’s just dive in, as there’s a TON to go over (so much so I’m putting it under a cut):

Enjoy the Onslaught…

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Imperium Galactica Stargazer Incoming!!

Imperium Galactica Stargazer Random Shot

This Is Just From the TEASER Website. So Pretty…

While most news goes into the daily digest, I’m just too much of an Imperium Galactica fan to not give this some extra attention. According to a press release, the Digital Reality folks have just launched a tech demo of its new Stargazer engine, which will be used in an upcoming online Imperium Galactica game! Apparently the engine is capable of randomly generating planets in real-time among other things, and you can download a Windows-only (or I’d be downloading it right now) tech demo by going to the site and registering. I can’t wait to see more, so I’ll bring you more info as I get it. Thanks for reading, and click below for the entire press release if you’d like.

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New Games I’ve Been Made Aware Of…

Star Made Screenshot

That Sure Is a Lotta Legos...

So thanks to Doctor Roxo on the forum and Adam over on Space Sector, I’ve been made aware of a few new games I wanted to share with y’all. These include:

  • Open-IG – An new open source version of Imperium Galactica.
  • Pytheas – A spacey construction and exploration game.
  • Star Made – A Minecraft style space construction and exploration game.
  • Oresome- A spacey construction and…exploration game…

Thanks to Doc and Adam for the tips. If you know of a game that I’ve not put on my list or mentioned yet, please don’t hesitate to contact me. Thanks!

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Beyond Beyaan Q&A: Lofty Goals, Passion and Ambition

Beyond Beyaan Screenshot

I was engaged in an email conversation with the creator of Beyond Beyaan, Brent “Zeraan” Patterson, about his upcoming game, when he hit me with the following statement — which he said I could quote — after asking me if I like Master of Orion 1 over MoO 2 (don’t worry, I love ‘em both):

Yeah, both have its pros and cons. Here’s a secret: My plan is to kick MoO 1/2 off of its pedestal, and have BB be the new 4X TBS game to be compared to :) But in order to do this, I have to have all the best elements from both games available in BB. So this means that BB must be very moddable so if people want to “recreate” MoO 1/2, they can do so in BB. This means that I will add “options” that you turn on or off in a config file, such as single ships (MoO 2) or stacked ships (MoO 1), leaders on/off, buildings on/off, etc. However, I won’t be limited to just the best features of MoO 1/2, I plan on adding my own features. There’s already one such feature, the planet management screen where you can manage all of your planets from one spot. Neither had that, and as a result, suffered from tedious micromanagement issues (MoO 2 more so).

My plan for BB is similar to Dwarf Fortress, keep on maintaining and adding new features long after release. It’s more of my hobby, something that I enjoy doing in my free time, than an attempt to capitalize on the game. However, it’s very helpful to have support from the community (balancing, finances for artwork/sounds, etc).

One thing that I’ve noticed is that after the game is mostly playable, it’s easier to work on it. The hardest part was setting it all up (pathfinding, galaxy generation, turn processing, etc). This is where most projects failed, but I’m now past that point. I can now focus on the fun stuff, such as space combat. It’s easier to stay motivated now, because now I can go “Oh, what fun feature can I add?” and work on items that I want, instead of being overwhelmed with necessary features that I need to implement to make it playable.

It’s kinda like when you create a FPS, the hardest part would be setting up the engine, creating a level, implementing a weapon, adding collision detection, etc. Then once you have a functioning game, you can add new monsters, new weapons, new features that’s not necessary to make the game playable, but adds fun factor.

Impressively awesome, huh? He then offered to answer more questions, so I asked him a bunch, the answers to which you can read by clicking below. Enjoy!

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