Firgof

Firgof

Joined Member # 1542948
0 Posts 44 Replies 47 Reputation

I was quite saddened. I really do like Impulse as a platform and its staff as we knew them were great. Yet, that is not enough I'm afraid. :( [Also I'm not a CEO. We're a 3-man LLC and not a corporation. :P We're basically all 'co-lead developers' with my boss owning the whole company.] To be clear: The game will not be pulled just yet. It will not be pulled until the 'keys change hands' so to s

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@Brillig: "Separately: As part of the acquisition, did GameStop agree to support the Gamer's Bill of Rights? Or have we been completely sold out?" Brad: As for how GameStop will treat the Gamers Bill of Rights , I can’t really speak to. Generally speaking, GameStop has always seemed pretty progressive in their sales policies such as with their handling of game trade-ins and such.

319 Replies 973,152 Views

It's legitimate. I've confirmed it from both Frogboy and Phil Madis (the director of business development for Stardock); the surprise of the announcement was due to confidentiality agreements (NDAs). Additionally, the SEC would get ultra-pissed if this were a stunt.

319 Replies 973,152 Views

You can pause any time you wish and can issue whatever orders you'd like and et cetera while the game is paused. Only the server can pause the game or change the timescale in multiplayer. It's currently unstable to change the time-rate in multiplayer as it impacts the number of packets that are sent per second but we might be able to make it stable enough in the future that the server op can change the time whenever they feel like. Sync will probably be better in that so

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[quote]That somehow reads like you didnt contacted Stardock yet!?[/quote] I'm afraid that's confidential at this time and I can't directly answer. Also: Not a problem, I enjoy answering all your questions.

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[b]Q: Is this like empire total war? zoom for battles while campaign map stops?[/b] Nope. The whole game takes place in a singular space. You can certainly zoom in on battles and so forth but the gameplay isn't divided into sections; it's whole-cloth. [b]Q:what I am not seeing in the screenshots is a sense of depth perception. I am seeing the stars at the rear through the objects at the front.[/b] That is a recognized problem: we'll be trying our best to re

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[quote]I think that was true until it became completely viable to use non expensive lcd tvs as monitors. You can put your PC, a wireless mouse and keyboard into your living room and enjoy a console feeling while having the advantages of the PC (mouse and keyboard ^^).[/quote] Whiskey's right, we do 1024x768 because that's pretty much what everyone has or above. Technically the game can go lower but our interface doesn't work that well as it scales down. If someone made a new GUI for lower r

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[quote]At the bottom of each forum category is the list of moderators for that category; from there you can PM or email them.[/quote] Ah, of course. Thanks for the info., Whiskey. [quote]Dear God, a game with relativity! My dreams are coming true![/quote] :) Our dreams too.

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[quote]Hmm, I'll try to extrapolate from psuedo-Newtonian; it's a Newtonian physics scheme that has a bit more of a "drag" effect, allowing for movement that while more in line with space travel also draws a little from fighter combat.[/quote] There is no significant drag by default; there is a little bit of drag but that's due to rounding errors. (We do actually have relativity, but only due to floating point inaccuracy; it's not a bug, it's a feature!) [quote]I bet one

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[quote]Well, what I was looking for was if the game uses a more Newtonian based physics scheme. Collisions uneventful can probably be modded BTW.[/quote] Actually, we already use psuedo-Newtonian physics. [quote]I'm sure Stardock would love to have Star Ruler on Impulse. Stardock seems to really love to support indie game developers.[/quote] That is an idea. We're not adverse to the idea and we would certainly welcome talks about it with Stardock.

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[quote]I'm sure that just the provided tools will be excellent for modding; however incorporating leader-unit with some RPG elements might require the usage of an SDK.[/quote] We think that might be possible through just AngelScript, actually. :) [quote]Also, is the physics system realistic or more arcade-esque?[/quote] Realistic when it isn't arcadey; collisions are pretty uneventful (sorry D:) [quote]EDIT: Have you thought about talking to Star

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[quote]I sincerely hope you do release an SDK of this game.[/quote] I put a lot of faith in AngelScript and our notepad-friendly text-files being able to provide to the community much of what it needs in the area of modding alongside our provided tools (namely the Particle Editor and the Model Configurator as well as the Script Test switch and some other developer-oriented tools). We think that someone would be able to, in ten minutes of study, open the game, open up our game da

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[quote]CURSED RECORDING SOFTWARE!!! WE MUST HAVE TEASER 2!!![/quote] We've already sent off a proof-of-concept to PlayClaw's tech support (who have been on-the-spot so far in providing us support) and we hope to have a solution there soon. [quote]BTW, will you be releasing an SDK, allowing other indie groups or individual indie devs to make games based on the same system as Star Ruler?[/quote] We haven't really thought much about releasing an SDK: It is a p

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We released a gameplay teaser just yesterday, the video is a little basic and rough around the edges. Our recording software (PlayClaw) has been having issues with our mouse cursor, so I am finding it tough to actually display parts of the game as well as displaying it in high-definition. Nevertheless, we are working on a solution with them and should be producing Gameplay Teaser 2 in a short period of time; the next teaser will be in high-def as well. <a tit

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The whole game is in real time and you may control every ship you own and its actions directly.

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The best way to do it is through our website. Here's a direct link: http://starruler.blind-mind.com/srbeta.php

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*sneaks in* So, I'm one of the devs for Star Ruler; I do the marketing direction, some graphics assets, and direct the QA stuff. What's up, guys? Feel free to ask me any questions you'd like. (It may take me some time to answer some and others I may not be able to precisely answer but I will answer!) I may even be able to sneak you screenshots of the game-in-progress and concept art; but I will forewarn that we aren't in feature lock yet so some of our stuff still looks a litt

130 Replies 305,230 Views