Whoops. Was thinking Venus and typed Pluto. [e digicons]:blush:[/e] By the same token, on a "planetoid" like Pluto, the indicator could slide left of center and be a cold blue color, versus being right of center and a bright orange or yellow color. I'm not exactly an expert at the terminology for this stuff, but this may be referred to as a semantic scale when it measures something in two directions, versus a differential scale that only measures something in one di
Awkbird
I just got an idea about formatting these indicator bars a different way to show ideal conditions at the center of the bar, while extreme conditions move to opposite ends of the spectrum on the display. As an example, the current bar might look like this for a hot world like Pluto Venus or Mercury: [quote]0 ···············
Thanks for bringing up this point. It reminded me of something important about how SC2 handled moons. This again comes back to my concerns about scale. SC2 handled scale in an interesting way. We've talked about the unusual size of the planets in SCO, but there's also the fact that we can see moons from quite some distance. Henri brought up Jupiter's moons (there are actually twice that many, although most are only familiar with a dozen or so) and this reminded me how we d
I really appreciate the fact that the franchise is branching out into a different 'verse and opening up the ability for players to create their own 'verses, however I've been curious recently about how this will jive with the previous stories and I don't know if Brad can speak broadly about it without giving away anything. There's no getting around the fact that this is basically a hybrid prequel and reboot, taking place both before the originals and also not direc
^ Us founders have all pretty much been universally rallying behind this for a few months now. :)
[quote who="tingkagol" reply="25" id="3654620"]I don't know if this has been shared here, but I always found this guy's blind playthrough of SC2 interesting (though it was frustrating at times). It makes me so proud to see his curiosity turn into deep admiration as he went deeper into the story. He eventually did a video in retrospect, digging deep into the psyche of the different aliens in the game - but none more compelling than the Ur-Quan. I thought this video is quite releva
^ Glad to see this on here again. (video credit is mine, btw) :)
This is a cute exercise and makes me wonder how Stardock plans on incorporating custom font styles for community content. My total shot in the dark guess would actually be that they'll include a font design feature with the mod tools. Don't know if that would be any harder or easier than just supporting standard font libraries, although such liberty could pose major issues if the typefaces aren't properly licensed for use. @Vaelzad/Frogboy: can you weigh in on how
My name is Martin Lettvin. I am such a Star Control zealot that I've had it in my news feeds for years even though the property stagnated for two decades. I feel I must have been one of the first few to learn the news of Stardock's acquisition of the property from Atari back in July 2013 (less than a week after my birthday) through Anthony Suarez's Star Controller blog. Even before then, I knew of Brad Wardell's interest in the property, and his determination to be the
[quote who="whitepaint"]... so that (not that I would want to) I could in theory make the SC2 campaign.[/quote]Rest assured you are not the first person, nor the last, to have this idea. There will no doubt be an abundance of community fanfic mods paying tribute to the original canon. [quote who="Acestriker1"] I watched the gameplay video, but I'm still not 100% on what type of game this is exactly. Sid Meier's Pirates in space? Freelancer but more of an isometric vi
Island Dog has been providing links to coverage of the official announcement in a few different threads. I thought I'd start a collection of all the sites dedicating some media attention to covering the announcement. Don't know if this is sticky/pin worthy but feel free to if you think so. Figured something like this might be worth having so that people here on the forum could have a quick reference to all of the other major (and some not so major) sites talki
SC1 released on a whole slew of systems (Amiga, C64, Sega Genesis, DOS) but not 3DO. SC2 released on 3DO with a significant content upgrade that included cinematics and voice acting that could be accommodated by the system's CD format. But yeah, the controls were always simple and I think should translate to console control schemes quite easily. I don't own a modern console but a lot of titles these days that are developed for both PC and console tend to be better than
Just making an educated guess, but I'd say both these prices are discounted against whatever the final selling price will be. They've already established that the amount of content we're given access to in the Lifetime Edition will outweigh the $100 cost over time because new expansions should ultimately end up adding to more than that amount. If that's the case, I'd guess the retail version could be more like $40-$50 with new DLC being in the $10-$30 range, depend
Given the reality of the situation and all the variables that needed to be juggled with regard to respecting the source material, I think it was the right decision. This approach will give the Star Control brand the opportunity to take its time relaunching and growing into something much more multifaceted than ever before. Whether the original creators ever choose to add to it is another question. We'd all love to see that but I can't hold my breath waiting for it to happen. I
Happy days and jubilation! I reckon this community is about to get a bit larger.
Woah, the forum design got a bit of a makeover. So many new things!
1. I prefer the freedom to choose which ship enters combat. I think an RNG/adaptive/automated approach to ship selection will just frustrate players if they know they already have a preferred counter to their opponent in mind. 2. 1V1 is probably the way to go to start, but I'm intrigued by the idea of multi-ship combat and I think it should be an eventual feature at some point if not upon release. In most strategy games, you cannot simply spam a single type of unit and expect to w
Nice update. Don't sweat the melee, I'm okay with waiting. A delayed game can eventually be good, a bad game is forever bad. Any discussion with Paul and Fred about participating within the community? I know they're probably just fine making money hand over fist with Skylanders (and are probably hugely busy with it) but I think it would be great for the community and Stardock's social media presence if you had them make an appearance in an interview or some kind of Sta
Bearing in mind this is all still a work in progress, I'm pretty impressed. This is the first proof of concept that the project is getting somewhere. Didn't expect such a huge jump in polish and detail over the previous video from just two weeks ago. Really love the seamless zoom transitions between things, but I agree the warp-in animation could get tiresome even though it looks great. I know you guys are probably eager to show off the detail of the ships as they change throu
Exactly. They're not really specifically prompting us on anything in particular, and users have been making these threads rather than moderators. The resulting disorder is what happens when you let a mob take matters into their own hands in any situation. I don't know if it makes a difference to Stardock since they claim to be observing comments regardless, but there could definitely be a little more structure and moderation rather than just letting the forum govern itself. I
If you hadn't told me it was a Kohr-Ah theme, I'd have guessed a Druuge inspiration from the sinister guitar licks. The original Kohr-Ah theme didn't have a guitar element, but the percussion and ambience here are definitely nods to the original. Both the Druuge and Kohr-Ah themes shared a few common elements; this almost seems like a hybrid of them. You are definitely on a roll with these recently. What software are you using for these tracks?
The people on here who are actually software developers who've renounced the idea that they might be actively steering development here set a good example for how others should consider their role as a founder. Stardock is going to do what they think works best, as opposed to what some dedicated fans demand because they provided a fraction of sales revenue up front. I'm not under any delusion that I'm ultimately influencing anything until Stardock makes me a job offer
Agreed. Just because SC2 and SC3 had conversation interfaces doesn't make it a good design decision. I'd actually argue that this (outdated) approach of showing dialog on a skeuomorphic screen-within-a-screen idea simply clutters the frame with unnecessary distractions that don't add to the immersion of a conversation, but rather detract from it. Graphic interface design has come a long way with improvements in resolution and general layout practices, and given the am
I like the dark ambience although it honestly strikes me more as mood music for gameplay as opposed to a race theme. The first thing I pictured while listening was some tense gameplay scenario like navigating through a dark and dangerous environment while something scary is watching/stalking you. Don't mean to sound critical but the melody is very atonal because the key signature seems way off, or the timbre has been altered with some kind of filter. Don't know if it's int
This may be my biggest post ever. But before I go completely Kavik Kang, first let me plant my feet firmly in Camp 2 as I tackle my opinion on these warring tribes. THE GREAT DEBATE Given that I’ve been an advocate of alternate gameplay modes, this position will make me seem like I’m looking a gift horse in the mouth, but I feel this idea of system-wide combat goes against how melee should work in Star Con