Whoah, looks awesome. A bit too much blue in those scenes...but damn that looks cool. There hasn't been a decent space combat game in a good number of years.
You have no frickin' idea what's going on because your field of vision ammounts to about a quarter of the battlefield. Whenever i play one i always have that nagging fealing of "dear god i hope i don't plow into something i can't see as i turn."
I'd love to see a more strategic space game, where you don't move as fast, maybe add some rpg elements.
Enough rambling about the cons though, i love me sold old school space combat, even if i have no idea wtf is going on.
That really does look amazing. Great UI design, too. Also seems a hell of a lot faster than most space combat games, something that's always bothered me. I love the way you can fly right next to larger ships at a decent speed - a real X-Wing / Death Star type dealie.
I realy enjoyed x3(but not the playing for hours and getting nowhere part of x3) this doesnt look amazing to me but it could be fun, definitely a great achievement for 3 people though.
the semantical confusion comes up when you say WHEN does it have to be independent of a major publishing studio.
If you start making a game with a big publisher's money you clearly aren't indie
If you start making one and posting in viral places and THEN get picked up, are you still indie?
What about if you finish your game and someone publishes it?
What about if you finish it and then a publisher helps you remake it?
Anyway regardless, this is indie indie indie of the indiest independance.
Wow, that's awesome! Especially loved the music, it had great momentum and mood. Kinda reminded me of Descent 2, loved that soundtrack back in the day.
I've always wanted to play a space-sim game where you could fly around your ship, engage in combat and trading, leave the cockpit and enter your ship and walk around... maybe even land on planets and do stuff there.
Essentially, if you combined X3, Star Wars Galaxies, and Freelancer into a giant multiplayer game that didn't suck. If that game existed, I would have bought this and put LCD screens in the windows.
the semantical confusion comes up when you say WHEN does it have to be independent of a major publishing studio.
If you start making a game with a big publisher's money you clearly aren't indie
If you start making one and posting in viral places and THEN get picked up, are you still indie?
What about if you finish your game and someone publishes it?
What about if you finish it and then a publisher helps you remake it?
Anyway regardless, this is indie indie indie of the indiest independance.
if a studio picks it up with out changing it, wouldn't it still be pretty much indy?
if it was made by a bunch of guys at home, its indie.
if a big name publisher picks it up halfway through development, and starts pouring money into it,
the indie publisher goes mainstream.
if you need a more exact definition, you can do a linear interpolation between indie and mainstream transition, to find out exactly how "indie" it is.
the company will become mainstream the moment they're picked up, money is poured in, and they get their own office.
but the game is different.
for example, if the game was halfway done when the company was picked up,
the game becomes 50% indie, and 50% mainstream. if you need to know whether its "exactly" mainstream or indie, you can round off. so if the company was picked up 25% of the way through development its 25% indie, and 75% mainstream. rounding that off, you get "mainstream".
but if the game was picked up at 75% completion, 75% of the development was indie, and therefore the game is indie.
the game completion rate is calculated by taking the total work hours spent, per person, and adding it up. for example, with a team of 3 people, spending 3 hours a day on the project, and the total project time is 1 week, the total work hours will be (3*3)*7 ? 63 hours total.
if the game is then picked up and 7 people spend 3 hours every day for a month to complete it,
(7*3)*31 = 651 hours.
63 hours / 651 hours = 0,0967741935
so the game was about 10% done when it was picked up into mainstream, which means its a mainstream game, and not indie.
bah, too much programming.
Aaaah, I'd love to play a decent space sim again. The trailer looks pretty slick, but I must say that I really don't like the models of the ships so far... they are lacking shape.
btw games like Capsized are the reason i hate many PC games these days. i can't stand the control system of pointing somewhere on screen with the mouse. i want joypad control but unfortunately this awful control system was created because all PCs have a mouse but not a joypad and there are so many joypads to choose from on PC that everyone doesn't know which one to get so ironically almost everyone never gets any joypad for PC it seems.
Yeah it's a cool lookin game, but who has a joystick anymore?!? I don't think I'd want to play it without one... Unless I can use my 360 controller. That'd be alright, I spose.
Replies
here is a tidbit that is not on their site anymore. Their coder was a gameplay programmer on Crysis
The music really helps a lot. All together it makes me feel like I'm flying with Starbuck.
This is filled with dust and debris and effects and looks awesome.
You have no frickin' idea what's going on because your field of vision ammounts to about a quarter of the battlefield. Whenever i play one i always have that nagging fealing of "dear god i hope i don't plow into something i can't see as i turn."
I'd love to see a more strategic space game, where you don't move as fast, maybe add some rpg elements.
Enough rambling about the cons though, i love me sold old school space combat, even if i have no idea wtf is going on.
http://forums.aureasection.com/forumdisplay.php?fid=8
The engine has some nice stuff going for it!
... 3 fucking people? jee zus.
Deff one to get .
Aother awesome looking indie game on the horizon (instead of making a new thread).
[ame]http://www.youtube.com/watch?v=Hqt-uYSGMC8&feature=player_embedded[/ame]
Indie = independent of a major publishing studio
the semantical confusion comes up when you say WHEN does it have to be independent of a major publishing studio.
If you start making a game with a big publisher's money you clearly aren't indie
If you start making one and posting in viral places and THEN get picked up, are you still indie?
What about if you finish your game and someone publishes it?
What about if you finish it and then a publisher helps you remake it?
Anyway regardless, this is indie indie indie of the indiest independance.
I was like f! what engine is that. Custom? Ehh? Nice.
w00t! Lets hear it for the indies! 3 people b!tches!
Essentially, if you combined X3, Star Wars Galaxies, and Freelancer into a giant multiplayer game that didn't suck. If that game existed, I would have bought this and put LCD screens in the windows.
please have trackir support
Getting a Freespace 2 vibe from it, and that ain't bad.
if a studio picks it up with out changing it, wouldn't it still be pretty much indy?
if a big name publisher picks it up halfway through development, and starts pouring money into it,
the indie publisher goes mainstream.
if you need a more exact definition, you can do a linear interpolation between indie and mainstream transition, to find out exactly how "indie" it is.
the company will become mainstream the moment they're picked up, money is poured in, and they get their own office.
but the game is different.
for example, if the game was halfway done when the company was picked up,
the game becomes 50% indie, and 50% mainstream. if you need to know whether its "exactly" mainstream or indie, you can round off. so if the company was picked up 25% of the way through development its 25% indie, and 75% mainstream. rounding that off, you get "mainstream".
but if the game was picked up at 75% completion, 75% of the development was indie, and therefore the game is indie.
the game completion rate is calculated by taking the total work hours spent, per person, and adding it up. for example, with a team of 3 people, spending 3 hours a day on the project, and the total project time is 1 week, the total work hours will be (3*3)*7 ? 63 hours total.
if the game is then picked up and 7 people spend 3 hours every day for a month to complete it,
(7*3)*31 = 651 hours.
63 hours / 651 hours = 0,0967741935
so the game was about 10% done when it was picked up into mainstream, which means its a mainstream game, and not indie.
bah, too much programming.
ps deja, I think you might be giving it a bit too much thought.. if it feels 'indie' then it is, I say
http://www.rockpapershotgun.com/2009/10/22/the-spatialists-aureasection-talk-naumachia/
John