Battle and Brew in Sandy Springs has always been a fun mix of LAN party, restaurant and pub. It has been a favorite place for GGDA members and meetings, and there was much consternation when the owners announced they were having to shut it down. New owners stepped in, however, and it reopened. GGDA member Ashley Stapleton interviewed the new owner, and I think more than a few people who read this blog will find it interesting: https://ggda.org/blog/press-start-to-continue-an-inside-look-at-battle-brews-reopening/
Developer Diary 4
How do you have realistic movement in a space combat game? Well, unless we have actual battles between the planets, we really won’t know. Until that time comes (and let’s hope it is long after we actually start regular trips between worlds), we can make some suppositions.
Since there is almost no friction in space, ships cannot stop on a dime (or a Firebird). Instead, they must fire their thrusters to move in a certain direction. When they want to change their direction, even the slightest amount, they must apply thrust in a new direction that takes into account their current velocity.
In the Fading Suns universe, most human ships have rear thrusters. When they need to change direction, they use maneuver jets to change their facing, and then apply thrust in that direction.
In FSNA, we simulate this by allowing you to change facing freely, but your rear thrusters take time to replenish before they can use full thrust again. Thus players have to take care to use just the right amount of thrust to reach their goal. Too much, and they may drastically overshoot. Too little, and they may suffer several broadsides while getting into position.
In our next Developer Diary, we will cover the thinking behind our user interface.
What game have you played that handled player maneuvering in an innovative way?
Developer Diary 3
We are debating running a Kickstarter for Fading Suns: Noble Armada. While we self-funded the game (read: I worked on it in my spare time rather than pay myself), there are a few things that would benefit from funding. These include:
- Hiring a programmer to port it to other platforms (right now it is only set for PC).
- Hiring an artist to make any necessary UI adjustments for those platforms.
- Developing and testing a campaign editor that is usable by anyone, and not just the game developers.
- Hiring both a programmer and artist to implement more spaceships and factions.
There are other things we could do with more financing, but those are the main ones. The main goal of the Kickstarter would be to finance those ports, so the game is playable on other platforms. That probably would not require much money. I am thinking it would run around $3,000. The secondary goal would be to create a user-friendly campaign editor, so players can create and share their own campaigns. You can follow me on Kickstarter as HDIAndrew, https://www.kickstarter.com//profile/hdiandrew
What do you think of Kickstarter campaigns? Is this something you might support?