Category Archives: Game Development

FSNA: Noble User Interface

Developer Diary 5 As I noted in an earlier dev diary, the traditional RTS movement interface has a player select a unit (or group of units) and then select a point on the map where they should move or an enemy unit/structure for them to attack. There may be other bells and whistles (formations, speed, […]

Battle & Brew is Brewing Again

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 […]

FSNA: Realistic Movement in Space!

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 […]

What is Fading Suns: Noble Armada?

Developer Diary 2 Holistic Design Inc. first released the Fading Suns universe in the role playing game of the same name (Check out Ulisses Spiele’s plans for the tabletop game). Emperor of the Fading Suns was our first computer game set in the universe. A few years later we began work on the Noble Armada […]

Live Playtest of Fading Suns: Noble Armada

Developer Diary 1 It’s always scary to debut your game to new eyes. We want the feedback and criticism, yet are afraid of it at the same time. What if there really is a bug? Time to turn on the anti-negativity shields, don the rose-colored spectacles, and rush into the fray … or at least […]