Category Archives: Noble Armada
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, […]
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 […]
Kickstarting the Suns
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 […]
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 […]