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Michael Juliano

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Everything posted by Michael Juliano

  1. Hi everyone. It's been a while since you've heard from me. A lot has been going on in the background. I found a lot of support here early on and I wanted to say "thank you" by taking a minute to stop in and let you all know that Rogue System now has a publisher and entered full-time production on Nov 1. Here's the press release: http://www.roguesystemsim.com/VForums/discussion/23/rogue-system-finds-publishing-partner#Item_1 Thanks again for all the support in the past. Please stop by the forums from time to time to see how things are going :)
  2. Hi, While I'm in the process of getting the first public test version ready to go most of my updates are in the form of "developer journal" entries over at the RogSys forums ( http://www.roguesystemsim.com/Forums/ ). But yes, when there is major news I will certainly post here :) Since the Kickstarter, I guess the biggest news would be the code review and revision, which I needed to do to make sure everything was ready for the next step. After that, I started working on final ship system designs (and have just started implementing those), as well as a complete overhaul of the orbit mechanics code, which there is a video of here: http://www.youtube.com/watch?v=nIpuR6WY2h4 I have to admit that for one man the Kickstarter was a huge effort and really took a lot out of me. It took me a good month to "gather myself back up" and start making forward progress again. But, I'm beyond all that now and I've added a "To-Do" list to the site so you have an idea of where things are as I move to getting that first public test version ready: http://www.roguesystemsim.com/RogSys.html Thanks...
  3. No, not the end by any means. If you haven't yet, please see the last Kickstarter update for future plans. http://www.kickstarter.com/projects/1298800608/rogue-system/posts/434048 We just have a slightly longer road ahead now :) Thanks for all the support, everyone...
  4. One final video in this series--this one cover landing and basic ship shutdown :) https://www.youtube.com/watch?v=xFKREQnKvps Thanks for all the great discussions and comments here about RogSys, and thanks to ED for having this "Other sim news" forum.
  5. First, thanks for your support :) Funded or not, it WILL continue. I've invested far too much in Rogue System, in terms of time, money, and any other form of investment you could think of, to just let it die. Without KS funding I won't be able to go to full time on it immediately as I want, so it will slow it down a bit. I am considering some other forms of funding, such as a minecraft-like model, as well as a couple others. But no, under no circumstance will RogSys go away now. If nothing else, KS has gotten the word out about it and has helped to firmly plant it in the genre. That alone makes the KS a success as it will be beneficial in the long term... Thanks again...
  6. A new video is up--this time showing some celestial elements of the dynamic galaxy. Interesting to note, around the 1:20 mark, if you look at the dark side of the planet, you can see city lights, as well as lightning flashes. Please check the description for more info. https://www.youtube.com/watch?v=gzaAheV4lFc
  7. Yes. This is the idea of the EFD--to have multiple pages so that it DOESN'T get cluttered. This is part of the reason that I get all the core systems finalized--so a proper design can be accomplished for the EFD to get all this info sorted out.
  8. Thanks SO much for your support, truly. If any of your members over there have any questions let me know--I'll be happy to answer them. Cheers...
  9. There are short range primary weapons (such as the place-holder plasma repeaters you see in the vids), medium to long range missiles and kinetic weapons, and longer range beam weapons. Most weapons have an operational envelop that you must stay in in order to be employed properly. The systems that provide atmospheric-like flight during combat assist in keeping you within this proper envelop. Weapons not only have a destructive force (blast damage from a missile, say), but in some cases their "speed" in relation to the target (such as kinetic-based weapons), as well as range traveled to the target are taken into account. For example, a plasma burst looses destructive force as it looses form over time (hence the short-range nature of them), whereas a beam weapon maintains its shape over greater distance and therefor retains its destructive potential longer. Now, obviously the restrictions to weapon employment are science-fiction of course, and are really for the sake of gameplay. I want to keep combat tight and localized once the merge happens. All celestial elements impart gravity (suns, planets, moons, etc) and are themselves in motion, and so everything is always in motion. There is no way to "stop" (unless you're speaking relatively in relation to another object). So, the only way to achieve orbits, or stay properly aligned with another ship in order to dock (or during take-off) is to use a Newtonian-based system. The systems to provide atmospheric-feel are then used to "counter" that when needed (mainly during combat).
  10. A new podcast up over at spacegamejunkie.com covering RogSys--well worth a listen: http://www.spacegamejunkie.com/podcasts/sgj-podcast-03-rogue-system-qa-michael-juliano/
  11. On this subject, again keep in mind the ship systems that help to "counter" newtonian flight, thus providing a more atmospheric-like feel to flight. I go a step further with one of these systems, the FIS (Friction Induction System) that allows for variable levels of feel--you can tweak it to what feels good to you. The only times you NEED newtonian flight are take off and landing (to stay properly oriented with a moving target), and while trying to achieve "breakthrough" momentum to use the "Dark Drive" (which is the system used to travel from one planet to another within the local system... @Polecat: I don't know if this info will help you decide one way or the other, but this is what I'm planning (and already have working) for RogSys :) Cheers...
  12. Thanks for the continued support! :)
  13. Indeed. That's the same issue they face in real aircraft--the balance of too much and too little info. For SURE, the EFD and other displays need a proper design cycle... Cheers :)
  14. Yeah, that's kind of what I was envisioning--a path projected on the EFD or visor display showing your trajectory as you sling around the planet. Maybe two paths actually--the preferred and then the actual. That would help to visualize it pretty well, I think.
  15. Definitely, a slingshot pass would show that pretty well--let me see if I can come up with something. The trick is knowing what the proper trajectory is so you actually get slung, rather than pulled down into the planet :) I'll definitely need a display to help with that later on...
  16. No perhaps not. BUT, I've read a lot of "I'm waiting to see how this develops..." sort of thing--MIGHT be enough to tip those one way or another. In any case, I just need to keep trying to reach people :) I'll see what I can do about the gravitational pull vid--that would be easier to visual if there were some displays to help you "see" it.
  17. There's a new vid up: some combat footage, first with, and then without, the assistance of shields. Also a brief discussion of AI. Here's the link: https://www.youtube.com/watch?v=11z26m_CbkU Cheers...
  18. Hi all. Just a quick shout to say that BumbleBee was kind enough to extract Rogue System's portion of their recent 8-hour webcast. Here's the link: Thanks for all the support and suggestions, gents. I do wish there was more so that I could "sell" to the more visually oriented. I just haven't had the "manpower" to put together that sort of presentation. Perhaps the upcoming combat portion of the video series will help a bit in that respect. Again though, while being funded through KS would be HUGE, even more important is the exposure--getting Rogue System recognized as a brand. If some people don't like its study-sim approach is hardly the point. That it's recognized as an option in the space combat genre IS :) And yes, slowly and steadily we're building up a very solid community, and that's what it needs to be successful over the course of its life. NOTHING that is happening right now is in vain! :)
  19. Here's video 3 in the series... https://www.youtube.com/watch?v=7hETLZvUSZE Cheers...
  20. Sure you could (dual cockpits, shared systems)--the code support for that is already in there...
  21. If we can reach the 500K stretch goal and I can get a full-time programmer working on mod tools then modding will be MUCH easier. And, btw, if you do work up some concept stuff PLEASE feel free to send it on. I might not be able to compensate you for it, but if I used the design I'd CERTAINLY give you credit for it. Cheers...
  22. Thanks in advance for whatever support you can do. Yes, that is most certainly planned. Pilot reactions, breathing, etc only recently started to go in, and Kevin (the gent who's been doing sounds up to this point) wasn't able to provide samples for every situation yet. There are all sorts of things like this planned. If I can get some folks, and myself, working full-time progress will be much faster for obvious reasons :) Thanks, by the way, for the kind words. Cheers...
  23. Hell, I'd just call it "Yurgon" and apply for new trademarks ;)
  24. Yeah, I noticed that. I presented it as, "It was suggested to me you may be interested in..." and gave him a link to the video. It's up to him to decide to act on it. Probably won't amount to much, but definitely worth a tweet at least. :)
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