Jump to content

Michael Juliano

Members
  • Posts

    40
  • Joined

  • Last visited

  • Days Won

    2

Posts 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. hey! Michael/Scott i hope your going to still update us here please.....

     

    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...

    • Like 1
  3. Pledged.

     

    Forgive the question, but if kickstarter funding does not succeed will the project still continue? If so, how will the projected release dates be influenced?

     

    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...

    • Like 2
  4. EFD clutter? Why not develop it like a Garmin gps unit.

     

    Different pages for different flight regimens. You have main pages with subpages.

    such as ship systems, you already have that, just make another EFD "page" with sub-pages pertaining to graphical layouts for docking, slingshot around planets, asteroids, you could do this for about anything.

     

    I know I didn't do justice with explanations, but I'm sure you get what I meant.

    No need for clutter when you could merely pull up the particular "page" with the info you wanted.

     

    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.

  5. Michael,

     

    Thank you for your responses. I can't afford much but I will make a donation to your project on kickstarter.com. I watched the video posted here

     

    I was very impressed with Rogue System and your vision for it, as well as your personal story. Well done. You should be very proud.

     

    I am going to post a link to your kickstarter page over at the 104th Phoenix website forums and ask members of our DCS squadron to pitch in.

     

    Best of luck and keep the faith!

     

    ~Paul

     

    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...

  6. 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).

  7. 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...

  8. Take care not to pollute too much the EFD.

     

    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 :)

  9. twice you mention that display. im thinking a computed navigational overlay displayed on the ships external viewing monitors or with a backup system. seems like somthhing that would be implemented to make it easy for the pilot to comprehend and adjust too. a visual path system for entry. im thinking that this example video will be hard to project whats going on. its more of a feeling induced expereince with speed and movements assetts naturally hard to convey in space but with a planetary body it should look good and get some sense of feeling. some cockpit shake should be going on there i reckon for the slingshot where the ship might battle gravity to achieve the speed and thus demonstrate gravity.

     

    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.

  10. im just so confident in my thoughts that its just a bit to early. i believe it is has "win" written all over it.

     

    re gravitational effects, its to early to try visualise that no ? not to hark on about to one of my ideas ive mentioned, but the slingshot mechanic if it was there might better illustrate that G effect best through speed.

     

    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...

  11. 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.

  12. 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! :)

  13. yep i like this video more than any of the rest, with emphasis on the ship occupant it has a more apparent grounded feel with reality.

     

    i also wonder if we could get dual cockpits & shared systems in such a sim?

     

    Sure you could (dual cockpits, shared systems)--the code support for that is already in there...

  14. From what I gather Rogue System will be HIGHLY mod-able (tho maybe not mod-friendly) so I'm sure that in time it will be possible for modders to implement their own design. I'm with you on that btw, I'm a graphic designer IRL and love to do some Concept Arts and you can bet I'll do a bunch of ship or station sketches for Rogue System!

     

    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...

  15. I still don't know how much I'll pledge, but I will pledge for sure. Your last video was impressive, I was blown away at how immersive it felt when you put the pilot secure bracket in place and put the helmet on, I'll remember that for some time, more of that! I expected to hear the typical pilot helmet breath sound but it didn't come though, is that planned?

     

    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...

  16. Ahaha, I was going to open a thread, after pledging to your Kickstarter, but a little search, and I quickly found it was already done.

     

    Best of luck to Michael for its project !

     

    BTW, you can try to reach TotalBiscuit, but last time I checked, he doesn't take requests. But try anyway ! :)

     

    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. :)

×
×
  • Create New...