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Michael Juliano

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Everything posted by Michael Juliano

  1. Let's start with a tweet and see how that goes :) Thanks...
  2. Great, thanks. I'll give him a shout and see if it gets us anywhere...
  3. Is that @Totalbiscuit ?
  4. Lots of successful campaigns start off rather slowly. RogSys is kind of starting off on the back foot anyway because I just didn't have the people to put together I bunch of presentation media to get massive hype going. I do believe it will steadily increase for the next few days, taper off, and then pick up again towards the middle to end. That's typically the pattern. That's my HOPE anyway ;) Will just have to ride it out...
  5. SHOUT! ;) I was actually going to, but jimcarrel beat me to it, so I moved on to other forums to continue spreading the word... Jim, I made a post over at SimHQ about how to add the upgrades, and I re-worded the instructions to make it a bit clearer. To explain here though, if you want the $20 reward, but want to add Open Beta testing, which is $10, you'd select the $20 reward but then would manually change the pledge amount to $30... Thanks for all the support and kind words everyone! I really do appreciate it greatly! Thanks...
  6. Exactly the reason for the Kickstarter in February. Rogue System is at a point where I have a lot of code that needs art assets to support it. If I work on the art then the rest of the code doesn't get done. If I do the code then I have no art. I now need a team to support me, and to have it done in a proper development cycle we have to be able to work on it full time. The only way to do that is with enough funds to support the team, whatever size it is... Thanks for the kind words...
  7. Again, thank you in advance...
  8. A Kickstarter is planned for sometime in Feb, yes. I'll certainly give a shout when it goes live. Thank you in advance for your support...
  9. A bit more info in anyone is interested to know more. Cheers... http://www.spacegamejunkie.com/featured/rogue-system-qa-bringing-hard-core-simulation-space/
  10. Hi all. With your indulgence, I've uploaded the third and final January teaser to YouTube. This one shows early shield and missile effects, as well as an accelerated version of pilot reaction to G stress-in this case tunnel vision to unconsciousness. I had to accelerate the effect to fit the timing of the video :) Cheers... http://www.youtube.com/watch?v=47NsseN4S8E
  11. You might be interested to know (if you haven't already read this info from other sources) that Rogue System is FULLY moddable. There is nothing that I can think of (ships, trade goods, shaders, sound and visual FX, UI, you name it) that can not be modded. You can, actually, set up a new data directory and have multiple, modded versions of the sim sitting side by side. In fact, one of the stretch goals for the kickstarter will allow me to hire a tools programmer to create proper community editors so we can release them immediately when we release RogSys. Please feel free to make comments or suggestions on anything--always willing to listen :)
  12. I realize that I am creating a rather niche take on the genre by introducing such a "hardcore" approach. But I also believe that it is a unique approach that will make the "gameplay" very rewarding, and set Rogue System apart from the "big boys" (even if on a global scale we share many of the same features). My audience will be smaller, and so the support of every interested person is of immense importance and will mean SO much to the project. So, again, thanks in advance for your support if you decide to pledge.
  13. Thanks in advance for your support. Cheers :)
  14. Yes, the EFD is that forward-facing display, and indeed is an interactive holographic-like display. In the sim world it is actually mind-controlled by the pilot. But, we still have to click the mouse or other keystroke ;) The type of display you're suggesting with that video is TOTALLY do-able with the interface system I've developed; and, in fact, you will work with a display like this, to get a quick overview of loadout and current condition, before you board your ship. I'm certainly open to ideas as long as they support the core goal of providing a rich simulation of not only the ships, but the pilots in the cockpits who are, after all, probably the most important "ship system" of them all. Our main system of "inertial dampening" is a system I call FIS (Friction Induction System). This generates a field around the ship that interacts with the particles that come in contact with it to create a form of drag, which causes a more atmospheric feel to flight. This system is adjustable and can be turned off. Actually, during take-off and landing you have to use pure Newtonian flight. Remember that the "host" ship is moving (either in an orbit or of its own power). You have to remain "stationary" in relation to it, and the only way to do that is with unimpeded motion. Think of it more in terms of a fighter on a moving aircraft carrier--completely motionless in relation to the carrier but both are in fact moving in tandem. We also have auto-pilot systems to help counter rotations and translations, again to provide a more atmospheric feel... Cheers.
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