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StarDrive. (Take Distant Worlds + Escape Velocity)

 
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StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 2:04:28 AM   
zer0sum

 

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My name is Dan and I am an independent software developer. For the past year and a half I have been creating a new 4x Action Strategy game for the PC called StarDrive.

See the Trailer Here!

StarDrive is a 4X Action-Strategy game where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, you forge out into the galaxy, exploring new worlds, building new colonies, and discovering the StarDrive universe.

The heart of StarDrive is its ship design and combat engine. StarDrive takes a module-based approach to ship design, allowing the player to create custom ship designs where the composition and placement of ship modules really matters to the performance of a ship in combat. In combat, if your portside armor is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship's shields, warp into and out of the fray, launch fighters, lay mines, and so much more.


I would ultimately like to have this game picked up by a publisher (Matrix!). But for now, I am still working on funding the art. I have a Kickstarter Campaign Here.

I would love to hear your feedback on my trailer and game concept, and I am happy to answer any questions you have about game mechanics and my vision. Thanks!
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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 4:57:09 AM   
n01487477


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Hi -
I'm not going to pledge, but it does look interesting. You should check out StarFarer's (and others) model of early beta purchasing.
Games for submission:
http://www.matrixgames.com/corporate/submitting.asp

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:06:51 AM   
apathetic lurker

 

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It does look interesting ...I might take the plunge


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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:11:22 AM   
zer0sum

 

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Hey guys. Any and all support is appreciated. I'm working hard to bring a combat demo out soon.

I have looked at Starfarer -- I even paid the $10 for it -- but I haven't heard anything about it since it was released. StarDrive right now is looking very polished, but we still have a lot of art to make and put into the game. Thus, the kickstarter.

If you have any questions about the game, I'd love to answer them.

< Message edited by zer0sum -- 12/4/2011 5:24:44 AM >

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:22:46 AM   
n01487477


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Zer0sum -
I'll have a more closer look and have some Q's later. [edited]

< Message edited by n01487477 -- 12/4/2011 5:36:05 AM >


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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:46:57 AM   
n01487477


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Pretty amazing work so far...although hard to hear your voice in the video on youtube. You've got me so far ...

Would like to hear more about the economic side. Is it similar to the X2 universe in logistics etc? I play WiTP-AE and logistics are a big thing for me. Not just making money but actually having to deal with a proper logistic model in space is something I'd pay for. Bringing up supplies, equip etc and processing raw materials. Not just having Planets provide almost everything abstractly.

Still, if this is mainly combat orientated, it might still be cool; I'd say I'm not in the twitch brigade any more and looking for a more immersive, thoughtful experience.

Good luck with it all - I'm impressed.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:52:15 AM   
zer0sum

 

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The main economic work in StarDrive is the acquisition of new planetary colonies. Colonies produce resources that are simplified into 4 categories: food, production, research, and money. Each resource fills a role. Food is consumed every game “turn” by the colonists on your planet. Insufficient food supply leads to starvation and population shrinkage; sufficient food supply allows population growth. The larger a planet’s population, the more resources it can produce. Production of resources generally is tied to planetary populaton.

“Production” is the resource used to build ships and buildings. For instance, a “mine” building will increase the production of a colony; however, you need production to build a mine. Building up a colony from the initial outpost to an industrial juggernaut involves ensuring that the planet has enough food for the population to grow, and enough production to bootstrap your way up.

So, I tried to model colonization of planets somewhat realistically. When you first get to a planet, you have very little with you, and you are not able to produce very much. However, you can accelerate planetary growth by assigning freighters to carry goods throughout your empire. The freighters are largely automated and will bring food, production, and also new colonists to your recently settled worlds.

Your trade network is therefore vital to properly growing your empire. Consequently, defending your trade network (or attacking your opponents’) is absolutely critical. Research is produced at planets as well with research facilities that you build there. You can choose to focus a planet by building higher-level, more expensive research buildings. You can also trade with alien races to acquire tech.

Finally, buildings and ships all cost money for maintenance. You have to have sufficent population to tax for income, and you can also raise money through trade with alien races and by researching economic improvements.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 6:08:16 AM   
n01487477


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quote:

ORIGINAL: zer0sum

The main economic work in StarDrive is the acquisition of new planetary colonies. Colonies produce resources that are simplified into 4 categories: food, production, research, and money. Each resource fills a role. Food is consumed every game “turn” by the colonists on your planet. Insufficient food supply leads to starvation and population shrinkage; sufficient food supply allows population growth. The larger a planet’s population, the more resources it can produce. Production of resources generally is tied to planetary populaton.

“Production” is the resource used to build ships and buildings. For instance, a “mine” building will increase the production of a colony; however, you need production to build a mine. Building up a colony from the initial outpost to an industrial juggernaut involves ensuring that the planet has enough food for the population to grow, and enough production to bootstrap your way up.

So, I tried to model colonization of planets somewhat realistically. When you first get to a planet, you have very little with you, and you are not able to produce very much. However, you can accelerate planetary growth by assigning freighters to carry goods throughout your empire. The freighters are largely automated and will bring food, production, and also new colonists to your recently settled worlds.

Your trade network is therefore vital to properly growing your empire. Consequently, defending your trade network (or attacking your opponents’) is absolutely critical. Research is produced at planets as well with research facilities that you build there. You can choose to focus a planet by building higher-level, more expensive research buildings. You can also trade with alien races to acquire tech.

Finally, buildings and ships all cost money for maintenance. You have to have sufficent population to tax for income, and you can also raise money through trade with alien races and by researching economic improvements.

Yep - what I thought, but doesn't break away from the usual 4X rules. I'd still buy your game but would love someone to make something a little different with the economics.

Thanks for your detailed answer.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 6:55:57 AM   
zer0sum

 

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quote:

ORIGINAL: n01487477


quote:

ORIGINAL: zer0sum

The main economic work in StarDrive is the acquisition of new planetary colonies. Colonies produce resources that are simplified into 4 categories: food, production, research, and money. Each resource fills a role. Food is consumed every game “turn” by the colonists on your planet. Insufficient food supply leads to starvation and population shrinkage; sufficient food supply allows population growth. The larger a planet’s population, the more resources it can produce. Production of resources generally is tied to planetary populaton.

“Production” is the resource used to build ships and buildings. For instance, a “mine” building will increase the production of a colony; however, you need production to build a mine. Building up a colony from the initial outpost to an industrial juggernaut involves ensuring that the planet has enough food for the population to grow, and enough production to bootstrap your way up.

So, I tried to model colonization of planets somewhat realistically. When you first get to a planet, you have very little with you, and you are not able to produce very much. However, you can accelerate planetary growth by assigning freighters to carry goods throughout your empire. The freighters are largely automated and will bring food, production, and also new colonists to your recently settled worlds.

Your trade network is therefore vital to properly growing your empire. Consequently, defending your trade network (or attacking your opponents’) is absolutely critical. Research is produced at planets as well with research facilities that you build there. You can choose to focus a planet by building higher-level, more expensive research buildings. You can also trade with alien races to acquire tech.

Finally, buildings and ships all cost money for maintenance. You have to have sufficent population to tax for income, and you can also raise money through trade with alien races and by researching economic improvements.

Yep - what I thought, but doesn't break away from the usual 4X rules. I'd still buy your game but would love someone to make something a little different with the economics.

Thanks for your detailed answer.


Early versions of StarDrive had much more complex economic systems, but I basically shelved that idea for a later title. It was exactly like you said with raw materials processing and so on. I do like that, but it smacks more of work and less of play, and ultimately I want to put accessibility and fun first.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 8:35:36 AM   
JudgeDredd


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That looks bloody good. I hope Matrix picks it up. I'm impressed with the artwork so far.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 1:26:58 PM   
wodin


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The only thing I don't like the sound of is that combat is like an arcade shooter. I'd rather it be based on Ship weapons\systems\Commnader and Crew Skill and you give them orders...depending on how good the crew is and ship systems depends on how well they manage to fight and carry out orders.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:22:04 PM   
doomtrader


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Indeed looks interesting

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 5:33:22 PM   
zer0sum

 

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I'm glad you guys like it. Please spread the word around. The more attention I can get right now, the better this game is going to be. The art assets are expensive and a successful kickstarter campaign is really going to help.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 6:03:23 PM   
martok


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Yep, definitely looking forward to this one. Seems like 4x games are almost making a bit of a comeback, and that makes me very happy indeed!




quote:

ORIGINAL: n01487477

Would like to hear more about the economic side. Is it similar to the X2 universe in logistics etc? I play WiTP-AE and logistics are a big thing for me. Not just making money but actually having to deal with a proper logistic model in space is something I'd pay for. Bringing up supplies, equip etc and processing raw materials. Not just having Planets provide almost everything abstractly.


n01487477, have you tried Distant Worlds yet?

It's in real-time, which I know isn't everyone's cup of tea (including my own, in fact), but it boasts the most in-depth and "realistic" supply/logistics model I've yet seen in a 4x title. Between that, and its complexity (which I'm guessing are two of the things you love about WITP:AE), I suspect you might like it.




< Message edited by martok -- 12/4/2011 6:06:04 PM >


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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/4/2011 9:46:17 PM   
rhondabrwn


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Wow! Looks very impressive. Matrix should partner with you ASAP!

I will definitely buy this.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/5/2011 12:40:37 AM   
Terl


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Great progress so far. Looks very interesting. I would give it a go for sure.

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/6/2011 10:52:04 PM   
Platoon Crusher


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I've pledged some money on this and I hope it is as good as it looks. I eagerly await its completion.

Thank you !

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RE: StarDrive. (Take Distant Worlds + Escape Velocity) - 12/7/2011 6:46:42 AM   
Anguille


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Pledged...

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