|
We just launched our Steam page today! http://store.steampowered.com/app/437440/ As for an update, here's the Human Citadel: Human Star Fortress (View in 3D) The largest stations in Lord of Rigel are about the size of Phobos or Deimos and serve as central hubs for any prospective galactic ruler.
|
# ? May 24, 2016 00:50 |
|
|
# ? Apr 20, 2024 00:13 |
|
One of our programmers is currently streaming his work, so if you want to see some preview and bug fixes, etc. get in! https://www.twitch.tv/tuxinet
|
# ? May 30, 2016 11:18 |
|
Another stream, this time also with the designers joining in: https://www.twitch.tv/rhombus_studios
|
# ? May 30, 2016 17:56 |
|
Here's the recorded dev stream for anyone interested: https://www.twitch.tv/rhombus_studios/v/69534405 We're also doing audio work on our second trailer, the Arcturan one. Which should be going live on our steam page when done!
|
# ? May 30, 2016 20:13 |
|
https://www.twitch.tv/rhombus_studios We're doing a live stream right now of space monster art development. Working on our Von Neumann space probe that eats galaxies!
|
# ? Jun 11, 2016 19:01 |
|
Grats on getting your Steam page up. Tossed you on my wishlist.
|
# ? Jun 11, 2016 19:14 |
|
Thanks winterwerefox! Here's the results of the live stream, one of our galaxy-level threats a mysterious self-replicating probe: Atarask fucked around with this message at 02:05 on Jun 19, 2016 |
# ? Jun 19, 2016 00:27 |
|
There's been a lot of under-the-hood work on LoR the last month. Tactical AI has been revamped, and we've reworked the internals of the ship manager system in game to be a lot more efficient. Which was a huge help for implementing the [redacted] grand menace. Something to show off though is a fleet scale of the Human supercapital ships!
|
# ? Jul 26, 2016 01:11 |
|
Here's a look at the Yalkai behemoth, firing off its planet-killing main gun.
|
# ? Aug 2, 2016 06:29 |
|
Atarask posted:
that looks p cool
|
# ? Aug 3, 2016 20:43 |
|
Doesn't look nearly big enough.
|
# ? Aug 3, 2016 22:53 |
|
Do we have an eta on this game?
|
# ? Aug 4, 2016 02:49 |
|
Yeah the 4k maps for these guys to get scale and detailing are why they're taking a while to do, but it's worth it in the end We're aiming for early 2017, the "delay" (for those following us since the start we were aiming for late this year but it was never set in stone) is due to reworking some systems to make them more robust plus the revamps on tactical. We'll be doing a small closed beta down the road too. So for now it'll be a steady-ish stream of art updates but we'll have more substantive gameplay videos to show again too. That second trailer we mentioned from the Arcturan side of things we'll also be releasing down the road too.
|
# ? Aug 4, 2016 03:26 |
|
I forgot about this game for some time and honestly I expected it to just die a quiet whimpering death and then never hear about it again, especially after the kickstarter didn't make it. Your tenacity is admirable and I say that unironically. This is dedication.
|
# ? Aug 5, 2016 16:24 |
|
We're chugging away and not giving up But as always following us on twitter, facebook, and our steam page are good ways to stick with updates. We've been pretty good about keeping people updated through those since the KS last fall.
|
# ? Aug 8, 2016 03:24 |
|
Here's a peak at our latest ship model the Ornithon titan. It continues with the mix of industrial and bird type of design while trying to evoke a little Klingon, Cardassian, and Romulan vibes.
|
# ? Aug 13, 2016 00:01 |
|
Can it cloak?
|
# ? Aug 13, 2016 00:29 |
|
Big ships can be fitted with cloaks, so yes
|
# ? Aug 13, 2016 18:11 |
|
Atarask posted:Big ships can be fitted with cloaks, so yes Romulan vibes
|
# ? Aug 13, 2016 18:20 |
|
Just wanted to say I've been checking this out and it's looking real good.
|
# ? Aug 20, 2016 22:15 |
|
Thanks! On facebook and twitter @LordofRigel we have frequent updates so it's the best way to keep up to date if interested. We did show off the VN mothership earlier, but to give a sense of their nastiness here's one of their cruiser sized drones:
|
# ? Aug 21, 2016 16:56 |
|
Well here's the kitty supercaps all in a row. Over the past few weeks we've been going through the UI clean ups and work on making things more stable. Overall though it's a bit of a tearing it all apart and rebuilding it sort of thing we've been doing the past few months. But the end will be worth it!
|
# ? Sep 20, 2016 04:54 |
|
I saw this on Steam.
|
# ? Oct 13, 2016 15:41 |
|
Yep we're still chugging away
|
# ? Oct 15, 2016 02:21 |
|
I hope you don't think the lack of activity in the thread is from lack of interest, I've been following this but just don't have a lot to comment about until it's out for reals.
|
# ? Oct 15, 2016 04:48 |
|
Baronjutter posted:I hope you don't think the lack of activity in the thread is from lack of interest, I've been following this but just don't have a lot to comment about until it's out for reals. Yeah, I could prolly just emptyquote this post.
|
# ? Oct 15, 2016 10:41 |
|
Baronjutter posted:I hope you don't think the lack of activity in the thread is from lack of interest, I've been following this but just don't have a lot to comment about until it's out for reals. This, after new MoO and Stellaris I'm still waiting for a good space 4x to scratch the itch but until this is out (or at least a demo) can't say much about it.
|
# ? Oct 15, 2016 10:48 |
|
Just seen this and wanted to add my support - it looks extremely promising, and definitely has a real 'MOO feel' to it. Well done on everything you've accomplished so far and am definitely looking forward to seeing this in future.
|
# ? Oct 15, 2016 19:34 |
|
Thanks! That means a lot to the team hearing that from everyone. We've had a few big updates this week, the soundtrack is mostly mastered and art wise we're finishing some of the last player ships. As always, coding for a 4x game is like a land war in Asia. Some good progress has been made on refactoring code and epsionage is currently being fleshed out now that it can be connected with the other systems. @Angry Lobster and Baronjutter: We'll be doing a closed beta next year since we feel that's a better approach than Early Access and we can get better feedback we can act on. So it's still a bit off but we're slowly but surely getting there.
|
# ? Oct 15, 2016 19:46 |
|
Put me in, coach. Yeah, I was really disappointed by the new moo remake and stellaris, none of scratched the itch. This legends of the precursors moo1 remake seems cool, but it's just a 1:1 moo remake with a few quality of life improvements. Oh also is anyone following that "MORE" game which also seems to be an attempt at a true moo2 spiritual successor? They seem to have not being doing so well... Baronjutter fucked around with this message at 22:57 on Oct 15, 2016 |
# ? Oct 15, 2016 20:38 |
|
Well Predestination and MORE are part of what triggered this project, and both seem to be chugging along at early access or closed beta. Space Sector also launched a forum yesterday about starting its own 4x game. I'm sure there's a few screaming "TRAITOR!" at us for switching to real time for tactical, but the 1:1 MOO2 style combat with 3d graphics we launched as a tactical demo didn't scale up so great for larger engagements. But I think between us and Stars in Shadow that itch should be getting scratched pretty well. Also, to celebrate most of the sound track being mastered we've updated our Soundcloud page with a lot of new music: https://soundcloud.com/rhombustudios
|
# ? Oct 16, 2016 18:19 |
|
A new thing to show off today, the Tulock behemoth and a look at a second grand menace, the Infection mothership. Basically they're the Borg-Reapers-Thing combined. (or the Beast from Homeworld Catalcysm). They infect ships and planets with a virus and seek to spread throughout the galaxy.
|
# ? Oct 23, 2016 23:05 |
|
We've hit a big internal milestone this week, the art for all of the playable species is now done. We have some of the elder race superships (aka the pants poopers) and various space monsters and grand menaces left to do. The above image is a Synth starbase.
|
# ? Nov 3, 2016 05:45 |
|
Wanted to say I'm really looking forward to getting my hands on this. Stellaris is fun but not really scratching that space itch the way this game looks like it can. All these ships are so loving pretty. How many ship classes are there?
|
# ? Nov 4, 2016 09:05 |
|
faved thread, wishlisted game don't screw up, although the last few tries by other devs made me kinda
|
# ? Nov 4, 2016 10:20 |
|
Atarask posted:I'm sure there's a few screaming "TRAITOR!" at us for switching to real time for tactical, This is me in real life.
|
# ? Nov 4, 2016 14:04 |
|
Fintilgin posted:This is me in real life. Me too, but if it's pausable and I can give orders while paused (so basically like Homeworld) I'm pretty sure I'll live.
|
# ? Nov 4, 2016 19:58 |
|
@Martha Stewart Undying: There's: Frigate, Destroyer, Cruiser, Battleship, Titan, and Behemoth plus 10 playable species so it's why it's taken two years to get the art done In hindsight the time it takes to do the art assets is why so many 4x games have had fewer ship classes and species in the last few years. Also we've been playing Stellaris a bit. The exploration in it is great but even after Leviathan I've been finding the mid to late game a bit lacking. It doesn't have the built in historic kicks that say Hearts of Iron or Crusader Kings has. I still think that Shogun 2: Fall of the Samurai has one of the better end games in this sort of game with how it does its realm divide. We're trying to do a bit of a B5 style end game with how Ascension and the threat of final war works. Stellaris did add a "war in heaven" mode to Leviathan, but it's a more central mechanic in LoR from the start. --- @McGavin: It can be paused and something we're working on too is a "commander mode" like Dragon Age 1 where commands can be queued when paused. Subsystem targeting and such is done through there. Speaking of Homeworld one thing we're still playing with is scaling in tactical. We ditched doing the "2x2" "3x3" "4x4" square system when moving from the turn based grid and are doing true scaling, but it does begin to fall apart with the supercapital ships (60km Behemoths beside 100m frigates). So we'll be doing more testing and figuring out what will be best. Overall though the feel of combat will be more like Sword of the Stars 1. --- @Fintilgin: The turn based tactical demo can still be downloaded you can see for yourself why directly implementing the MOO2 combat with modern graphics doesn't quite work as well as it sounds like it should. Needless to say though we don't like how MOO: CTS plays out in tactical, so it's not going to be like that. @Morticia makes me hard: We started making this game two years ago when looking around and going "well we have all of these MOO spiritual successors that don't quite do it or have been in development forever after Kickstarters" despite MOO: CTS we still feel it's the same. Some of the other games have been pretty fun and innovative like Stellaris and Endless Space 2, but they don't scratch that itch. So if it doesn't work we'll be the disappointed ones. That being said it really seems like everyone has a different idea about what made MOO2 great. Atarask fucked around with this message at 02:14 on Nov 5, 2016 |
# ? Nov 5, 2016 02:00 |
|
Atarask posted:It can be paused and something we're working on too is a "commander mode" like Dragon Age 1 where commands can be queued when paused. Subsystem targeting and such is done through there. Now this brings me back in when I was out for the RTS decision. Atarask posted:That being said it really seems like everyone has a different idea about what made MOO2 great. I think that when doing massive galaxies & empires and wanting to take control of world builds would help. Like allowing the player to design their own loadouts for making a forge world, science world, agriworld, production world etc would be nice. Even if you allowed players the ability to have pre-built load puts so you can get a colony and with one click let it have a long build queue it would be better than most 4x out there. 100 worlds or even thousands wouldn't be a pain to do.
|
# ? Nov 6, 2016 00:52 |
|
|
# ? Apr 20, 2024 00:13 |
|
That type of build queue system is something we have. You can set up queues, and load/save them for planets. AI can also be set up to do autobuild and moving pops around (your queues override their queues in that case). So if you want to go really hands off just set AI in the colony or Empire screen to what you want. If you want to micromanage but do it efficiently you load up some queues. One thing we've heard a bit from some on Steam is wanting to automate combat and ship design to this level. But right now a regular auto resolve system is what we're doing since we really do want to have a "Total War in space" vibe for combat.
|
# ? Nov 8, 2016 02:01 |