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Author Topic: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)  (Read 53984 times)

Ufnv

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Hi!

I'd like to share the game I am working on right now and looking for feedback, proposals and, most important, play-testing.

It's name is "Galaxia: Remember Tomorrow" and it is a full-scale 4x space strategy game. The basic game mechanic is SPM (smart pause mode). This is essentially real-time with full control over the the time flow - there is a long customisable list of events that automatically pauses the game, so it feels much more like turn-based and not RTS game. Tactical combat is instantiated pauseable real-time with full control over your fleet.

The game has a strong focus on tactical combat (with full fleet control and support of thousands of ships in one battle) and design of your ships that really matters.

Some in-game screenshots:









In-game tactical combat footage (best viewed in HD):
https://www.youtube.com/watch?v=0YcW6EPS11Y


The game is completely playable and needs some play-testing, comments and opinions to decide where to move further.
It can be downloaded here:
http://www.indiedb.com/games/galaxia-remember-tomorrow/downloads/galaxia-remember-tomorrow-build-alpha15d-win-en - about 690Mb installer or ZIP archive

Mac version is also available.


Patch Alpha15D is available for download from http://www.softwarware.com/eng.html

Thanks in advance for trying!
« Last Edit: March 11, 2016, 10:22:31 am by Ufnv »
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Majestic7

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #1 on: August 27, 2014, 06:19:08 am »

What can you do in the current build? How stable is it? Are you focusing completely on warfare, now and in the future?
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arbiter787

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #2 on: August 27, 2014, 06:22:08 am »

Haven't even watched the video all the way through yet but I really like it just based on the way the fighters are weaving around the capital ship fire.

EDIT: Having watched the whole video and looked at the screens I think this deserves way more recongintion than it has. At the very least the battle part seems nicely polished. I would like to know more about the non-combat bits though, most notably economy and ship design. Also rather sad about not being able to try it right now (middle of night on ipad)
« Last Edit: August 27, 2014, 06:37:04 am by arbiter787 »
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Ufnv

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #3 on: August 27, 2014, 06:33:55 am »

What can you do in the current build? How stable is it? Are you focusing completely on warfare, now and in the future?

The current build is "Alpha 15A", this means it still in development and a lot can be influenced by your feedback, but it was tested well enough to be completely playable.

Now there is only one known issue that leads to crash (one sorting mode in the Science screen), and one potential problem with multi-monitor configuration that has easy workaround. Aside of this it is reported to be stable (no crashes, memory leaks, late game slow-downs, etc) and is able to run even on low-end systems. 

No, it is not completely focused on warfare, it is just the strongest part so far that differs it from other space strategies :)

All other components are present as well - economics, diplomacy, science, etc.

The only other component that is under development and is not included in the build is espionage. So the gameplay is there, you can play and hopefully enjoy :)
Maybe, the worst part is now the English inside the game, as I am not a native speaker and by level of English is far from that required to freely use sci-fi terms :)  But I am working on this part as well.

BTW, if you search this forum for "remember tomorrow" (in quotes), you'll find surprisingly many mentions of the first version of the game (that was released back in 1998) .
« Last Edit: August 27, 2014, 06:43:53 am by Ufnv »
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dehimos

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #4 on: August 27, 2014, 06:44:27 am »

You should also try to Reddit /r/4Xgaming/
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Ufnv

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #5 on: August 27, 2014, 07:08:05 am »

Having watched the whole video and looked at the screens I think this deserves way more recongintion than it has. At the very least the battle part seems nicely polished. I would like to know more about the non-combat bits though, most notably economy and ship design. Also rather sad about not being able to try it right now (middle of night on ipad)
BTW, iPad version is not very far away from its release...

As to other game parts:

When you start a new game you can either select some existing galaxy, or generate a new one - Spiral of different types, elliptical, rectangular or of some exotic shape. In can be tiny, just several stars, or have thousands of stars.




Galaxy is 3D, scalable and rotating, but stars are generally placed in a way they do not cover each other when viewing from the top. Basic space travel mechanics is via star lanes.

There are several types of minerals to mine, and a number of planet types, each with its own properties and different requirements for colonisation.


When you colonise a new world you can either handle it manually, or set one of the auto-economy types for all construction (except for spaceships) to be handled by AI.



Then you can build your space fleets.



Spaceships can have their custom design. Basically, you just have an empty hull with space on several decks where you can place different equipment modules.

Small fighter:


One deck of a strike battle cruiser:


A list of available hulls plus one deck of a carrier cruiser (zoomed out):


It is up to you whether you'd like to have a slow heavy armorer cruiser packed with all top available guns, or a fast carrier, whose main weapon is its fighter fleet.


There are now 9 different races in the game, each with its own spaceship designs. Spaceships vary in size from a small fighter to a huge dreadnought.
In total there are 12 ship types for each race.

Diplomacy includes all usual 4x game features - you can make or receive offers, create alliances, ask for help, trade, etc.




Espionage is planned but not implemented yet.

Science mechanics is a bit not usual for a space strategy.
There is no tech-tree in a common sense, instead you can distribute your "science points" (generated by laboratories and other scientific buildings) between four fundamental sciences - physics, math, chemistry, biology.
Once you advance enough, some "Applied sciences" become available and you can spend points to research cold fusion, xenobiology, antimatter, etc.
Advancing in applied sciences, you get specific technologies, like new kind of weapons, new generators, new ship types and new buildings. And nearly each technology requires research in several applied sciences, so there is no way you can set all you scientists to research one specific technology from a tech-tree.


When you fleet meets enemy one, the game instantiates a tactical combat mode.
There you can control you ships by issuing them orders (like attack that ship/group of ships, escort this ship, fly to that point, wait, form combat order, etc.).
Simple orders (attack, goto, escort) are issued just by clicking mouse button, more complicated orders (return to hangars, no not use torpedoes, make a specific formation, etc) can be commanded using a menu while the game is on pause.

The battle engine is "2.5D" on a cycled plane, zoomable and scrollable.

The engine itself handles several thousand ships in one battle, each with its own AI.

I was personally executing a number of 5K vs 5K battles in testing purposes, looks like iPad should handle this, not talking about modern PCs.

In real life however I rarely saw more than 1K ships battle, as it is already quite a big fleet that requires appropriate economical power to upkeep

There are three basic weapon classes in a battle - laser weapons, impulse (energy) weapons and missiles. Each class having a number of different weapons with its own strong and weak sides. No universal big gun.

Also there are different armours, force fields, vectoring engines, missile traps, gravitational jumpers, etc.

Combining with different ship types and tactics, this gives quite a big space for variations - no universal "best" ship design, or "best" fleet.

You can win the game via domination, or diplomacy.
« Last Edit: August 27, 2014, 08:12:39 am by Ufnv »
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arbiter787

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #6 on: August 27, 2014, 07:49:33 am »

Thanks for the long and in-depth answer! You should probably add that to the OP in a spoiler or something. I'm liking it even more now, can't wait to try it. Also nice to see it on mobile, just as long as you don't dumb it down or add microtransactions or anything like that :P
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Ufnv

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #7 on: August 27, 2014, 08:54:02 am »

You should also try to Reddit /r/4Xgaming/

Thanks, I'll try :)

Never used Reddit before...
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Zireael

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #8 on: August 27, 2014, 09:08:21 am »

Wow, seems like something to check out!
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Drakale

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #9 on: August 27, 2014, 09:16:53 am »

Looking great, I'll definitely try it as soon as possible.
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Levi

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #10 on: August 27, 2014, 09:30:05 am »

I only ask because...

BTW, iPad version is not very far away from its release...

But are there going to be microtransactions? 

Also, is it multiplayer by any chance?
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inteuniso

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #11 on: August 27, 2014, 09:58:20 am »

Looks fun, I'll be trying soon.

One suggestion I have is tying component health to ship health. Once structural damage starts to be taken, components should start being damaged/destroyed, so a ship at 30% health won't have the effectiveness of a ship at 100% health.
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Mictlantecuhtli

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #12 on: August 27, 2014, 12:39:49 pm »

PTW
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Ufnv

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #13 on: August 27, 2014, 12:54:06 pm »

BTW, iPad version is not very far away from its release...
But are there going to be microtransactions? 
No, I do not plan any for iPad version.

Quote
Also, is it multiplayer by any chance?
In the current build multiplayer is not supported. AI on hard difficulty is quite challenging - definitely not recommended to start on hard until get very well used to game mechanics.
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MonkeyHead

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Re: Remember Tomorrow - an indie 4x space strategy game
« Reply #14 on: August 27, 2014, 01:07:06 pm »

I am downloading this as I type, and really hope it lives up to my expectations, which have been driven very high.

What is your long term plan for this game, regarding its release etc? I would hate to play this early alpha then find myself expected to drop large amounts of cash on it when finished... :P

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