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Anarkis Gaming, c'est le studio qui travaillait sur Grand Rogue Auto (https://forums.jeuxonline.info/showthread.php?t=1209990), ainsi que sur certains mods pour les jeux X-Universe. Unending Galaxy est un 4X spatiale en 2D vue de dessus, et c'est le jeu du genre qui s'approche le plus du gameplay des X-Universe. Actuellement en Alpha, bientôt en Beta, Unending Galaxy est gratuit et jouable sur Windows. Le joueur contrôle un vaisseau unique via les touches du clavier, et peut jouer en solo, ou acheter d'autres vaisseaux pour monter sa flotte, et lui donner des ordres façon Stratégie Temps Réel.
![]() http://anarkisgaming.com/category/unending-galaxy/ http://www.indiedb.com/games/unending-galaxy La version 0.7.0 disponible depuis aujourd'hui 14 septembre 2014 ajoute un gros morceau : la diplomatie. Alliances, guerres, cessés le feu, trahisons, accords commerciaux... sont à présent de la partie. En plus cette aspect, cette nouvelle version améliore également un peu tout le reste, dont la gestion des flottes militaires par les IA, ainsi que des nouvelles factions, de meilleures performances, un meilleur équilibre, etc. Des mots du studio, le développement est maintenant très proche de passer en Beta (core features completed). Soit, mais ça donne quoi ? Au départ, plusieurs options sont possibles : commencer pirate (et donc pote avec la faction des pirates) avec une petite flotte et des primes sur le coin de la tête, ou encore débuter avec son propre petit empire au commande de plusieurs secteurs, avoir une large puissance fédérale mais pas d'empire, ou encore pilote militaire errant... En ajoutant le choix du nom de la faction, du blason, de la couleur, du nom du pilote, un goût de personnalisation assez agréable vient chatouiller le joueur. ![]() ![]() Pour cet exemple, j'ai choisi de commencer pilote errant, commandant d'une petite flotte militaire. Je me retrouve dans le secteur Capitale de ma faction, libre d'aller où je le désire. La vue de dessus est assez bien lisible, et se décline en plusieurs niveaux de zoom. ![]() Dans le niveau le plus proche, il est possible de se déplacer en direct via les touches du clavier (ESDF, flèches, 8456, ZQSD... c'est configurable), de sélectionner les objets à l'écran et de se battre (clic droit sur la cible pour tirer avec le vaisseau principal, les alliés viennent en renfort comme dans un STR). A tout moment il est possible de changer le vaisseau principal, en sélectionnant la cible désirée (à condition de l'avoir dans sa flotte bien sûr) et en appuyant sur une touche. ![]() Depuis la vue du Secteur (déformée sur mon écran 16/9, bug, c'est de l'Alpha), je garde le contrôle de mon vaisseau, mais je ne peux plus me battre directement. Les combats continuent cependant, et les alliés font leur boulot via l'IA. ![]() La vue Galaxie permet de voir l'ensemble des secteurs et leurs connexions, exactement comme dans X-Universe pour ceux qui connaissent. Les couleurs correspondent aux factions. La position des soleils et planètes est relativement "logiques". La plupart des empires ayant un soleil et quelques planètes, ainsi que des champs d'astéroïdes, des nébuleuses, etc. Des icônes permettent de voir rapidement sur le secteurs disposent de stations, et de portes de saut (pour passer d'un secteur à un autre éloigné). De cette vue, je n'ai plus aucun contrôle sur ma flotte. ![]() Les options sont déjà bien avancées et implémentées malgré le statu d'Alpha, et l'interface est plutôt claire et complète, et permet une lecture précise des différents éléments du gameplay. ![]() Un journal récapitule les évènements qui se déroulent sans cesse, sans attendre l'action du joueur : guerre, invasion, construction, alliance... ![]() La diplomatie, nouveauté de cette version 0.7.0 est assez riche, et prend en considération le temps qui passe : plus la paix est durable, plus l'alliance est forte. L'IA qui voudrait déclarer une guerre contre le joueur ou ses alliés prend tout en compte également, et n'attaquera probablement pas un joueur allié avec de puissants empires. ![]() Parfois, l'espace est vide. Ici j'ai voulu me rendre dans un secteur en guerre (un raid de pirate), mais le temps de m'y déplacer, tout a été détruit ! ![]() Il ne reste strictement rien. Le secteur est libre, et si je n'avais pas une flotte strictement militaire, je pourrais tenter de construire une station, un portail de saut, etc. ![]() Je me rends alors plus au "sud" pour retrouver un peu de civilisation. Je passe par des décors variables, nébuleuses, planètes plus ou moins grosses, astéroïdes (que l'Ia exploite en prospectant). ![]() ![]() Lorsque j'arrive à destination, plusieurs secteurs de distance, je n'ai pas fait attention à mon journal ni à l'état de la carte. Erreur. La faction "tueuse", celle qui est contre tous, l'ennemi commun, est en plein raid, et ne fait d'une bouchée de ma flotte. Sans allié, sans empire, sans équipement autre que celui du départ, je fonds. ![]() Game over. http://anarkisgaming.com/category/unending-galaxy/ http://www.indiedb.com/games/unending-galaxy
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* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube * |
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Unending Galaxy : plus excitant que du X ? Steam 1.2
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Ca a l'air bien tchey, tu es d'utilité publique !
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Je lorgnais du côté de Distant Worlds, ça y ressemble assez ou pas du tout?
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Le titre du sujet est trompeur, je report
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Nouveau trailer, pour annoncer la Beta-1 (d'ici la fin du mois) :
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Et voici la Beta 1 !
http://www.anarkisgaming.com/2014/11...sed/#more-1407 Je n'ai pas encore testé la chose, pas depuis que j'ai fait un premier retour sur le jeu. Le changelog depuis octobre : Citation :
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Raaah, depuis le temps, je devrais savoir que cliquer sur un de tes sujets est un piège.
"Petit" jeu très intéressant à première vue. Je me tâte. |
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L'accès à la beta est payant ?
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Sim@el Terrevermeil |
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Alpha & Oméga
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C'est triste de lire ce genre de question mais c'est pourtant légitime aujourd'hui
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Le jeu sous sa forme Beta est gratuit et sera une fois terminé distribué sous une forme similaire à celle de Dwarf Fortress : ceux qui veulent peuvent faire un don libre.
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Sim@el Terrevermeil |
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Je conseille de ne pas jouer avant la Beta 2. Le jeu est intéressant en l'état, mais à réserver aux accro de l'Alpha/Beta/Early.
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Beta 2 disponible : http://www.anarkisgaming.com/2015/01...ta-2-released/
Les gros morceaux : Citation :
![]() Le patch note complet : Code:
Last Update : 27-01-2015 AI - Factions + Factions cannot invade pirate owned territory anymore + However, they can use pirate sectors as beachheads during wars + Max ship parts that can be stored limited to 2000 AI - Mining Ships + Try to jump to safety when attacked + Can seek repairs when needed + Won't go into sectors the owner is at war with anymore + Player owned miners will stay around their home sector if set AI - Pirate Bases ** New ** + Fully reworked the Pirate Base AI module + PB are better at deciding what to do + Pirate bases and ships have individual names. Ships have pilots. + They can attack military / patrol ships + They can intercept and kill dock builders + Pirate Bases can attack and destroy factories + They use real money to buy/build ships and other assets + They can earn money through successful raids + Pirate bases, depending on wealth/size, can build frigates and cruisers + Produce missions that bring rank and money + Linked pirate bases to economy, gaining money from wares being sold to traders + Wealthy bases can build a pirate boss (see below) AI - Pirate Boss ** New ** + Highly improved raider AI type + Hangs out around his home sector (2-3 sectors range) + Attacks juicy transports and other targets of opportunity + Recruit escort ships from its home pirate base + Will collect nearby cargo pods whenever possible + Give money to its home-base + Jump away when faced with too many enemies + Takes its escort ships into account while estimating hostile vs strength AI - Police / Patrol + Police ships fly in small wings (1 frigate/cruiser + 2 fighters) + Rewritten Police AI module so they patrol the whole solar system they are supposed to protect + Patrol ships can seek repairs when needed + Added pilots to police ships + Reviewed how patrol wings are spawned (sytem sector count / 3 + 1 per Military Base) AI - Ships + Heavily improved pirate raider AI + Pirate Raiders have home sector where they hang out when they are not raiding + Ships install more efficient weapon loadouts + Added code to prevent JumpFlee order from being interrupted by other events + Patrol ships tolerate pirates as long as they don't cross the law + Ships which can't find a safe sector to jump to will pick a random one instead + Bounty Hunter and Miner AI better at fleeing / determining threat + Most AI ship modules takes relevant pilot traits into account Communications + Pirate guild pilots will offer mission (if doing any) when asked + Pirates no longer give away their base location as easily (need membership or good relation) + Pilots remember if they have encountered the player before + Guild members will recognize your rank + Added option to pacify cops by paying a fine + Additional intro dialogs (hostile/former hostile) + Additional answers to "what are you doing?" question Game Data + Asterian Empire: A whole new faction of mineral based lifeforms with its own weapons and shields + Multiple new weapons + Added new luxury trade items + Added multiple new faction specific factories + New game starts: Pirate raider, neutral trader, lost fleet, sirak mercenary + Many changes to ships' movement data to accommodate new movement system + Added role to weapons (primary, secondary, special) so the game can build better loadouts. + New Aterian shield systems (lighter but higher recharge rate) + Moved Mbase, trading station, shipyard, and solar plant data from faction to tech groups Gameplay & World + Added "active pause" in which you can issue commands + Minimal hitbox set to 18x18px to avoid having annoyingly hard to hit ships + Pirate Raiders can spawn with initial bounty on their head to populate leader board + New, more fleshed out game starts + Killing pirates in faction space gives a small amount of reputation points toward that faction + Destroyed stations can drop loot + Added mynock hives and lifeforms + Initial faction territory gets pre built gates on new game + New faction trait : Looter -> increases loot drop % + New faction trait : Miner -> increases mining income by 15% + Changing ship will remove its AI module if any and set firemode to manual + Require sufficient faction/guild rank to buy faction specific weapons (the bigger the weapon, the higher the rank) Guild System ** New ** + Player can join or leave the pirate guild, joining is currently free (so you can try out the feature) + Completing missions, helping pirates increase XP and IP + Experience points are used to gain rank, unlocking various services + Influence points are used to ask favors from the guild + Attacking fellow guild member will raise a fine preventing you from accessing guild services until its paid + Pirate Guild membership shields you from attacks + current limitation: One guild per faction only. Graphics + Rotations per 4° increment instead of 5 + Much more consistant rendering, more stable FPS + Better looking shields + Replaced capital ships sprites by bigger and more detailed ones + Replaced some ships with new models + Added glow effect when the mouse hovers main UI buttons + overlay and jump button bars now use the same design as the 'give order' bar + Nicer looking background (not pitch black anymore) + Much better looking nebulas and clouds (in large nebula regions of the map) Mission System + New pirate mission "destroy cargo ship" + New pirate mission "weaken police forces" + New pirate mission "destroy factory" + New pirate mission "remove a bounty hunter" + New military mission "kill a pirate boss" + New bounty hunting missions available at shipyards Movements + Ship movement uses thrust and turn instead of cardinal directions + Added new "combat" movement pattern + Added DockAt movement pattern with prediction when docking on carrier + Improved escort ship flying pattern (especially at low speeds) + General improvement of all trajectories + New movement type for missiles + Ships avoid getting stuck into walls and getting out of bounds + AI ships won't use enemy gates at all Optimization & Code + Implemented kinematic movement system (replacing old system) + Removed lot of useless code thanks to new movement system + Simplified a few functions thanks to new movement behaviors + Removed references to old Pirate Base objects + Slightly increased loading speed by multithreading the few parts that can be + Missions can be tied to guild membership and rank + Added variable to prevent carrier/base from using specific ships + Reduced gal map refresh rate to reduce CPU load + Reduced miner AI range from 5 to 4 + Heavily reduced CPU cost of building a list of all gates (improving perfs everywhere) + Made the process of checking for escort ship in most ship AI modules less CPU consuming + Reseting the game no longer causes the game to reload all sprite rotations (faster) + Misc small improvements + Made sure Physics, Input and AI threads always takes the same time to run to prevent desync + Made AI threads a bit less CPU intensive by increasing downtime between cycles Pilots + Pilots remember that the player has been hostile in the past (don't do much with that info atm) + Added traits to pilots modifying their behaviors and combat abilities Pilots Traits ** New ** + Coward : Drop cargo more easily, more likely to jump away from combat + Hothead : Much less likely to flee + Helpful : more likely to answer questions / requests from the player + Leader : can recruit more escort ships + Weapons expert : +10% weapon damage (stacks with faction trait) + Shield expert : 10% damage reduction on shield (stacks with faction trait) + Cruel : never accept surrendering from other ship / player UI + Default map is "Galaxia" + Default starting scenario is "Neutral Trader" + Default new game settings are 50% map conquered and slow pace + All menu bars now use the same design as the 'give order' bar + Fleets and bookmarks overlays graphical update + misc other changes + Removed skin from game launcher (compatibility purpose) UI - Comms + Made dialog font bigger in comms + Shows pilot's traits UI - Empire Manager + Diplomatic screen give estimates instead of raw values for war weariness, funds and military strength + Decoupled "expand into unclaimed sectors" and "auto build stations" managers UI - Empire Manager: Asset List + Menu redesign + More detailed info about ships and docks + Added "no civilians" and "no factories" filters + Replaced badly working popup menu by buttons + Accessing ship/factory/yard setup goes back to the list on close + Select multiple ships in the list via shift and control keys. + Access to ingame hotkeys (group management, quick orders) from asset list + Added button to change Ship AI package (works with multi selection) + Added context help + Some orders descriptions are more details UI - Galactic Map + Jump button is a toggle + Mission targets highlighted on galactic map +"Unlocked" camera movement (move up / left not yet locked) + Added status is target sector is hostile/neutral/friendly or unclaimed in sector info overlay UI - Sector Info Panel + Added "sell my cargo" filter (list best deals to sell what's in your cargo bays) + Nicer looking and more informative station list + Made "dock capacity" panel collapsible + Better use of screen real estate UI - Ship Setup + Added options to set the bounty hunter and pirate raider AI + Added option to set/change the home sector of your automated ships UI - Trade Menu + Added bounty leader board to shipyards (will probably moved to specific bounty hunter base later on) + Double clicking a bounty in the board will build a "mission" to locate and kill the target + Station menu display guild rank info + Pirate Bases have their own first tab when opening the trade menu + Accepting a mission in the trade menu will automatically select this mission as your current one UI - Pirate Tab ** New ** + Displays guild information + Added ability to join/leave guild + Added ability to give money to a pirate base for XP/IP + Guild Service: Get repairs at a pirate base for coin or IP + Guild Service: Ask a pirate base to "remove" a dock + Guild Service: Hire escort fighters Bug Fixes + Fixed: Play random song instead of theme in the menu + Fixed: The game was handling keyboard input even if form is not focused + Fixed: Occasional display crashes when issuing mouse commands in rapid succession + Fixed: Rotation jittering in standard view and sector map + Fixed: Ships going out of bounds (still too easy to corner) + Fixed: Shield % in hangar tabs was in float instead of integer + Fixed: Kill missions always succeeding no matter who killed the target + Fixed: "Jettison" button. Position of cargo pod making selection impossible over stations. + Fixed: Inverted mouse look + Fixed: Stations attacked by playership not firing back + Fixed: Selecting a tech group was working for ships only + Fixed: Health bar not properly aligned + Fixed: Issues in "isFoe?" function when target is a pirate ships + Fixed: Mission list not showing same list after accepting one + Fixed: Shield bar overlay capped according to hull strength + Fixed: Pirates not reacting accordingly when asked for PB location that is in current sector + Fixed: Integer overflow during long games + Fixed: Bug where factions with high war weariness still go to war + Fixed: Some ships costing way less parts than supposed to + Fixed: Some missing checks for Cease Fire before declaring war + Fixed: forgot to check if playership is alive somewhere causing exceptions + Fixed: Explosions made from bullets put at the wrong place when shooter is moving + Fixed: Bullets could in very rare cases "die" twice causing double damage if AoE + Fixed: Issue in trade menu if a ware has no associated icon + Fixed: Various small issues in the building station menu + Fixed: In standard view mode, mission targets wouldn't always be highlighted + Fixed: many issues related to military base and carrier handling of fighters + Fixed: Some issues with always hostile objects + Fixed: Docks could equip mines + Fixed: Changing ship will result in having itself as a target + Fixed: *Very* long games could cause several objects to have same Unique ID, causing random issues + Fixed: Stats tab doesn't fit properly in the Empire Manager menu + Fixed: Rare occurence of main ship not properly centered on screen during a frame + Fixed: Crash if clicking everywhere while the game is still loading + Fixed: Extremely rare crash in inventory management due to thread collision + Fixed: Wars not ending when an empire is crushed (no sector left) + Fixed: 'Hidden' factions displayed in the diplomatic menu + Fixed: Pirate patrol ships could attack other pirate ships + Fixed: NPC ships could be put into a loop if can't sell all wares at a station + Fixed: Factions not offering faction specific weapons/shields for trade + Fixed: Clicking a faction in faction list wouldn't always update to flavor text + Fixed: Exploit where it was possible to change/remove the AI of civilian ships (could be used to generate unlimited free ships in practice) + Fixed: Miner AI could loop the emergency jump/flee indefinitely + Fixed: Rare issue in pathfinding that cause ships to continuously ask for a path causing lag and high CPU usage + Fixed: Selection via click on fleet / bookmark not working correctly + Fixed: Possible (rare) occurence of 2 gates in same sector + Fixed: Illegal / Legal wares not set properly for all stations and factions + Fixed: Not possible to change ship's name in ship setup menu + Fixed: Possible crash on galactic map + Fixed: Misc diplomatic issues (making peace too soon in rare conditions) ![]() |
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Beta 3
http://www.anarkisgaming.com/2015/03...ta-3-released/ Au programme pas beaucoup d'ajout de contenu mais des améliorations de contenants. Meilleure perf', interface, IA... On peut plus facilement gérer la colonisation et la revendication des secteurs, et l'on trouvera des Free Traders, commerçants libres, qui peuvent acheter et vendre comme des escrocs nos biens. La prochaine Beta sera probablement la dernière avec la version 1.0, tout est presque là. ![]() ![]() ![]() |
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Beta 4 sortie en avril, puis Beta 4.1 puis déjà deux devlog sur la suite.
http://www.anarkisgaming.com/2015/04...ta-4-released/ Principalement, refonte du système commercial, amélioration de l'IA, de l'interface, de la stabilité, correction de bugs... Citation :
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Voilà la Beta 5 !
http://www.anarkisgaming.com/2015/05...ta-5-released/ ![]() Citation :
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J'oubliais, vidéo de gameplay d'un capitaine pirate :
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Voici le Trailer de la version finale, le jeu 1.0 arrivant tout bientôt.
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