Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Rogue system - new space sim

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,249
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
No enemies to shoot, no missions, no goals apart from what's in the tutorials. What you can do if fly around a realistic star system and mess with the ship's systems (unfinished at this time, but taking shape).
4 years after this thread started and this is where the game is at? :lol:

In other words it's more complete than Star Citizen.
 

Severian Silk

Guest
Shameless button porn in these videos.
 
Last edited by a moderator:

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,164
Wasn't this game close to release? Content seems to be rather meager. He could at least get some basic Elite (the original) stuff.
 

VladimirK

Learned
Joined
May 26, 2007
Messages
99
No enemies to shoot, no missions, no goals apart from what's in the tutorials. What you can do if fly around a realistic star system and mess with the ship's systems (unfinished at this time, but taking shape).
4 years after this thread started and this is where the game is at? :lol:

Wasn't this game close to release? Content seems to be rather meager. He could at least get some basic Elite (the original) stuff.

Don't be stupid. The original kickstarter failed on account of the shitty ED and SC, and the development proper started only about two years ago when Michael Juliano worked out a deal with his employer (ISI, the rFactor guys). He's both writing code and making art/models for this game for that time.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
No enemies to shoot, no missions, no goals apart from what's in the tutorials. What you can do if fly around a realistic star system and mess with the ship's systems (unfinished at this time, but taking shape).
4 years after this thread started and this is where the game is at? :lol:

it's being done by one guy who is not a crazy russian.

speaking of crazy russians... i wonder where a Space Engine/Rogue System game would be now if those 2 would've worked something out 4 years ago. imagine a game with the spaceflight mechanics of RS set within the beautiful universe of SE. it would also probably run like dogshit but whatever
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,115
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://store.steampowered.com/news/externalpost/steam_community_announcements/1967358417043611248
RogSys Enters Alpha With Release of Version 0.3.00.1
11 JUNE - MICHAEL_J
Version 0.3.00.1 is now live....

I will not pretend by saying the time lapse between the last update and this one has not been excessive. It has. Without offering up a slew of excuses, I will tell you that a lot has happened, both work-related and personally, that greatly exaggerated this update's development cycle. With a sigh of relief, I'm happy to say I've come out on the other side, and development is once again moving at pace.

That said, I'm happy to introduce extra-vehicular activity suits (EVAS). You can enter the airlock, put on the EVA suit and helmet, and then command the exterior to open. The airlock is sealed and depressurized, and once done you are free to use the EVAS RCS thrusters to maneuver in open space. When finished, you can re-enter the airlock, seal it, and remove the suit once the airlock is re-pressurized.

There are a few minor things to know about this initial EVAS implementation. Please see the release thread here: http://steamcommunity.com/app/366000/discussions/0/1354868867721631189/

The good news is that with the completion of this update's work, all required functions for RogSys have been prototyped and at least initially implemented--EVAS was the last remaining primary function (and the ONLY one that had never before had ANY prototyping). From this point on, RogSys' development focus shifts to content creation, gameplay addition, and system finalization. In other words, RogSys has now entered a proper ALPHA state.

I am VERY excited to get this phase underway, and to begin seeing Rogue System move towards the final Core Module 1.0 release.

The focus for the next update will be to add some new missions--to extend current gameplay--based on the systems in their current state. I also want to finalize at least one ship system's functionality per update; and that will begin with this update. Finally, I will be adding a preliminary VMS HUD to EVAS to increase its accessibility.

As always, thanks for everyone's support!

For a complete list of changes for this update, please look here: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

edit.
 
Last edited:

VladimirK

Learned
Joined
May 26, 2007
Messages
99
Still alive:

Rogue System Version 0.3.01.0 Is Now Available
NOVEMBER 21 - MICHAEL_J

Looking at the upcoming art for all the ships that will be required for the campaign missions, I've decided (since this is still a one-man effort) to move up some of the sandbox-like gameplay elements, such as an economy model and the buying/selling of trade goods. As well, I'll be working on the art and code that will allow you to upgrade and repair your ship. I think things like this will allow more gameplay possibility in a shorter time without the overhead of all the ship art that would need to be done otherwise.

To go along with this, I've introduced the ability to refuel your ship while docked (you'll need to request it from the station's STC). In the next update this will cost funds, thus introducing the idea of having to earn funds to maintain your ship. I'll be expanding on this over the coming updates. Also, the battery system has had its "final" revision, and with that it's now possible to remove a physical battery from one ship and put it in another. In the next update you'll be able to sell or repair used batteries, and buy new/refurbished ones.

The only caveat for all of this is that you can not yet save a mission in progress. This is the VERY NEXT item I'm working on, and I'll release an update solely for this as soon as it's finished and tested. Once this happens, you'll begin to see that flight hours DO affect the functionality of ship systems, and the need to keep them maintained.

I do understand that many of you are looking forward to the campaign missions, and purchased RogSys for that reason. I'm VERY sorry for the delay that this new focus is going to have on the planned campaign. I have EVERY intention of still doing them. I just feel I need to start introducing some gameplay sooner rather than later, and the only way to do that is to focus on gameplay that does not rely so heavily on art. I hope that makes sense to everyone....

For a full list of changes: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

Release Notes: http://steamcommunity.com/app/366000/discussions/0/3183345176721962955/

As always, thanks for everyone's support!

Release Notes (recommended reading):

Hello all. As you might have noticed from either the readme or the update's announcement post, I've decided to shift focus a bit for Rogue System. I am moving many of the sandbox elements forward, and pushing the campaign missions back. The reason for this is simply, since I am still a one-man show (and since I was forced to take full time work ALONG with working on RogSys), it has become apparent that the ships required to make the campaign missions work will leave RogSys in virtual "state of limbo" gameplay-wise. The art will just take too long to get us to a point where we can introduce significant mission-based gameplay. Immediately, let me state that I am NOT dumping the idea of the campaign! I simply need to introduce actual gameplay as efficiently as possible.

To this end, I have added (along with everything I WANTED to do for this update) the initial economy system, along with the ability to buy and sell trade goods. The "Test Sandbox" mission has been updated so that there is a station orbiting each body that can contribute to the economy--any planet or moon with a defined colony basically. Our current training platform is a placeholder for the orbital stations that manage the flow of goods to and from a colony. Later, I'll also be adding orbital production stations that create manufactured items from raw goods; and then these too will add to the economy.

Colonies have a population, and these folks require critical items to survive. Colonies can "die" if they are starved of critical items. If there is a shortage of critical items (right now, these consist of drinking water and oxygen gas) their demand will go up (the colony will send out a request for these items if needed badly; but there is no way to access these trade jobs yet). The idea here is to introduce the idea the items get used and have to be replenished so there is never a point of saturation.

Right now, there are just over 50 items that can be traded. The ones we currently have will need tweaking as to mass, manufacturer's base price, etc. These will be addressed; and of course we'll need MANY more items available (ideas are welcomed!). Obviously, the entire economy model has a LONG way to go still, too. I am in no way saying what's there is perfect. It's nothing more than a solid foundation....

To buy/sell items, you can access the CARGO page on your MFD (for now) while docked with a station. That is a current limitation that will be addressed. The bigger limitation is that you still can't save your progress. I am working on this now, and I will release an update solely for this feature once it's available. We need to be able to save so you can begin to see the effects of age-related wear on ship systems, thus providing one of many reasons to maintain your ship.

Another new page on the MFD is SAN. This is an extension of the current wake events. While in orbital flight, you can set a wake timer (in increments of 15 minutes), or you can select the next periapsis/apoapsis event). These come in handle while in orbit--waiting for another object to get closer to you. While doing a NAS transfer, then you have the normal XFER wake events. I DID add the ability to select specific XFER events only, but had to disable this due to some last minute bugs.

Please note: I have DISABLED the current key combo to induce SAN. You MUST do it via the MFD's SAN page!

Another new addition is a simple VMS HUD for EVAS. This provides information on suit pressure, remaining O2 and propellant, as well as exterior flood light indication. This is VERY rudimentary, but it does the job. We'll come up with something pretty later on....

Lastly, the BMS system received its "final" revision. As part of this, not only is it now possible to remove batteries from the ship via data, there is alsp a physical representation of them. With an EVAS, exit your ship--just above the crew compartment on the port side, and below it on the starboard side, you'll see a small panel with a panel number decal. You can open this panel, unlock the battery, and then remove it. Once removed, it will float in space as anything else does. You can grab it and move it around with you. Again, this initial functionality is a bit finicky; but it does work.

There is a new "Test Ship Repair" mission where you can practice pulling the battery from your ship, flying it out to another, and installing it there so the ship can be recovered. More importantly though is that this introduces the idea of being able to change parts outside of the ship in order to affect repairs.

Be advised: if you pull a battery while it is still enabled, there is a chance you could short it out. Turn the battery OFF before removing it (battery one is port side, battery two is starboard)!

In the update immediately after save functionality, I'll introduce the ability to be able to sell old batteries, and buy new or refurbished ones. Eventually, you'll be able to do this with all the parts that make up your ship....

Along with all of this, there were many other revisions and fixes. Please check out the change log either here or in the readme for a more complete list of what was done.


I know many folks (myself included) are looking forward to campaign play. I am NOT abandoning this. Nor am I moving ALL the items forward that were to comprise the Maverick Module. I simply am responding to the need to develop RogSys into something that actually provides goals and gameplay. Doing so will hopefully open RogSys up to folks who have been on the fence about it up until now. If I can get it selling more steadily, then my hope is I can return to full time development on it and press on with the other features as originally planned.

As it stands now though, I have to make best use of the time I have--needing to build many ships, each taking a month or more, BEFORE any gameplay can go in simply won't work. I've done a lot of thinking and soul-searching over this; and this new plan seems to be the most efficient way to move RogSys forward.

In any case, as always, thanks for everyone's continued support!

Edit: I did forget to mention, I think, that you can now have your ship refuelled when docked to a station. You need to do this from the STC COMMS menu (Request Service). To prep each tank to be refueled, it must be:

1. Depressurized
2. The "Allow Refuel" button must be enabled (even though it still shows "NYI")

Once STC has an indication that at least one tank is configured, refueling will begin. While one tank is filling, you can set up another.

Once all the tanks that have been configured are fueled (or you cancel the operation), the service is completed. You are then free to return to STC COMMS and request departure, check out, etc....
EDIT:
T0fetaa.png
 
Last edited:

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
Rogue system was an interesting concept. but I am giving it a pass.

Mainly on the reasons that I read blog posts by the only developer that he has taken on another job because the publisher has stopped supporting him. Followed by the usual guarantees that he will still work on the project. Like every lone guy he has a cool story but in the end no one cares about your reasons of failure. If someone fails it does not matter why - what matters is this has essentially beomce a hobby project of some guy who maybe has 1,2 days a week to work on it.

It's your call if you want to invest 28€ for this and wait the next 5 years for 2-3 major updates. I have seen this too many times, at some point there will be blog posts about rapid progress, followed by excuses that deadlines were not met, followed by posts that the cat was sick or a flood or hard disk failure occured. Then some years later you will have forgotten the game.

The only way to make amends would be a price of 5$ or so because it isn't worth more without a full developer to support it. But of course he kept the price at AA+ levels, and that's his problem then.
 
Joined
Jan 9, 2011
Messages
2,727
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
That message is from 7 Aug/3 Sep, so it's a bit of old news. Really sad that it turned out like that, was really looking forward to having a game that went to such aspie levels of simulationism. Sadly, this turned out to be way more than a lone dev can handle.
 
Joined
Jan 9, 2011
Messages
2,727
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You can faff around a bit, but there's hardly anything fun to do.

I know about COADE, not as obsessed about it as you DraQ, but I do enjoy it. Love your designs btw!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom