Jeff Graw
StarChart Interactive
UPDATE 2:
We did it! The Kickstarter was successful!
UPDATE:
The KickStarter campaign is live now!
https://www.kickstarter.com/projects/starchartinteractive/dominus-galaxia
And there's a free beta build available for download:
https://starchart-interactive.itch.io/dominus-galaxia
**************************
The general idea behind Dominus Galaxia is to make the game that Master of Orion 2 should have been had that game been made as an evolution of Master of Orion 1 - and not a Civilization derivative. The project began early last year when Brent Patterson (who was making a little 4X named Beyond Beyaan) and I combined our then individual projects together.
Because our website is in a pretty poor state (eventually I'll get around to improving it, but for now I'm head down in game development) I'll share a few random screenshots laying around on my dropbox that should highlight some progress.
https://www.dropbox.com/s/s5zjmdju7we0s7e/R69xihj.jpg?dl=0
https://www.dropbox.com/s/i2zqps20n6xbovj/UI Stuff.png?dl=0
https://www.dropbox.com/s/cutg2yfq2ee85a6/ShipDesign4.png?dl=0
https://www.dropbox.com/s/33r76h31vcyfdoi/Space Battle.png?dl=0
https://www.dropbox.com/s/qh6fwqh8cjxfabv/Spider Scientist Promo.jpg?dl=0
A few bullet points:
-The AI as it currently stands rapes us like a multi headed abomination, yet does not cheat and is still improving. Alex of Pandora fame is spearheading AI development.
-Unlike most recent entries, combat is tactical, hex based, and turn based.
-Simulated battles follow the same logic as manually resolved ones. You can choose to automate battles you don't want to bother with on a case by case basis.
-Space and ground combat support more than two sides.
-There are different types of galactic terrain, and more than any other space 4X with point-to-point movement, the galaxy feels like it has form. There are natural choke points, and interesting geographical features. I think we've been able to solve a lot of the problems star lanes are supposed to solve without actually having to resort to implementing them. You can easily add additional shapes for the galaxy generator to use.
-Exploration is heavily emphasized. When you start the game, you do not know where you are in the galaxy or how many opponents you are facing.
-Almost everything is defined in data. The game is very moddable.
-The tech tree is a mix of hand crafted and procedural, infinite technologies. You never run out of techs to research. Six individual fields of research, like MoO 1.
-Although mechanically we're very similar to MoO 1, there's less busy work and you can manage colonies faster. Many UI and QoL improvements.
I'll try to post updates here semi-regularly. Also, we'll be looking for testers fairly soon. Because a big factor will be testing the AI and looking for exploits, people who can beat MoO 1 on impossible get bonus points.
We did it! The Kickstarter was successful!
UPDATE:
The KickStarter campaign is live now!
https://www.kickstarter.com/projects/starchartinteractive/dominus-galaxia
And there's a free beta build available for download:
https://starchart-interactive.itch.io/dominus-galaxia
**************************
The general idea behind Dominus Galaxia is to make the game that Master of Orion 2 should have been had that game been made as an evolution of Master of Orion 1 - and not a Civilization derivative. The project began early last year when Brent Patterson (who was making a little 4X named Beyond Beyaan) and I combined our then individual projects together.
Because our website is in a pretty poor state (eventually I'll get around to improving it, but for now I'm head down in game development) I'll share a few random screenshots laying around on my dropbox that should highlight some progress.
https://www.dropbox.com/s/s5zjmdju7we0s7e/R69xihj.jpg?dl=0
https://www.dropbox.com/s/i2zqps20n6xbovj/UI Stuff.png?dl=0
https://www.dropbox.com/s/cutg2yfq2ee85a6/ShipDesign4.png?dl=0
https://www.dropbox.com/s/33r76h31vcyfdoi/Space Battle.png?dl=0
https://www.dropbox.com/s/qh6fwqh8cjxfabv/Spider Scientist Promo.jpg?dl=0
A few bullet points:
-The AI as it currently stands rapes us like a multi headed abomination, yet does not cheat and is still improving. Alex of Pandora fame is spearheading AI development.
-Unlike most recent entries, combat is tactical, hex based, and turn based.
-Simulated battles follow the same logic as manually resolved ones. You can choose to automate battles you don't want to bother with on a case by case basis.
-Space and ground combat support more than two sides.
-There are different types of galactic terrain, and more than any other space 4X with point-to-point movement, the galaxy feels like it has form. There are natural choke points, and interesting geographical features. I think we've been able to solve a lot of the problems star lanes are supposed to solve without actually having to resort to implementing them. You can easily add additional shapes for the galaxy generator to use.
-Exploration is heavily emphasized. When you start the game, you do not know where you are in the galaxy or how many opponents you are facing.
-Almost everything is defined in data. The game is very moddable.
-The tech tree is a mix of hand crafted and procedural, infinite technologies. You never run out of techs to research. Six individual fields of research, like MoO 1.
-Although mechanically we're very similar to MoO 1, there's less busy work and you can manage colonies faster. Many UI and QoL improvements.
I'll try to post updates here semi-regularly. Also, we'll be looking for testers fairly soon. Because a big factor will be testing the AI and looking for exploits, people who can beat MoO 1 on impossible get bonus points.
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