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Off-Topic Discussion => Gaming Discussion => Topic started by: Nemesis6 on April 21, 2012, 08:59:02 am

Title: Ensign-1 - Indie space sim
Post by: Nemesis6 on April 21, 2012, 08:59:02 am
http://www.youtube.com/watch?v=ApQg38nZLT4

You can walk around inside your ship/whatever station you get to, and the combat already looks pretty awesome.
Title: Re: Ensign-1 - Indie space sim
Post by: deathfun on April 22, 2012, 04:42:56 am
Imagine taking that FPS foot shooter aspect and implementing it in FreeSpace...
Holy **** my mind just blew itself
Title: Re: Ensign-1 - Indie space sim
Post by: Black Wolf on April 22, 2012, 07:11:42 am
The technology is cool, I guess, but it also indicates, IMO, why these two genres should be kept separate, at least for now. It's hard to judge from this video, but there seems to be big weaknesses in the space combat - where were his allies? Can you command any allies you might have later? Is there more weapon diversity, and if so, at what point do you determine your loadout? Are there afterburners, or any kind of performance modification controls like that? Do the enemies have missiles, and if so, do you have any countermeasures or chaff or anything? I guess that multiple classes of ship could be introduced as additional ships in the hangar bay that you just choose to jump into, but there's no evidence of that in this video.

And then, the first person stuff seems underdone as well - the interiors are massively underdetailed and completely empty, which, to me, is way more jarring than a loading screen between an FPS and space sime section would ever be. 

And yes, I know it's indie, and I give a lot of credit to the guy for getting it this far. It also means that the fairly primitive graphics (or at least, the primitive looking ships and such) aren't such a big problem for me - I understand that the guy's probabyl primarily a coder, and that the assets are probably more like neccesary evils. Hell, It's entirely possible that his intention was to create a game for seamless foot-and-ship multiplayer combat, and he's hit his mark exactly, for his own standards. And that's great. It's just not for me. Yet.

And that yet is important. As much as I like indy game design and whatnot, I honestly think that to do a game like this proper justice, you need a studio budget and a team of creative people. There's just so so, so much work involved in making a fun, high quality game in either the FPS or Space Shooter genre that doing either one in an indy settign is daunting. Trying to combine them and do it well? I just don't see it being possible, and this video hasn't chjanged my mind. But, again, full credit to the guy for getting his project out there.
Title: Re: Ensign-1 - Indie space sim
Post by: Nuke on April 22, 2012, 01:23:31 pm
Imagine taking that FPS foot shooter aspect and implementing it in FreeSpace...
Holy **** my mind just blew itself

i started a system for that, but i lost interest.
Title: Re: Ensign-1 - Indie space sim
Post by: Thaeris on April 22, 2012, 02:30:00 pm
I really applaud the effort, though I wasn't blown away by the gameplay itself. I think the thing that was most disappointing to me was the apparent speed cap on the otherwise Newtonian flight. I understand the issue with balance, potentially, but free Newtonian flight is most fun when, well, it's free!

I think with a few years and a bit more open development, they could really make something out of this engine.
Title: Re: Ensign-1 - Indie space sim
Post by: FireSpawn on April 22, 2012, 03:08:38 pm
It does look like it has promise, but untill it matures into the thing most of us have been dreaming about for a while this (http://www.moddb.com/mods/angels-fall-first-planetstorm/videos) will keep me entertained to some degree in that respect.
Title: Re: Ensign-1 - Indie space sim
Post by: Thaeris on April 22, 2012, 03:54:43 pm
The thing I don't like about AFF is that it... still feels (from the videos, at least) like an FPS. Any sim, arcade or realistic, needs to feel like a sim.
Title: Re: Ensign-1 - Indie space sim
Post by: Nemesis6 on April 22, 2012, 04:44:10 pm
The game is still in alpha, and it's pretty obvious that most if not all of lot of what's shown here, apart from the whole walking around/open-world stuff, is really placeholder stuff, namely the effects, art, etc. Even if this doesn't materialize into anything significant, just the thought that someone tried and got this far is indeed awesome.