Author Topic: Indie Space Sims  (Read 1753 times)

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Offline Kamikaze

  • A Complacent Wind
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    • http://www.nodewar.com
I was browsing the top 10 indie games of 2005 and found this neat space sim called Cellblock Squadroms.

The background story is that you're a prisoner that is fighting aliens for the United Earth military to pay off your crimes. Each week in the game you take on missions to pay off your crimes. In each mission you get a rank based on your performance which affects pay and other things. You can also have a huge number of wingmen in one mission, up to 99.

Here's a screenshot from the website:

Science alone of all the subjects contains within itself the lesson of the danger of belief in the infallibility of the greatest teachers in the preceding generation . . .Learn from science that you must doubt the experts. As a matter of fact, I can also define science another way: Science is the belief in the ignorance of experts. - Richard Feynman

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
i see lights, and square floating pegs.
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Rott3

  • 26
 The perfect game to kill some time. It is fun when played in small sessions, else it gets repetetive. At least for me.
Bet ya can't stick it

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Lighting pretty, modelling crap.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline aldo_14

  • Gunnery Control
  • 213
Lighting pretty, modelling crap.

Albeit, the likes of Photoshop and Max (or Maya, LW, etc) are somewhat costly, and having the best tools always produces the best results........so I'd tend to allow them leeway in that sense.

 

Offline Fineus

  • ...But you *have* heard of me.
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    • Hard Light Productions
It's well constructed at least, there has to be some credit there.

 

Offline aldo_14

  • Gunnery Control
  • 213
It's well constructed at least, there has to be some credit there.

I think it looks ok, although it's not the best shots to tell.  Although I do get a sense of 'I could do better than that', you also sometimes get that with proper big-budget games, anyways.  And it is at a budget price.

 

Offline Fineus

  • ...But you *have* heard of me.
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    • Hard Light Productions
That's what I mean... I tried the demo and although a lot of it was static undetailed renders, the interface was smooth and while the game wasn't as impressive as FreeSpace, FreeLancer or Independence War... we have to remember that that's the whole point - these are entire games made by indie programmers.

 

Offline Flaser

  • 210
  • man/fish warsie
All it has on the SCP engine is HDR-ish shader effects.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
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Lighting pretty, modelling crap.

Albeit, the likes of Photoshop and Max (or Maya, LW, etc) are somewhat costly, and having the best tools always produces the best results........so I'd tend to allow them leeway in that sense.

There are some good, Free alternatives out there (Blender springs to mind - I can't use it, but I know it can produce some damned fine results.

And besides - what stops you obtaining the software you need, then buying it legally prior to release when you're ready to release, i.e. When you're going to make some money, rather than making a quarter of a game then getting bored and taking up go karting instead?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
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Offline aldo_14

  • Gunnery Control
  • 213
Lighting pretty, modelling crap.

Albeit, the likes of Photoshop and Max (or Maya, LW, etc) are somewhat costly, and having the best tools always produces the best results........so I'd tend to allow them leeway in that sense.

There are some good, Free alternatives out there (Blender springs to mind - I can't use it, but I know it can produce some damned fine results.

And besides - what stops you obtaining the software you need, then buying it legally prior to release when you're ready to release, i.e. When you're going to make some money, rather than making a quarter of a game then getting bored and taking up go karting instead?


Um... perhaps because it still costs the same, and you can't make that amount of money without actually having begun to sell the game? Licensing costs are ridiculous; I remember having to research AAC convertors, and being quoted 15 grand to licence a (recommended by the 'client') simple wav-aac plugin (needless to say - we're onto freeware/open source).

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Milkshape 3D costs $20, and you can make some stellar models with it. They couldn't even afford that?

  

Offline Kamikaze

  • A Complacent Wind
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    • http://www.nodewar.com
I'm sure they could afford that, but even with the right tools 3d modeling is hard. It's probably easy for some of the incredible modeling folks here, but for programming geeks like me it's hard. :p
Science alone of all the subjects contains within itself the lesson of the danger of belief in the infallibility of the greatest teachers in the preceding generation . . .Learn from science that you must doubt the experts. As a matter of fact, I can also define science another way: Science is the belief in the ignorance of experts. - Richard Feynman

 

Offline Flipside

  • əp!sd!l£
  • 212
Just played the demo, not too shabby, the sounds need work in places, some of it sounds like 80's arcade game effects, and the beam weapons are very Freespace in the way they behave.

Oddly enough, partly because of the music, the feeling I got from the game was 'Incoming in Space'.

I think some of the models are so simplistic simply because there are situations where you are going to have over 100 ships knocking around the combat area, so poly counts had to be kept to a safe level ;)

 

Offline Flaser

  • 210
  • man/fish warsie
Milkshape 3D costs $20, and you can make some stellar models with it. They couldn't even afford that?

I'm pretty sure that the License won't allow you to produce games/anything that sells with it for that ammount.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Unknown Target

  • Get off my lawn!
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  • Push.Pull?
I'm not so sure - I wouldn't be suprised if it did.
And anyway, just played the demo...not bad, it's way too quiet (wimpy lasers, no voices, technotronic music), so the sound needs to be improved...the models are pretty bad, as already mentioned, and you can't really see anything but the big bad guys, the fighteres are just a target box, even up close, because they're so hard to see (they're there :) Just hard to see, that's all) - so that whole thing with the massive amounts of enemies doesn't work, because it just feels so empty. The effects are nice though, the SCP could learn a thing or two from their engine glows and 3D explosions.

The game itself is pretty straightforward, the communicae interaction is a nice touch. The Warden is a bit too much at times, but he's an interesting thing to have around, because you can communicate with him. The whole "debt to society" thing is pretty interesting; generally, when you're not flying, the game has some good tricks and is pretty interesting.
When you are flying, it's basically just you and big bad ship, because, like I said, you can't see any of the fighters, they're too small, darkly texured, and move too fast. The fighting is pretty bland, mostly due to the sound effects, and the fact that there is almost nothing on the HUD is a big departure from FS2's nice and detailed HUD info. The missions all seem to be "fly out and kill this crap", which can get pretty repetitive, although that might just be the demo :)

All in all, an interesting, if not particularly astounding, indie title. Worth the demo, probably not worth the cash (unless it's under 5-10 bucks).

 

Offline Thor

  • Captain of the GTD Sparta
  • 29
does anyone have any other space sim suggestions?
I can't believe my profile is still active... member since  July 25, 2002

 

Offline Deepblue

  • Corporate Shill
  • 210
Starshatter. (screenshots from the WIP sequal/expansion pack are shown here)

(you can descend into the atmosphere)

(Milo's modeling and texturing skills have certainly improved...)


Make sure you check out the B5 and BSG mods by DemoclesX as well.

« Last Edit: January 02, 2006, 10:48:15 pm by Deepblue »

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Escape Velocity: Nova.
"Load sabot. Target Zaku, direct front!"

A Feddie Story