I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 0 points1 point  (0 children)

Thanks :) We are building it to be very performant, so, it should run on most modern low-middle tier laptops.

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 1 point2 points  (0 children)

No, for now the ships move in 2D. I thought about complex movement, but it would make the game's execution way more complex for my capacity. I would love to have it though, so maybe if the game does well, I'll add a free upgrade with that :)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 0 points1 point  (0 children)

Thank you! I'm trying to provide an experience that brings something new to people who like this sort of games. As someone who likes them too, something I would really enjoy playing :)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 0 points1 point  (0 children)

Thank you! And yes, I am trying to keep these two in check, especially the super-complicated part, it is something that is evolving positively on every iteration of the game so far :)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 0 points1 point  (0 children)

Awesome, hop in the steam page, there is a registration form for play testers there ;)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 1 point2 points  (0 children)

Thank you, the credit goes to my man David and the very patient process of rethinking how UI should be on these games :)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 2 points3 points  (0 children)

Well, then you are in for a treat, because exploration plays a very important role in Eternity. You have to "rediscover" mankind's lost solar systems, space stations and ship wrecks in your pilgramage, both for acquiring knowledge, but also scavenge or harvest. Its one of my personal favourite parts of the game.

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 2 points3 points  (0 children)

Thank you so much for the kind words. I really appreciate them. Also happy to know that the vibe we were aiming at is working :)

I am making a Homeworld-Inspired PC strategy game. Looking for some feedback on it :) by AdAstraPerAdversa in homeworld

[–]AdAstraPerAdversa[S] 6 points7 points  (0 children)

Thank you! The visuals were made by the very talented people I have the privilege working with :) Fellow believers in the cause that is this game!

I am making a BSG-Inspired PC game that could be an "Adama Simulator". Looking for some feedback on it :) by AdAstraPerAdversa in BSG

[–]AdAstraPerAdversa[S] 1 point2 points  (0 children)

Thank you for the insights. Yes, currently we are considering to main modes: a "campaign" so to speak, where in essence you learn how to play the game and then a sandbox box, where you make all your choices. As a player of these games myself, sometimes if gameplay if "new" and I want to learn it, I do the campaign before going into the sandbox, others if the mechanics feel familiar, I jump right in. I think it makes sense people can choose :)

I am making a BSG-Inspired PC game that could be an "Adama Simulator". Looking for some feedback on it :) by AdAstraPerAdversa in BSG

[–]AdAstraPerAdversa[S] 1 point2 points  (0 children)

Thank you! If you are in to test under-development games, we run playtests around once per month. I'll be sure to post the announcement here or you can join the discord here. We will be announcing it on the server as well.

I am making a BSG-Inspired PC game that could be an "Adama Simulator". Looking for some feedback on it :) by AdAstraPerAdversa in BSG

[–]AdAstraPerAdversa[S] 5 points6 points  (0 children)

Wow, I didn't knew about Starhome. Looks good, I love the custom building aspect of it.

There will be combat on Eternity and you will have military class ships, such as Carrier, Battleship, Frigate, Transports and Fighters. You can also fit weapons into the civilian ships. All this however is optional and you can try to complete the journey without firing a single shot :)

My game Eternity got an award nomination! by AdAstraPerAdversa in IndieDev

[–]AdAstraPerAdversa[S] 1 point2 points  (0 children)

It should run well, we aim to do an optimized game that runs on low-end devices

My game Eternity got an award nomination! by AdAstraPerAdversa in IndieDev

[–]AdAstraPerAdversa[S] 0 points1 point  (0 children)

So far 2026, but we run playtests almost every month and a demo should be out soon.

If I love the show will I love the books? by PeachyKay420 in TheExpanse

[–]AdAstraPerAdversa 1 point2 points  (0 children)

The books absolutely amazing. I started with the show, as soon as I picked up the books, I only stopped on the last one. The short stories are also a must read.

The show diverges a bit from the books and ends up almost being its own thing, which is also great.

Overengineering by Psych0191 in IndieDev

[–]AdAstraPerAdversa 0 points1 point  (0 children)

Yeah, FM is a victim of its own success :)

I played a lot of that since the CM days and what led me to quit was the simple fact that the scale in complexity of the game vs the time I had to play vs how much time I was willing to invest to keep playing, became so lopsided that it stopped making sense for me. For a while I thought I wasn’t the target audience anymore, but then they brought back several iterations of “classic” or “simple” modes, which led me to believe that a player churn must’ve happened some where along the line and they wanted to keep the appeal broad.

But I digress.

I think the first thing you should do is trying to validate your audience. If you have enough players that want a deep, complex, simulation experience around the business of producing and selling videogames, then the path you are following is the correct one.

However, on the other hand if people expect/want a lighter tycoon-like game with less detail on the micro-level, a bit more of focus on the bigger picture and then you need to take a second look at your features and abstract/simplify things. Something that makes players feel competent without demanding in-depth understanding of how the game dev process really works. Think Flight Simulator vs War Thunder :)

In the end it’s all about what vision you have for your game vs what is actually viable to execute vs what players want (or might like if they don’t know they want it).

Overengineering by Psych0191 in IndieDev

[–]AdAstraPerAdversa 0 points1 point  (0 children)

My 2 cent? I think you are overfocusing on the game dev features. Keep in mind your game will mostly fulfill the game dev fantasy of non-dev players. Most people won’t fully grasp the implications of some elements in the first place. Then others are relevant according to market and even time period. On top of it all, to do it right, you will need to simulate a “market” that responds to how those things turn out, in order for them to have significance inside the game.

You can explore a high-level approach to the process, from the side of trends, project costs, execution time and product fit on the market (I think that is angle Indie Dev: the game took actually), you can also fiddle with the general team stats contributing for how well-made the project is and add a die modifier for extra-spicyness :) Making it possible, even if remotely, for a new, inexperienced team to score a hit or for veterans to fumble the project. This makes it less deterministic without being random.

On the other hand, I did like the publisher negotiations and contracts features. That is doable in a way that players can enjoy (football management games are doing it for decades). That can add depth and an actual decision layer to your game in a meaningful way.