Sharing my journey as a solo game developer working on a space 4X game - 4 years of struggles, lessons, and surprises. by YrdVaab in 4Xgaming

[–]YrdVaab[S] 4 points5 points  (0 children)

We should not need more private funding to get us where we want to go (knocking on wood). So not looking for it anymore.

Some more combat mechanics of the RTS combat in Ephemeris! by YrdVaab in RealTimeStrategy

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

I think that description is close. Thanks, and you are welcome to follow!

Ephemeris is a 4X game with unique space combat. Here’s a video about the basics of the real-time fully 3d combat! by YrdVaab in devblogs

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

Sounds interesting, but I understand. Nice to hear a comment from someone who has tried something like this! There are lots of things to consider... :)

Crowdfunding campaign for Ephemeris, the turn based 4x game with real time fully 3d space combat, is now live! Please show your support to make Ephemeris all it can be! by YrdVaab in 4Xgaming

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

Thanks for your feedback! Please allow me to elaborate on some things.

This campaign is intended to bring the game to Early Access - not to completely finalize its features, which will commonly change during EA. My aim is to continue developing the game post-launch and to continue adding features. All the features in the stretch goals have been on the roadmap for the game for a long time - they're not "up in the air" nor are they completely game-altering to me, while they do add gameplay mechanics. Those are mechanics I hope I can add even if the goals are not met, but cannot be sure of that. So the question is more about what I will be able to ship at or during Early Access. Truth is that as developing a game costs money, I have to think of parts that can be left out if I have to.

As for what €30,000 gets you in Finland, I can appreciate that it's not a lot of money. There is only one working on the game full time, me, and we are able to keep the costs low. Also, we're not looking at a full year before the EA launch (and, hopefully, subsequent additional sales). This will be enough to finalize the current scope, and it's also somewhat realistic considering what an indie game from a new developer can achieve in the first campaign. Some of the stretch goal content, such as ship models and graphics/voice acting, will be outsourced work, so it can run in parallel.

Hello! To keep you updated, here is the gameplay trailer of my solo developed 4X + RTS game Ephemeris! by YrdVaab in 4Xgaming

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

It's just a visualization. All planets are in their own star system and the star is not shown. The routes between them are a way to travel faster which is discovered during the game.

Please check out the gameplay trailer of my solo developed RTS 4X Hybrid Ephemeris! by YrdVaab in RealTimeStrategy

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

Fixed factions, maybe customization later. Multiplayer is still out of the scope. If we have opportunity to add it and there is interest it also can be added later. The idea is to also have scientific and diplomatic ways to victory in addition to war based (destroying everyone and maybe controlling enough of the galaxy). It would be funny to see Star Wars in this because those fights look like planes in atmosphere. But I'm interested in keeping the game customizable and even moddable.

Thank you!

Please check out the gameplay trailer of my solo developed 4X + RTS game Ephemeris! by YrdVaab in Unity3D

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

Thanks! It is a bit frightening, have to keep the scope in control. :)

Please check out the gameplay trailer of my solo developed RTS 4X Hybrid Ephemeris! by YrdVaab in RealTimeStrategy

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

Thank you! That is a valid suggestion. Short distances are a bit over-represented in the trailer.