Looking forward to trying this on my Mac - any idea of when Mac can see some beta love?
mattkeefer
1. Do you still feel that you have to be completely top-down to enjoy SuperMelee, or would an 80-85 degree angle be sufficient? (If unsure, would you be willing to give it a shot?) I'd be willing to give it a shot -- As long as it doesn't impair play, I think it'll be fine. 2. Do you feel that having crew and energy bars on the right side of the screen is relevant in a world of 16:9 or 21:9 monitors? (We know the green bar is getting fix
Nice, but XML? JSON is much easier to parse, and because the spec calls for utf-8 as a charset means that if people add weird Alien names with lots of symbols as values, there'll be no transcription issues.
I'm curious about things: faith, belief, and identity in particular. I'm not especially interested in accruing wealth; I have enough that I don't need to worry. In my universe, success in equals understanding, recognizing that understanding is both fluid and predicated on an almost infinite number of third variables. Could you explain "luck", as you define it, and how it relates to your understanding of free will/free choice, and fatalism? I'm legitimately curiou
Banned for asking what happens when the entire Borg Collective flushes simultaneously.
2-3 for me. As a software designer, I'm curious about what gets factored into the various decisions behind a game.
iMac 21.5", Late 2013 MacOS Sierra 3.1Ghz Core i7 16GB RAM Nvidia 750M w/ 1G PCIe SSD
[quote who="Hunam_" reply="1" id="3657750"] MS-DOS 6.22 mostly. [/quote] Only if you use EMM386 to provide enough expanded memory for the speech pack and over 600K conventional memory. I really want to see a Mac client. While we have wimpy GPUs in our machines, once you go UNIX/Linux-based, you can't go back to Windows.
A module that allows you to harvest resources on gas giants would be pretty cool.
[quote who="cyberphage" reply="6" id="3662973"] I think it would be interesting if there were modules that you could only get if you played the campaign a specific way... kind of like a Paragon/Renegade system. If you could play "evil" humans or what have you. Being a recent founder I am not sure if such a system was looked at when creating the campaign, I am still going through the other posts. [/quote]
[quote who="sendingsignal" reply="131" id="3663031"] I think your ship idea makes sense hard sci fi wise, but I'm not sure it's needed for Star Control. The ships being kind of a representation of the aliens directly reads easier for remembering what you're fighting and is kind of "cuter" too. I thought the ships in endless space for example kind of made sense but didn't really have as much personality. I'm more concerned with playful representation than science logic
Can't wait to see something! Star Control II is still my favourite game of all time. It's exactly the right mix of sandbox and epic galactic saga.
Feedback: 1) Ships: The ships need to be a semiotic representation of the psychology of the races that created them (not necessarily just a mechanical copy of the creature in shape and colour). A few examples: A plant-race might have the ability to "grow" ships, but would be constrained by the light of their sun to choose a colour-scheme that would be properly absorptive. A question that the designers might ask themselves would be "would these ships be g
Matt. Longtime Canadian Star Control player, and now older and wiser software developer in the education sector, also Soviet historian specializing in belief systems and intrinsic/extrinsic cultural/societal factors relating to identity. Looking forward to this greatly!