This is the first game I've seen in recent times that has attempted to deal with 3D space battles in an effective and realistic way. Most space battle games either use a 2D battlescape or pseudo-2D which gives the illusion of battles being fought in 3D.
This seems to tick all boxes. Gameplay (in battle and strategic), art style, features, music. Even the Kickstarter goals aren't insane and this seems to be standing on a pretty solid technical foundation vs "some jpgs and a vision", which is nice.
The fact that you say this has ship design like MOO is excellent. :) You need more advertising. I've never heard of this game before now. When you think it's ready, I'd love to do a video on it.
Looks gorgeous. I don't know if I like the map all being just the planets with no stars / solar systems, that I see here at least, but will keep an eye on this one.
@@yrdvaab Fair. Are the planet's "resources and bonuses" essentially assuming that for the entire system? Or some other mechanic to reflect such, asteroid mining as a building or some such? Mostly curious. I don't think every space 4X game needs to fully render entire solar systems or whatever, but a space 4X should have some reflection of spacefaring civilizations harvesting the ample resources of planetary systems.
There are "buildings" that can be built on a planet, but some of those constructions are actually in space. So it can be thought of representing the whole system, but all of the constructions are based on that one planet (are built there, requires that planet to function etc). Also there is only one habitable planet per solar system. I decided on that limitation for gameplay reasons - I think it is simpler that there is only one base to manage for one node on the map, instead of having to somehow zoom and look at all the different bases in that location.
@@yrdvaab Sure. Multiple habitable planets would / should be fairly rare. If you wanted such, without having to break from your existing plan, just have the graphic show two planets and them "work as one" so far as the game mechanics go. Higher population and such. No worries, just chatting at this point :D
@@KyranFindlater And Paradox is ginormous, were they to take this on our creator here would likely wind up in much less control than they would prefer.
@@spaceman9599 Imagine, yes, and I think there have been games that did just that, but not quite at "realistic scale" or anything. That said, such an endeavor would be a lot more work.
Yes. Like, it seems maybe a bit too chaotic, but still looks so much better than most other such games. Fast-paced Nebulous style to some extent, but way less complex.
@@yrdvaab it would be more cool if u can find weapon or shields or something else for ur ships or Ressources from Enemys who u destroyed :D and with trading i mean where u can trade then this ressources to the market from other empires ye ^^ pirates would make then good sense and can be implimated in the future when they are not integrated at the moment ^^ because pirates want steal your ships or ur systems like guns or something from ur ships or your ressources what u have in ur storage in ur fleet :D with trading system i mean too that empire b give good prices for food because they need it thats why food buying is expensive there ^^ but maybe this is not the right genre for all this hahaha :D . Then i say it directly in a small sentence when this game is more like civ in universe then ye trading system is cool and important :D that u can trade with enemys but u can boycott them too and they need to search a other trading partner then ^^ it would also cool when it is a own world this is what so many players really like in my opinion a world who is going on when u have no contact with anyone and new Empires can stand up out of nowhere maybe they was earlier a pirate group and get bigger and bigger and then they would create a own Empire ^^ Just view Ideas from me :) procedual generated worlds who simulate himself with u but simulate himself too when u doing nothing like in Mount&Bannerlord but Bannerlord dont have a procedual generated world ^^ with it its would do M&B more better :D this is the new sick shit haha :D. This sentence was Longer then i would to do *:D. Ye Trading between Empires "small sentence".
Hey mate; really adore the look of this already; gives me a sort of a vibe of a spiritual successor to Star Wars:Empire at War. I know it's apples to oranges, especially since the combat is actually dimensionally different and nonstatic, and the ships are a lot more fleshed out, but it's sort of a game of that niche I've not seen in years. It looks so promising and I hope you succeed in this. I'll wishlist it right now.
@@yrdvaab Sorry for not explaining that right away-I didn't think you'd actually read it, haha. The thing is, your laser/beam weapon is just a straight, colored line. Maybe that's how laser weapons would realistically look in space, but for a game, they come across as very "placeholder-like," as if they're meant to be replaced later. In my opinion, to make them feel less instantaneous, you could have them move at insanely fast speeds but not quite instantaneously-by slightly reducing their velocity. ( by that I mean something like this th-cam.com/video/rlON7czfLZ4/w-d-xo.html ) Another examples: consider how weapons are depicted in Star Trek (phasers), Homeworld (Ion Beams), Space Battleship Yamato (the 2013 anime's positron weapons or wave-motion gun), Legend of the Galactic Heroes (lasers), or Stargate (plasma beams). This might not be entirely realistic, but isn’t it twice as epic? And not just epic-it’s visually more appealing. Adding more glow, bloom, and distortion effects would make them look more polished. You can find many great examples in Spacedock’s video, "Explaining Particle Beams in Space Combat."
@@yrdvaab Not the person you asked, but they just kinda seem flat / dull in color, to me. Not "ugly" just kinda there. I'd also change how the explosions look, should be something more "bursting out of the ruptured hull" than "exploding on the surface." Just my take. What you have works.
@@yrdvaab damn. i thought why you never answered,,, my comment got deleted by youtube... gotta rewrite the whole comment uh oh. the thing is, your laser/beam weapon is just a straight, colored line. Maybe that's how laser weapons would realistically look in space, but for a game, they come across as very "placeholder-like," as if they're meant to be replaced later. In my opinion, to make them feel less instantaneous, you could have them move at insanely fast speeds but not quite instantaneously-by slightly reducing their velocity. For example, consider how weapons are depicted in Star Trek (phasers), Homeworld (Ion Beams), Space Battleship Yamato (the 2013 anime's positron weapons or wave-motion gun), Legend of the Galactic Heroes (lasers), or Stargate (plasma beams). This might not be entirely realistic, but isn’t it twice as epic? And not just epic-it’s visually more appealing. Adding more glow, bloom, and distortion effects would make them look more polished. You can find many great examples in Spacedock’s video, "Explaining Particle Beams in Space Combat."
Looks really good, it looks like it runs smooth, but the HUD could use improvement, Im not hating just stating things, the ships looked awesome, I totally see this pop up to some Stellaris fans. Keep up the good work
Those 3D selection indicators look pretty bad. You have non-uniform scaling on the boxes and way too large "line width". Would be better to use line rendering such that the width is constant in screen space.
Could also try combining that with rendering a semi-transparent box with normals facing inward. That way you can see clearly into the box but stuff behind it is partially obstructed, which highlights objects inside the box.
@@yrdvaab like the single player Action RPG game Dwarven Realms you have a global chat, you have clans and high score lists but you play solo. but still the game feels alive.
We don't know one another but believe Mate I'm really proud of you and your work
Thank you! And thanks for your support again, I remember you. ❤
This is the first game I've seen in recent times that has attempted to deal with 3D space battles in an effective and realistic way. Most space battle games either use a 2D battlescape or pseudo-2D which gives the illusion of battles being fought in 3D.
I have no memory of subscribing to this channel but Im glad I did cus man, this game looks right up my alley
😄 No wonder you have subscribed then!
This seems to tick all boxes.
Gameplay (in battle and strategic), art style, features, music. Even the Kickstarter goals aren't insane and this seems to be standing on a pretty solid technical foundation vs "some jpgs and a vision", which is nice.
Looks VERY good so far! Sticking this on my wishlist right now.
Thank you, thank you!
The fact that you say this has ship design like MOO is excellent. :)
You need more advertising. I've never heard of this game before now. When you think it's ready, I'd love to do a video on it.
looks very ambitious and unique, with the music being spot on
I like the UI and how it looks against certain backgrounds, like when zooming out to see planets you can travel between. Has a nice charm to it!
Looks gorgeous. I don't know if I like the map all being just the planets with no stars / solar systems, that I see here at least, but will keep an eye on this one.
Each planet represents a star system with a habitable planet, only visualized that way.
@@yrdvaab Fair. Are the planet's "resources and bonuses" essentially assuming that for the entire system? Or some other mechanic to reflect such, asteroid mining as a building or some such? Mostly curious. I don't think every space 4X game needs to fully render entire solar systems or whatever, but a space 4X should have some reflection of spacefaring civilizations harvesting the ample resources of planetary systems.
There are "buildings" that can be built on a planet, but some of those constructions are actually in space. So it can be thought of representing the whole system, but all of the constructions are based on that one planet (are built there, requires that planet to function etc). Also there is only one habitable planet per solar system. I decided on that limitation for gameplay reasons - I think it is simpler that there is only one base to manage for one node on the map, instead of having to somehow zoom and look at all the different bases in that location.
@@yrdvaab Sure. Multiple habitable planets would / should be fairly rare. If you wanted such, without having to break from your existing plan, just have the graphic show two planets and them "work as one" so far as the game mechanics go. Higher population and such. No worries, just chatting at this point :D
It's interesting (and useful) to hear what people think about my ideas. :) So thanks for your comments and you are welcome to follow!
Maybe you should consider contacting Paradox Interactive. Stellaris is missing such polished battle tactics element. Great work btw.
Hooded Horse publishes this kind of thing too
@@KyranFindlater And Paradox is ginormous, were they to take this on our creator here would likely wind up in much less control than they would prefer.
Can you imagine the ability to zoom in from Stellaris type strategic layer to the realtime battle elements?
@@spaceman9599 Imagine, yes, and I think there have been games that did just that, but not quite at "realistic scale" or anything. That said, such an endeavor would be a lot more work.
Really like the manoevring elements in the space combat - Sins, Stellaris, etc. are all great but the static battles always feel a bit off to me.
Yes. Like, it seems maybe a bit too chaotic, but still looks so much better than most other such games. Fast-paced Nebulous style to some extent, but way less complex.
This looks fantastic. I'll be lining up to beta test this puppy!
Nice, definitely putting this on the planetary defence radar!
And for once I can genuinely say: Thanks Algorithm.
Hey devs you might want to throw this over to Splattercat who does some excellent indie reviews!
😁
Thanks for the tip! Have to keep that name in mind.
great work dude this looks really impressive
Kinda gives me Sword of the Stars vibes, I like it!
it looks cool i hope it gets a trade system with loot too this would be really nice :D and strategy is everytime cool and nice :D
Thank you! 😊 Do you mean trading between empires?
@@yrdvaab it would be more cool if u can find weapon or shields or something else for ur ships or Ressources from Enemys who u destroyed :D and with trading i mean where u can trade then this ressources to the market from other empires ye ^^ pirates would make then good sense and can be implimated in the future when they are not integrated at the moment ^^ because pirates want steal your ships or ur systems like guns or something from ur ships or your ressources what u have in ur storage in ur fleet :D with trading system i mean too that empire b give good prices for food because they need it thats why food buying is expensive there ^^ but maybe this is not the right genre for all this hahaha :D . Then i say it directly in a small sentence when this game is more like civ in universe then ye trading system is cool and important :D that u can trade with enemys but u can boycott them too and they need to search a other trading partner then ^^ it would also cool when it is a own world this is what so many players really like in my opinion a world who is going on when u have no contact with anyone and new Empires can stand up out of nowhere maybe they was earlier a pirate group and get bigger and bigger and then they would create a own Empire ^^ Just view Ideas from me :) procedual generated worlds who simulate himself with u but simulate himself too when u doing nothing like in Mount&Bannerlord but Bannerlord dont have a procedual generated world ^^ with it its would do M&B more better :D this is the new sick shit haha :D. This sentence was Longer then i would to do *:D. Ye Trading between Empires "small sentence".
On the watchlist it goes
Nice to hear! 🙂
Yes. Yes. YES!
It would be nice when space battles has an drum soundtrack like battlestar galactica.
Looks super cool!
Hey mate; really adore the look of this already; gives me a sort of a vibe of a spiritual successor to Star Wars:Empire at War.
I know it's apples to oranges, especially since the combat is actually dimensionally different and nonstatic, and the ships are a lot more fleshed out, but it's sort of a game of that niche I've not seen in years. It looks so promising and I hope you succeed in this. I'll wishlist it right now.
Thank you for the comment and the wishlist!
Looks awesome.
It looks very strange, larger ships are participating in dogfight. Fun to watch) good luck
Sure they turn around, but they are not exactly dogfighting. :)
The UI and ships model feel dated but the battle management looks quite intuitive
Just insane. Can't wait for the release; it looks like it'll be the best space RTS. (The lasers are kinda ugly though.)
Thank you, very nice to hear! Can you tell me what kind of lasers you would like to see? I'm interested to hear.
@@yrdvaab Sorry for not explaining that right away-I didn't think you'd actually read it, haha. The thing is, your laser/beam weapon is just a straight, colored line. Maybe that's how laser weapons would realistically look in space, but for a game, they come across as very "placeholder-like," as if they're meant to be replaced later. In my opinion, to make them feel less instantaneous, you could have them move at insanely fast speeds but not quite instantaneously-by slightly reducing their velocity. ( by that I mean something like this th-cam.com/video/rlON7czfLZ4/w-d-xo.html )
Another examples: consider how weapons are depicted in Star Trek (phasers), Homeworld (Ion Beams), Space Battleship Yamato (the 2013 anime's positron weapons or wave-motion gun), Legend of the Galactic Heroes (lasers), or Stargate (plasma beams). This might not be entirely realistic, but isn’t it twice as epic? And not just epic-it’s visually more appealing. Adding more glow, bloom, and distortion effects would make them look more polished. You can find many great examples in Spacedock’s video, "Explaining Particle Beams in Space Combat."
@@yrdvaab Not the person you asked, but they just kinda seem flat / dull in color, to me. Not "ugly" just kinda there. I'd also change how the explosions look, should be something more "bursting out of the ruptured hull" than "exploding on the surface." Just my take. What you have works.
@@yrdvaab invisible lasers as they should be. But boring haha
@@yrdvaab damn. i thought why you never answered,,, my comment got deleted by youtube... gotta rewrite the whole comment uh oh. the thing is, your laser/beam weapon is just a straight, colored line. Maybe that's how laser weapons would realistically look in space, but for a game, they come across as very "placeholder-like," as if they're meant to be replaced later. In my opinion, to make them feel less instantaneous, you could have them move at insanely fast speeds but not quite instantaneously-by slightly reducing their velocity.
For example, consider how weapons are depicted in Star Trek (phasers), Homeworld (Ion Beams), Space Battleship Yamato (the 2013 anime's positron weapons or wave-motion gun), Legend of the Galactic Heroes (lasers), or Stargate (plasma beams). This might not be entirely realistic, but isn’t it twice as epic? And not just epic-it’s visually more appealing. Adding more glow, bloom, and distortion effects would make them look more polished. You can find many great examples in Spacedock’s video, "Explaining Particle Beams in Space Combat."
Wow, like a love child warhammer total war and homeworld ❤ vision of my childhood comin true
Nice to hear, thank you!
Mmm homeworldy looks good this.
Looks really good, it looks like it runs smooth, but the HUD could use improvement, Im not hating just stating things, the ships looked awesome, I totally see this pop up to some Stellaris fans. Keep up the good work
Thank you! Which part do you mean? If you mean the UI markers on ships in combat, those things are going to get improved.
@@yrdvaab the top of the screen the resources should have better graphics
Ждем.
How is it different from Homeworld?
This game has empire management where you conquer planets, research technology and conduct diplomacy.
Honor harrington / the expanse vive anyone ?
Those 3D selection indicators look pretty bad. You have non-uniform scaling on the boxes and way too large "line width". Would be better to use line rendering such that the width is constant in screen space.
Could also try combining that with rendering a semi-transparent box with normals facing inward. That way you can see clearly into the box but stuff behind it is partially obstructed, which highlights objects inside the box.
That's a neat idea!
no coop no shared world, feels empty and dead without IMHO :(
:( By shared world you mean that there would be other human players?
@@yrdvaab like the single player Action RPG game Dwarven Realms you have a global chat, you have clans and high score lists but you play solo. but still the game feels alive.
Nice, you made a Homeworld clone! Dude, I want to play this.
Another Stellaris clone
Compared to Stellaris, Ephemeris expands on the combat and makes the empire management more streamlined, to put it short.
meh
What would excite you about the game to not be "meh"?