
- #LORD OF RIGEL KICKSTARTER GENERATOR#
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And it's playable from start to end! We're working on polishing, improving the interface, and bug fixing to hopefully have it ready for testing soon. Ever since we merged and worked together, we've got a lot more done than my 5 years of working on Beyond Beyaan alone! We've got tactical space combat, ground combat, colony management, technologies, and many other goodies. Those who backed Beyond Beyaan on kickstarter will get Dominus Galaxia at no additional charge. Six, Jeff works on the game full-time, meaning the game will get done a lot quicker than if I went at it alone with my part-time efforts.
#LORD OF RIGEL KICKSTARTER MAC#
Using Unity meant it'd be cross-platform with Mac and Linuxįive, I'm deaf, so I needed someone else to do the sounds Three, I had game logic that Jeff was jealous of.įour, BB was only for Windows. Two, Jeff had pretty graphics that I was jealous of. One, why re-invent the wheel? Both of us were working on a MoO 1-esque game. We merged our projects ( There was a thread on Beyond Beyaan) for several very good reasons. Hi, I'm Brent, the guy mentioned in the original post. Because a big factor will be testing the AI and looking for exploits, people who can beat MoO 1 on impossible get bonus points. Also, we'll be looking for testers fairly soon. I'll try to post updates here semi-regularly. Although mechanically we're very similar to MoO 1, there's less busy work and you can manage colonies faster. Six individual fields of research, like MoO 1. The tech tree is a mix of hand crafted and procedural, infinite technologies. When you start the game, you do not know where you are in the galaxy or how many opponents you are facing.
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You can easily add additional shapes for the galaxy generator to use. I think we've been able to solve a lot of the problems star lanes are supposed to solve without actually having to resort to implementing them. There are natural choke points, and interesting geographical features. There are different types of galactic terrain, and more than any other space 4X with point-to-point movement, the galaxy feels like it has form. Space and ground combat support more than two sides. You can choose to automate battles you don't want to bother with on a case by case basis. Simulated battles follow the same logic as manually resolved ones. Unlike most recent entries, combat is tactical, hex based, and turn based. Alex of Pandora fame is spearheading AI development. The AI as it currently stands rapes us like a multi headed abomination, yet does not cheat and is still improving. The project began early last year when Brent Patterson (who was making a little 4X named Beyond Beyaan) and I combined our then individual projects together.īecause our website is in a pretty poor state (eventually I'll get around to improving it, but for now I'm head down in game development) I'll share a few random screenshots laying around on my dropbox that should highlight some progress. The general idea behind Dominus Galaxia is to make the game that Master of Orion 2 should have been had that game been made as an evolution of Master of Orion 1 - and not a Civilization derivative.
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#LORD OF RIGEL KICKSTARTER FREE#
We did it! The Kickstarter was successful!Īnd there's a free beta build available for download:
