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 Post subject: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:15 pm 
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Developer
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Hi Everyone,

First off, apologies for such a long delay in blogging. Richard and I have been elbow deep in SPAZ 2 guts now for a very long time and are trying to focus on it, probably too completely. We are not quite ready to show any screenshots for SPAZ 2 yet, because we want to be sure that when people see what we are working on, it really represents the final game.

So we are coming up on 6 months of development on SPAZ 2 now. We started September 1, 2012. The first month was mostly us figuring out Unity and if we should spend the required $3000 for two seats. It is very worth it. The engine is spectacular and the tool integration is great. We also spent that time doing high level design, the core idea has remained intact from day 1 thankfully, and the Mothership will be playing a much larger role in SPAZ 2.

For the most part it has been full steam ahead for Richard building procedural environment generators (they already look better than anything in SPAZ 1) and me working on core gameplay systems. Flight model, ship components, artificial stupidity, etc etc. We meet about once every 2 weeks and talk nonsense on Skype every day, but we are back into that old shared brain mode where we almost don't need to communicate at all. This means progress has been very swift.

I am not sure when we will start leaking pictures and detailed info, but we want to make sure that our small community here does not feel abandoned. We are just off in our caves working like madmen is all. :)

Everything is looking very positive right now for SPAZ 2.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:33 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
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Blorfy wrote:
because we want to be sure that when people see what we are working on, it really represents the final game.


We wouldn't mind if you guys gave us some "development insights", while warning us it might not make it to the game

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:35 pm 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
Mmm... SPAZ guts... wait what?

Seriously though - Take your time guys, no need to rush the screenshots when you're not comfortable yet. Though yet again i agree with GTX - Behind the scenes info is always fun, much like Valve's commentary mode


Last edited by Balduranne on Mon 25 Feb, 2013 8:37 pm, edited 1 time in total.

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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:36 pm 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
I hope that we can direct the mothership (like in Starscape), and maybe on some occasions call it out (like in Starscape's boss battles, where you leave the mothership, and it enters the wormhole/wormhole space and is ready to come to your aid any time you call for it).
Also maybe on-flight refiting (at least for the mothership/while near the mothership/friendly station). Also damageable systems (ionizable too, overheated also probably, and maybe even boarding parties being able to take control of some systems(or turrets so that they begin firing on their own ships/other sections of the ship)/slow down/damages/set it to self destruct and leave the ship, speaking of boarding parties, your own boarding parties should take damage while you are blasing the enemy's ship to bits(the hull damage is actually internal damage, right???).


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:41 pm 
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A lot of us are still here, and will tell anyone who's asking exactly what you guys are working on.
Blorfy wrote:
Richard and I have been elbow deep in SPAZ 2 guts
Space Pirate and Zombie guts? Now there's my mental image of the day. You two in a field of rotting corpses while at the same time pondering over a sheet of paper.
Blorfy wrote:
...artificial stupidity...
I am extremely please with the amount of Forum in-jokes we've so far managed to create and indoctrinate people with! :)


I am looking very positive too right now, at the prospect of seeing improvements. Hopefully the next batch of AIs will be an improvement. ;)

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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 8:44 pm 
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EvilNinja wrote:
Space Pirate and Zombie guts? Now there's my mental image of the day. You two in a field of rotting corpses while at the same time pondering over a sheet of paper.

:shock: :lol: Now that's a good mental image! Thanks for that.

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 25 Feb, 2013 9:05 pm 
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GTX2GvO wrote:
EvilNinja wrote:
Space Pirate and Zombie guts? Now there's my mental image of the day. You two in a field of rotting corpses while at the same time pondering over a sheet of paper.

:shock: :lol: Now that's a good mental image! Thanks for that.

You are as always welcome to it.

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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Tue 26 Feb, 2013 4:49 am 
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Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
Blorfy wrote:
Hi Everyone,

First off, apologies for such a long delay in blogging. Richard and I have been elbow deep in SPAZ 2 guts now for a very long time and are trying to focus on it, probably too completely. We are not quite ready to show any screenshots for SPAZ 2 yet, because we want to be sure that when people see what we are working on, it really represents the final game.

So we are coming up on 6 months of development on SPAZ 2 now. We started September 1, 2012. The first month was mostly us figuring out Unity and if we should spend the required $3000 for two seats. It is very worth it. The engine is spectacular and the tool integration is great. We also spent that time doing high level design, the core idea has remained intact from day 1 thankfully, and the Mothership will be playing a much larger role in SPAZ 2.

For the most part it has been full steam ahead for Richard building procedural environment generators (they already look better than anything in SPAZ 1) and me working on core gameplay systems. Flight model, ship components, artificial stupidity, etc etc. We meet about once every 2 weeks and talk nonsense on Skype every day, but we are back into that old shared brain mode where we almost don't need to communicate at all. This means progress has been very swift.

I am not sure when we will start leaking pictures and detailed info, but we want to make sure that our small community here does not feel abandoned. We are just off in our caves working like madmen is all. :)

Everything is looking very positive right now for SPAZ 2.


i saw you mentioned Unity, will it be 2D like the original? or are you planning to add 3D? (i know its completeley avaliable to do 2D games in unity but just wanted to speculate a bit)


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Tue 26 Feb, 2013 8:40 am 
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Gyro
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Joined: Sun 14 Oct, 2012 12:45 am
Posts: 142
EvilNinja wrote:
Blorfy wrote:
Richard and I have been elbow deep in SPAZ 2 guts
Space Pirate and Zombie guts? Now there's my mental image of the day. You two in a field of rotting corpses while at the same time pondering over a sheet of paper.

More like gathering said chunks to make the special Moon Burger "Beef Jerky" (tm)

mar16cris wrote:
l it be 2D like the original? or are you planning to add 3D? (i know its completeley avaliable to do 2D games in unity but just wanted to speculate a bit)

Just my input here, but having full 3D backgrounds would muddle the screen too much if you ask me. I'd stick to layered 2D like you have right now.
Look at Unmechanical - The game is cute, but i feel it would more benefit from a full 2D environment with stylised cartoony graphics rather than the rendered 3D world like it has now. Eye candy is always fun, as long as it doesn't get in the way, especially since you guys have such a nice art style going on.

It's just my opinion of course, but if you ask me - In a 2D game where there's a lot of stuff going down on screen (combat, interface, AI management), having 3d backdrops would strain the player too much.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Tue 26 Feb, 2013 3:27 pm 
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Balduranne wrote:
EvilNinja wrote:
Blorfy wrote:
Richard and I have been elbow deep in SPAZ 2 guts
Space Pirate and Zombie guts? Now there's my mental image of the day. You two in a field of rotting corpses while at the same time pondering over a sheet of paper.

More like gathering said chunks to make the special Moon Burger "Beef Jerky" (tm)
Hahaa :D

Balduranne wrote:
It's just my opinion of course, but if you ask me - In a 2D game where there's a lot of stuff going down on screen (combat, interface, AI management), having 3d backdrops would strain the player too much.
Your eyes would hate Ring Runner then, which I'm currently playing: 2.5D, with environmental collisions. DO NOT WORRY, there is an option for collision boxes, thank god. Dunno what I would do without those.

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 Post subject: Awesome.
PostPosted: Fri 01 Mar, 2013 12:53 am 
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Joined: Thu 28 Feb, 2013 7:29 pm
Posts: 9
Location: Australia, Gold coast
Great news, you already got me hooked. ;) and another thing, will it have multi?

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 Post subject: Re: Awesome.
PostPosted: Fri 01 Mar, 2013 8:15 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Giant enemy crab wrote:
Great news, you already got me hooked. ;) and another thing, will it have multi?


From what I've heard the dev's specifically decided to switch to the unity engine (and away from Torque) for it's multiplayer capability's.

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Awesome.
PostPosted: Fri 01 Mar, 2013 9:10 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
GTX2GvO wrote:
Giant enemy crab wrote:
Great news, you already got me hooked. ;) and another thing, will it have multi?


From what I've heard the dev's specifically decided to switch to the unity engine (and away from Torque) for it's multiplayer capability's.

And mutli-core support, and probably less CPU intensive(since all the graphics and everything was done by the CPU)=>more ships/weapons, on-screen/in the planetary orbit/deep spae.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Fri 01 Mar, 2013 11:21 pm 
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Shortbus
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Glad to see that SPAZ is recieving a sequel, loved that game. Can't wait to see the new ships and weapons. Also, do you think there's the possibility of it being released this year? I would think though that a likely release date would be 2014.

GG for making a great game - looking forward to the sequel.


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 Post subject: Wow.
PostPosted: Sat 02 Mar, 2013 12:50 pm 
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Joined: Thu 28 Feb, 2013 7:29 pm
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More awesomeness then a titan beam, (speaking of which, perhaps there will be a certain vessel that could use them? :3)

Will we see the same classes, or even bigger ships then huge class?

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How do i stop some big mean mother Hubbard from tearing me a superfluous new behind? the answer? a gun, and if that don't work, use more gun, and you best hope.

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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sat 02 Mar, 2013 4:05 pm 
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Glad to see everyone is stoked for the sequel. We still can't spill any beans yet. It's very unlikely the game will be done this year. Awesome takes time, and we want it to be very awesome indeed :)


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sat 02 Mar, 2013 4:54 pm 
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Richard wrote:
Glad to see everyone is stoked for the sequel. We still can't spill any beans yet. It's very unlikely the game will be done this year. Awesome takes time, and we want it to be very awesome indeed :)

Glad to see YOU back on the forums, even for a short time!

Some of us have offered to become mods to take some forum work off your shoulders, what do you think?

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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sat 02 Mar, 2013 10:07 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
EvilNinja wrote:
Some of us have offered to become mods to take some forum work off your shoulders, what do you think?

Seconds this motion. 8-)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sat 02 Mar, 2013 10:40 pm 
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Dart

Joined: Fri 28 Oct, 2011 12:09 pm
Posts: 22
All I can say, I CAN'T wait. But take your time realese the screenshots and the game whenever you guys feel comfortable with it.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sun 03 Mar, 2013 3:23 pm 
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Joined: Fri 06 Jan, 2012 12:13 am
Posts: 40
a request or suggestion for the game, allow for a sandbox mode after finishing the main storyline.....


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Mon 04 Mar, 2013 1:17 am 
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Shortbus
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Great to "hear" the mothership will have a more central role in SPAZ 2. Personally, I'm hoping for something that reminds me of the mothership in the Homeworld games, particularly HW1 and HWC.

Can you tell us some general things about the story of SPAZ 2? Will it be in the same universe? Will it continue where SPAZ left off? Will it continue the story of Elsa, Carl, Don, and the Clockwork?


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Fri 08 Mar, 2013 9:11 pm 
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Good to hear you two are still at it.

Couple of thoughts:
-> Will the Mothership be modifyable? In that you can swap out its components? Being that the Clockwork is fairly helpless unless modded, it begs the question if the new Mothership will be modifyable?
-> Will some of the weapons in SPAZ be coming back into SPAZ 2, except more colorful and stuff? Will some of the weapons get more fleshed out, ie Crew Weapons?
-> Will the weapons have additional modifiers over SPAZ? ie A weapon that penetrates shields and hits armor/hull, or say a weapon that directly insta-kills crew on board (ie flash-cooking)
-> When you decide to release screenshots and the like, are you also planning on releasing an Alpha/Beta Build for us Testers to pay for and give feedback on it, kind of like how SPAZ was initially released?
-> Will specialists, bounty hunters and of course, zombies be returning?


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Fri 08 Mar, 2013 10:14 pm 
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So many questions we can not yet answer :)

Anywhere possible we want to bring back elements from the old game. Some old characters, weapons, and ships will make an appearance in the new game for sure. It's way to early to talk about beta or any plan to finalize. The community was invaluable in helping us release a quality game last time. That's not something we have forgotten :)

I know everyone wants to see something, but we are just too early, and we changing things almost daily. Once the game starts to solidify a bit, we'll start showing progress.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Sat 09 Mar, 2013 7:45 am 
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Joined: Sun 25 Dec, 2011 12:59 am
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Good to hear things are going well. It's rare when I look forward to throwing my money at people. :)

And I have to thank you again for your effort in making the game moddable, I've gotten a lot of fun from just that alone.


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 Post subject: Re: SPAZ 2 and Blogging again.
PostPosted: Thu 21 Mar, 2013 12:24 pm 
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Volley
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Posts: 601
In my experience Unity is not very friendly to the end-user. Tends to hog memory and not agree with video hardware. I guess it's too late for you to reconsider that, though. Oh well.

Also, doesn't SPAZ 1 still have some pending updates? I haven't booted it up in awhile but I thought I remembered some COMING SOON things...


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