![star ruler 2 gameplay star ruler 2 gameplay](https://cdn-products.eneba.com/resized-products/w0nOsYPG1zT46aDw9bD4IM-9cD0BzcKwpGKrEKGds5U_1920x1080_1x-0.jpg)
After a round of applause for everyone involved, and a lot of partying, it's time to move on to the next stage. Release 1 - SERS 1.0 is done and uploaded to both the Workshop and ModDB. All that's left is adding in minor features (for example, flexible turn speeds) and polishing everything up. The game more or less feels like 'SR2 with turns' now. (This is also the first stage that will get released on the Steam Workshop.)īeta - All of the really big features have been dealt with. At this stage, the sandbox should work again, but actually playing a proper match is questionable. Now it's time to get basic gameplay up and running, hook everything together until it is at least sort of playable. At this stage of development, you'll be lucky to get the main menu instead of a black screen when you enter the game, and you probably won't be able to start even the design sandbox without all hell breaking loose.Īlpha - By now, it should be possible to take turns and see the galactic map. Pre-alpha (YOU ARE HERE) - Sort out the core of the engine. The rough idea is to follow a path like this: A project of this scale is A: a good way to build up programming skill without "working for work's sake", for lack of a better term, and B: nice to have on one's CV afterwards, which could be handy in the future.The AI's competent, but not active in the same way as a human player - and the rest of the game just doesn't have enough things to do all the time.) (Right now, it becomes rather dull if there's no human beings to interact with.
![star ruler 2 gameplay star ruler 2 gameplay](https://cdn.akamai.steamstatic.com/steam/apps/282590/ss_e8c7721aa263dddaee0980adb63178cced5cbc6a.1920x1080.jpg)
A beneficial side-effect of this whole thing is that even if the multiplayer community stays as anemic as it is, I'll have both the knowledge and the opportunity to make the game work in such a way that even the AI will be enough to keep my interest.Ideally, SERS will be able to bring them together in a similar fashion to the 'Play-By-Web' service that's undoubtedly had a vital role in keeping the Space Empires community alive to this day. truthfully, I don't know too much about that part of the world, but it sounds like they're not doing much better off either. The SR2 community is fragmented - on the European side, there doesn't seem to be anything left except maybe two or three people, while the American side.What's the point of this? Yes, yes, more complexity, but why bother? I've got half a mind to take the SE5 soundtrack, seeing as its pace is a bit better for this kind of game (besides, Rising Stars already uses a few subsystem icons from that game, Malfador's artists were consistently good with their 2D art), but that's probably as far as it'll go.Įventually (as in, 'after 1.0'), the plan is to continue developing Rising Stars for SERS.
![star ruler 2 gameplay star ruler 2 gameplay](https://media.moddb.com/images/mods/1/28/27474/logo.3.4.jpg)
Tactical combat, for instance, will look exactly like it does in SR2 (though perhaps with different, SE5-like notions of what a 'fleet' is, and a better sense of scale).Įconomy, research and diplomacy will probably resemble SR2 in the early builds, but who knows where it might go after that. The biggest improvements over SE5 will probably be in the multiplayer and graphics departments (well, 3D graphics, anyway - the 2D side varies in quality), and the gameplay will probably take more from SR2 and specifically Rising Stars. but distances, the passage of time and everything related to them will be different. The content will be the same, the gameplay mechanics will be as close to SR2 as possible. Initially, it'll basically be turn-based SR2. So, this project is basically an attempt to use SR2's extreme moddability (SE5 pales in comparison to SR2, it's that moddable) to create a sort of 'Space Empires 6' inside the Starflare engine.
STAR RULER 2 GAMEPLAY PC
As a longtime fan of Space Empires 4 and 5, I'm understandably intrigued by those similarities, and eager to expand them - but as I already explained, there's only so much a PC or person can do, so either the complexity or the playability of the game have to go. SR2 is also similar in a lot of ways to the Space Empires games - at least, what those games (particularly SE5) would be like if they were made using today's graphics and computational capabilities. Unfortunately, its real-time nature makes a lot of things unfeasible, either due to computational requirements or the fact that a human being can only deal with so many things at any given moment. Star Ruler 2, as any of its players know, is a real-time 4X similar to Sins of a Solar Empire, only a bit more on the 4X side of the spectrum.
STAR RULER 2 GAMEPLAY MOD
A turn-based conversion mod for Star Ruler 2, based primarily on the Rising Stars mod (content-wise) and Space Empires 5 (mechanically speaking).