Author Topic: Dev Diary #4: Energy and Artifacts  (Read 3546 times)

GGLucas

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Dev Diary #4: Energy and Artifacts
« on: May 16, 2014, 05:25:05 PM »
As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2.

A Curious Device
Scattered throughout the galaxy are strange and powerful artifacts, left behind by an ancient race for elusive purposes.



Activating artifacts is the primary use of the game's Energy resource. By colonizing and developing planets with energy resources, you can generate the vast quantities of raw energy needed to activate the artifacts you find.

Each different type of artifact has a different effect when activated. Take the Power Cell one of our exploration vessels found, pictured above. By expending energy to activate and refurbish the power cell, we can equip it to a flagship and greatly boost the combat effectiveness of one of our fleets using the artifact.

Examples of other artifacts one might find are the Arcology, which greatly boosts the maximum population of one of your worlds, or an abandoned Ancient Embassy orbital to be reactivated at your whim.


Perpetual Manufacturing
Most of the artifacts you will find can only be used once. After consuming their energy cost, the artifact gets used up in the process of creating its effect. Fortunately, the ancients ran into this issue as well, and created a fleet of automated seed ships to manufacture and distribute new devices. Long after their masters are gone, these massive ships still roam the galaxy, looking for signatures of extreme energy use to distribute their handiwork to.

"You better watch out. You better not cry."

Seed ships are attracted by empires with large energy incomes, and will cut a path through the galaxy, dropping off new artifacts in the solar systems they pass by.


On Playstyles
From the beginning, we've wanted to create a game where a variety of different playstyles and ways of building your empire existed. From the diplomatic dominance of an influence empire to the interstellar mining operations of a labor-focused economy, the resources you find and the way you make use of them has a fundamental effect on the way the game is played and won.
« Last Edit: May 16, 2014, 05:27:43 PM by GGLucas »

EmperorOfTheMankind

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Re: Dev Diary #4: Energy and Artifacts
« Reply #1 on: May 21, 2014, 11:37:20 AM »
New dev diary, HOOORAY!!! Put in ships for super moves, is it right?
« Last Edit: May 21, 2014, 11:42:19 AM by EmperorOfTheMankind »

TritAith

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Re: Dev Diary #4: Energy and Artifacts
« Reply #2 on: June 01, 2014, 03:32:17 PM »
Is the release date known already?
Sorry, English is not my native language, but I'm trying :)

Thy Reaper

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Re: Dev Diary #4: Energy and Artifacts
« Reply #3 on: June 01, 2014, 03:38:29 PM »
We're hoping for later this year, no specific date yet. We are also anticipating an early access release this summer.

lordfly

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Re: Dev Diary #4: Energy and Artifacts
« Reply #4 on: June 05, 2014, 01:05:10 AM »
We're hoping for later this year, no specific date yet. We are also anticipating an early access release this summer.

I'd like to throw money at you. How might i throw this money at you?

For reals though, I absolutely loved Star Ruler, even though i was a) probably not playing it correctly and b) never played it online. I wish to support the further machinations of your guys's dream. So, you know, kickstart this shit already. Kthxbye.

ssthehunter

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Re: Dev Diary #4: Energy and Artifacts
« Reply #5 on: June 15, 2014, 05:31:34 PM »
We're hoping for later this year, no specific date yet. We are also anticipating an early access release this summer.
Shut up and take my money.

Honestly, you guys are probably my most looked forwarded to game so far.
Loved star ruler, but had a few unhappy parts to it.
Few questions though.
A. Will it be possible to construct mobile self sustaining factories (Eg: Warp into an asteroid system and start pumping out buildings, dyson rings, ships, ect?)
B. Will you have no limit to research levels? (It glitched out after lv 60 or so on SR1, in lobby research sliders ftw)
C. Is it possible to just donate to you guys?
D. What if someone cant do simple math for the confirmation code thingie to post?
E. Will you guys try to push an alpha release by/during next month? (please?)
« Last Edit: June 16, 2014, 07:01:22 AM by ssthehunter »

Thy Reaper

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Re: Dev Diary #4: Energy and Artifacts
« Reply #6 on: June 15, 2014, 05:37:56 PM »
Shut up and take my money.

A. You can currently construct factory stations, not sure if or how mobile factories will appear.
B. We don't have a limit on research levels, but things will probably still get a bit whacky when you take it to extremes. Level 61 should've taken at least a billion real years, cheater!
C. We're not accepting donations at this time.
D. Then they're approximately a bot.
E. We're aiming for Early Access soon, no guaranteed timeline. It will probably be limited to Steam, at least at first.

TritAith

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Re: Dev Diary #4: Energy and Artifacts
« Reply #7 on: June 16, 2014, 08:42:45 AM »
We're aiming for Early Access soon, no guaranteed timeline. It will probably be limited to Steam, at least at first.

How soon? Soon like in a few days, or soon like in 2-3 weeks, or soon like in 5 years?
Sorry, English is not my native language, but I'm trying :)

Firgof

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Re: Dev Diary #4: Energy and Artifacts
« Reply #8 on: June 16, 2014, 12:08:44 PM »
It's a 'quantum' kind of 'soon'.  The kind of 'soon' you feel in your gut as 'yeah, that's soon' when you hear it.

Of course we eat a lot of pizza and soda so our gut-feelings may not be directly comparable.  But it's what we've got.
"Now it will punish you"