If you have a question regarding gameplay, our answer will probably be: “We don’t know yet.” We’re not in a hurry. This is a new, core-neutral, game engine that can handle thousands of entities simultaneously. We want to get to that point and then grow beyond that. The first goal of Sins of a Solar Empire II is to catch up to where Sins of a Solar Empire: Rebellion was. Skeuomorphic UI? Monochromatic? Fly out menus? Docking based UI? We’re going to be trying a lot of things, and while almost none of these ideas will work, we need to try them to get to the ideas that do. We are trying out new ideas with the technical preview - not just in terms of UI design, but also the UI visuals. Because of this, we were able to try out different ideas with our community until we hit on the ones that worked. to spread the word that our game wasn’t fun. Back then, there were no Streamers, YouTubers, Twitter, etc. The first public alpha didn’t even have phase lanes! Yea, imagine Sins where you could travel anywhere. Until late beta, when we did add asteroid mining, they eventually ran out. In the original Sins of a Solar Empire, there were no “space buildings”. It’s going to be a while before this is anything close to a “good game." Go get Sins of a Solar Empire: Rebellion and play that. So if you’re joining the Technical Preview hoping to get a “fun game” to play, we highly recommend you not do that. The first public builds of this game will be trying to answer a simple question: does it work? We don’t mean, "is it fun?" We mean, "will it load up on your PC? Do you end up with a bunch of purple graphic artifacts? Does it just randomly crash? Does it make your PC get too hot?" This means a new engine is likely to have problems that we won’t know about until it’s been out there for a while. It’s a rewrite.īecause there are so few new game engines, the GPU makers (NVIDIA, AMD, Intel for instance) tend to focus their optimizations and compatibility efforts on the major engines. Sins of a Solar Empire II is built on a new engine. Neither of those engines would work well for this particular game. Almost all games now use either Unreal or Unity. You guys probably already know this, but most people don’t: there are very, very few new video game engines being made today. In this article, I'm going to give a few minor examples of things that we want to try, but may or may not work out.įor starters, we need to set some expectations for the Technology Preview series of builds we’ll be releasing this Fall (2022) and Winter (2023). We need to be able to try out ideas that may end up not working without fear that people are going to misrepresent the entire game based on this. We need your help communicating to others that what is in a given build may not be in the final release. This also means we will be trying out some things that just won’t work. Here, we want to put something out early enough where we can make pretty dramatic changes based on player ideas and feedback. These days, games are frequently put out in “early access,” but they are typically very late betas or even demos, where it is far far too late for players to have any meaningful impact on the game’s direction. Back then, it was a radical idea to put something out for player feedback that was unfinished. We have been doing “early access” since 1993 when we put out the pre-pre-alpha of Galactic Civilizations for OS/2. Many of you have been with us for a long, long time.
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