The following is a direct quote (with his permission) of his post on Frugals.
QUOTE
Hi all,
My name is Michael Juliano, a game developer with 14 years' experience. I thought I'd stop in and take an opportunity to present Rogue System--a new space combat sim that ventures to be different by merging the classic gameplay of the space combat genre with the detail and fidelity of hardcore flight sims such as DCS and Falcon 4. Ships systems are modeled independently, but are interdependent on each other to function properly. To control all of this, the player has a fully interactive clickable cockpit, as well as the ability to bind any command to keys or buttons/axes of gamepads, joysticks, throttle quadrants, etc. It fully supports TrackIR, with Oculus VR support planned.
I've been working on the prototype for the last two years in whatever spare time I could manage. It's just recently gone to Kickstarter in an effort to secure funds to recruit a proper development team to help me take it from pre-Alpha to release. I'd be most appreciative if you'd take a few moments to look at some of the recently released videos (the newest one today where I talk through the first part of a manual start-up and explain a few of the core ship systems), our website, and perhaps even stop by the Kickstarter page to have a look.
I thank you for your time, and am more than happy to answer any questions you might have.
Cheers...
http://www.youtube.com/watch?v=nohF6uLkvvQ
http://www.kickstarter.com/projects/...8/rogue-system
www.roguesystemsim.com[/quote]
His sim looks quite impressive thus far, and he's looking for funding to help make it a commercial reality. Take a look at the links above, and if you like what you see, please help spread the word ... this genre is sparse enough that every new developer counts!
My name is Michael Juliano, a game developer with 14 years' experience. I thought I'd stop in and take an opportunity to present Rogue System--a new space combat sim that ventures to be different by merging the classic gameplay of the space combat genre with the detail and fidelity of hardcore flight sims such as DCS and Falcon 4. Ships systems are modeled independently, but are interdependent on each other to function properly. To control all of this, the player has a fully interactive clickable cockpit, as well as the ability to bind any command to keys or buttons/axes of gamepads, joysticks, throttle quadrants, etc. It fully supports TrackIR, with Oculus VR support planned.
I've been working on the prototype for the last two years in whatever spare time I could manage. It's just recently gone to Kickstarter in an effort to secure funds to recruit a proper development team to help me take it from pre-Alpha to release. I'd be most appreciative if you'd take a few moments to look at some of the recently released videos (the newest one today where I talk through the first part of a manual start-up and explain a few of the core ship systems), our website, and perhaps even stop by the Kickstarter page to have a look.
I thank you for your time, and am more than happy to answer any questions you might have.
Cheers...
http://www.youtube.com/watch?v=nohF6uLkvvQ
http://www.kickstarter.com/projects/...8/rogue-system
www.roguesystemsim.com[/quote]
His sim looks quite impressive thus far, and he's looking for funding to help make it a commercial reality. Take a look at the links above, and if you like what you see, please help spread the word ... this genre is sparse enough that every new developer counts!
