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Star Trek: Excalibur News Update

Belisarius

Captain
Captain
Hey folks,

Just wanted to post an update from the Star Trek: Excalibur team.

We recently released a basic gameplay video from our internal UE4 test build.

We're also up for the 2015 IndieDB Game of the Year Awards, in the unreleased category.



Check out all of our recent updates and vote if you feel so inclined!


~Belisarius
 
The combat looks and sounds just like Bridge Commander, so kudos on that. My beef with this is the ships move far to slowly for my taste, I know it's varied through the various series, but the speed in the footage is the low end. On the other hand, the series battle speed seems to go down inversely to the number of ships, and low hull size seems to maintain speed, so the speed we saw in the video probably makes perfect sense.

Also the constant hissing of the phasers gets very annoying very fast. In the shows the phasers generally fire for a maximum of a second and a half, but the longer fire time means more audio overlap occurs, and more interrupted beams occur. I was also surprised to see a lot of phaser emission points sliding, I know it's something which happened in the show, but I think it happened only once, so it aught to be rare. More so I am surprised the quick charge shots with short convergence do not fire for less time than the large convergence shots (unless I misread the shot duration, but everything seemed to fire for 6 seconds given sufficient time in line of sight). Duration variation would be an easy way to create exciting shot variety with a visual indicator to the enemy that they are in a safe arc, or that the firer's phaser grid is running low on power so they are making desperate low energy shots in quarter or half second burst.
 
All good points, and we appreciate the feedback.

Important to note that this is pre-alpha footage of our internal test build, the fourth iteration constituting about eight weeks of work.

In other words, we haven't begun to start dialing in the various effects, and much of what you see are placeholders. We're working on broad stroke components right now, and will conform to screen canon (as much as is practical) later in development.

We'll be taking UE4 where no engine has gone before, so to speak. ;)


~Belisarius
 
Love the look of those quantum torpedoes. I'm guessing the photon's are based off the ones seen in Nemesis?
 
Ah, it's cool. I definitely see tremendous potential for getting this to look exactly like the shows in all their forms and variations. I really don't doubt this will be more entertaining, and most importantly fun, than Bridge Commander.
 
A recent update (decided to post here rather than clutter the forum with a new thread) from the Excalibur team!



More WIP and News updates can be found via our news feed at:
http://stexcalibur.com/
(You can also check out our pages on IndieDB, Twitter, Facebook, etc.)
 
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