Bu oyuna Topluluk tarafından yeşil ışık yakıldı!

Topluluk, bu oyuna olan desteğini gösterdi. Valve, oyunun Steam'de yayınlanması için geliştiriciyle irtibata geçti.

PULSAR: Lost Colony
2 Ağustos - cptslog

Hello everyone!

We apologize for the lack of updates here on our Greenlight page. We will work on keeping it more up to date!

We have been updating the game regularly and our website[pulsarthegame.com] always contains the latest announcements and releases.

We release devlogs with the new updates to explain and showoff the new features. Those are available on YouTube here:

Our forums are currently the best place for feedback, discussions and bug reports: http://forums.pulsarthegame.com

I've included our most recent State of the Galaxy below which contains information about our future plans and features.


Since we are finishing up the Alpha we figured it was about time to do another one of these write-ups! With this we hope to explain what we’ve been up to, as well as what our goals are moving forward into Beta!

Moving into Beta doesn’t mean we are done adding, tweaking and polishing features, just that we will now be spending much more time working on scenarios and content! There were a few features we were hoping to get in during the Alpha, but we explain below why they were delayed.

List of Some Non-Content Features (Early / Mid Beta)

-Research / sample collection. The Scientist will be able to create useful consumables / unlock new talents.
-Captain order system. A more in-depth order system with the potential for contextual orders based on the current sector and such.
-More fleshed out chaos system with randomized galaxy events
-More depth and refinement to each class
-Refined ship components and shop interface
-Ship-to-Ship hailing
-UI / Menu overhaul
-Leaderboards and high scores
-And more!

Plans for Early Beta

-Content, content, content (more ships, planets, space scenarios, missions, factions, items, components, etc)
-Work on features listed above
-Improve UI
-Improve AI
-Work on balance / combat

Plans for Mid Beta

-Networking solution overhaul (adding LAN support in the process)
-More content, polish
-Finish up features listed above
-Continue to improve AI
-Continue to work on balance / combat

Plans for Late Beta

-End game
-The Lost Colony and related content
-Content, polish
-Continue to improve AI
-Continue to work on balance / combat

Other Features:

Virtual Reality Support

VR / Oculus Rift was part of our original plans for Alpha phase. We have been working on internal implementations but aren’t currently satisfied with the experience yet. This is partly due to the Unity implementation missing some advanced control options that are required to use our unique camera system. It is very close, but without these options it won’t be a workable experience. We will also need to do some major overhaul of our UI / menus which is something we were already planning. These will take some time but we are hopeful that it will come together in the first half of the Beta process. The VR community and movement has changed a lot since we first ran our Kickstarter and promised VR support, but we are still dedicated to supporting these awesome devices. We will also be investigating other VR headsets to see if they would be compatible with PULSAR.

Offline LAN Support

Our current networking solution is the Photon Cloud. It provides some huge advantages that are sometimes not obvious, including a hassle-free way to play with friends over the internet without messing with ports or routers. That being said, there are a few downsides of the Photon Cloud including a lack of LAN support. For this reason we will likely be moving to another networking solution during Beta. We are investigating a few possibilities, but these still need some time to mature and stabilize. We don’t want to lose the ease-of-use functionality for connecting players but need some more control to allow for an offline LAN mode.

Mod Support

There have been some hopeful developments related to Unity 5 that might allow for this in the future. However, it is not a small task to add mod support to a game like PULSAR, especially after years of development without the feature. We are not promising that mod support will be part of the release of PULSAR. There is a chance that we will add it post-release, but it would be a large and time-consuming undertaking.

How much content is planned?

The amount of content is somewhat flexible. We want many hours of play, unique scenarios and bits of content throughout. We have a hefty behind-the-scenes list of planned content that we will implement over the course of Beta.

How much longer do you plan to work on PULSAR?

Our current estimate is 12 - 18 months. This is mostly based on how long it will take us to create a satisfactory amount of content.

Multi-Crew Support?

We are completely focused on the single crew experience. We have no plans for any multi-crew modes and/or MMO features. We have our work cut out for us already with the announced feature set and amount of content, so we want to make sure we have the time and resources to make it sufficiently polished.

Dedicated Servers?

Dedicated server functionality might be in the works. No definite promises at this time. A lot depends on our final networking solution.

The Leafy Games Team

1 Nisan, 2014 - cptslog

We are not dead! We’ve just been super busy since the success of our Kickstarter, and we’d like to take this opportunity to update you all on what you may have missed!

In case you missed some of our devlogs, you can check them out by clicking this link!

Link to Youtube

Some of you might not know that we have released the Alpha version of Pulsar! We decided to start small and slowly expand the systems once the current ones are working and functional.
We’ve released a number of updates, and today is the start of version 0.29a!

You can always check out our forums for the latest info and help shape the game via feedback and bug reports!

Here are some of the release notes regarding today’s update!

Version 0.29a has a number of fixes / improvements across the board, as well as a few new features!

One of the biggest additions to this patch is the dynamic procedurally generated StarMap! Each time a game is created, a seed is made. From this number, an entire galaxy is formed - patterns of swirls and factions are generated, sectors are created, and some are even named!

It’s still a work in progress and a good amount is likely to change through the rest of development, but we think it’s a great way to illustrate the direction we want to take with the game. Each galaxy will be different and pose interesting challenges and obstacles.

Through a complex system of simulated expansion, each territory attempts to conquer the newly generated galaxy, and you are left with some interesting patterns that will most likely shape the way you and your crew traverse the galaxy.

We aren’t adding content just yet, so the starmap is merely a look as to what will be there in the future.

See the spread of the WD Corporation privatizing their space, the few but special sectors home to the Fluffy Biscuit Company, the public areas owned and operated by the Colonial Union and its citizens, the erratic and often fearsome sectors which the Infected have absorbed, and the vast bodies of unclaimed neutral zones where the Alliance of Gentlemen lurk in hiding. This aspect of the game has got us really excited for the future. Each area is dripping with potential, and we can’t wait to begin adding the content to make the galaxies come alive.

Here is devlog 26 where we talk about the update!

>> DEVLOG #26 <<

Here is a list of the changes:

-Visual improvements to the main menu
-Update notes can now be viewed on the main menu as well
-Player movement has been modified, specifically strafing
-A few graphical errors on the bridge have been fixed
-Hull repair has been improved
-General menus have been slightly improved
-A simple and temporary control scheme has been illustrated in the menu
-Piloting view has been updated to include some more information
-The reactor screen has been modified again and should correctly display other systems’ usage
-Private servers are now password protected instead of hidden
-Ship controls have been modified, which should allow players to rotate the ship beyond 180 degrees (This is still early, so there might be a few bugs.)
-The Star Map has been implemented and is ready for testing!

Thanks for reading! Check out our forums (we try to be pretty active and answer questions / suggestions) here: LINK TO FORUMS[pulsarthegame.com]

If you like what you see and want to help us develop and test PULSAR you can purchase Alpha Access from our website! This includes a Steam key!

The Leafy Games Team

29 Ekim, 2013 - cptslog

Greetings Greenlighters!

We are now on the home stretch of our Kickstarter campaign and wanted to inform anyone else who might be interested in supporting us! We offer some exclusive kickstarter rewards that may interest you and your crew! It would mean the world (galaxy) to us if you could help spread the word and make the final hours of this kickstarter a grand success!

Link to Kickstarter: >> LINK <<

Also we've released Devlog #10! It has a new ship for the Fluffy Biscuit Company!

Thanks for your time!

The Leafy Games Team

20 Ekim, 2013 - cptslog

Devblog #9

The Art Live Stream will be live from 4PM - 7PM EST on Sunday Oct. 20th.

Link to Twitch: http://twitch.tv/georgestoll

2 Ekim, 2013 - edinstein

Through your support, PULSAR: Lost Colony can be taken to the entire next level! We are really honored that you see potential in this game, and we will do everything we can to make PULSAR: Lost Colony an experience worthy of your support! Thank you so much, and we hope to see you around the galaxy!

< 1  2 >
10 sonuçtan 1 ile 5 arası gösteriliyor