Astrox Imperium

Astrox Imperium

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Handing game off
Any chance of handing this game off to a developer willing to tackle it? I would hate to see this game join all the other unfinished Early Access games. This game has so much potential.
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Showing 1-15 of 40 comments
Somebody in a different thread said the game offers already more than 70% of other games.
There are always more potential features which can be added, but that doesn't mean the game is unfinished.

If the dev calls it finished and he thinks he can sell it in the state it is, and
if there would be a 2nd company to add more features
How would they both earn money?

The 1st developer deserves to earn exactly as much money as if he would keep it in the state he calls finished.
The 2nd developer who takes over should also earn money for added features. And can make the game worse, not having experience or making bad decisions.

Maybe some kind of expansion/dlc system could split the work and earned money between them.
An expansion DLC would be the best application and expand the universe of the game considering the sandbox nature of the game
momoguru  [developer] Feb 9 @ 12:29pm 
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I will release the source when done. did the same with my other 5 year project Codelinkv2.
Oh, that would be the dream. I'd love to be able to work on this game and continue your work. Thanks for all your hard work over the years. It's much appreciated.
Last edited by His name is Robert Paulson; Feb 10 @ 12:37am
momoguru  [developer] Feb 10 @ 1:04am 
Well, it will be a reality soon enough. I will say this, I am not sure unity 2022.1.12f1 projects will easily convert to unity 6.... BUT, seeing as I just got back into the code, they may have changed the way the new TextMeshPro converts from the Standard TextBox component. I will clone the project file and give it a whirl. I would love to move to Unity 6, and as of March 15th, My Unity license expires. I can no longer use the Unity Plus license as they discontinued it for their new system, which is totally weird to me. Now even if the conversion works and the import fixes all the TextBox components to TMP, the code would still require an update as well, and I dont think unity does that automatically. This does not even cover all update to the shaders or the issues upgrading to the Universal Render Pipeline. (Which I would be happy with) My graphical assets aren't strong enough to really make use of the HDRP. I do know it kills my planet shader last time i tried to update past 2022.1.12f1 (which i was / am so proud of). I am not a shader programmer, and that ♥♥♥♥ was hard AF for me. the thought of rebuilding that shader gives me nightmares.

Let me do some tests though, it has been 8 months or so since I last checked. It is possible they figured this out, or at least made it easier.

My unity skills are 7/10 at best. so... factor that in as well.
Last edited by momoguru; Feb 10 @ 1:07am
Originally posted by momoguru:
Well, it will be a reality soon enough. I will say this, I am not sure unity 2022.1.12f1 projects will easily convert to unity 6.... BUT, seeing as I just got back into the code, they may have changed the way the new TextMeshPro converts from the Standard TextBox component. I will clone the project file and give it a whirl. I would love to move to Unity 6, and as of March 15th, My Unity license expires. I can no longer use the Unity Plus license as they discontinued it for their new system, which is totally weird to me. Now even if the conversion works and the import fixes all the TextBox components to TMP, the code would still require an update as well, and I dont think unity does that automatically. This does not even cover all update to the shaders or the issues upgrading to the Universal Render Pipeline. (Which I would be happy with) My graphical assets aren't strong enough to really make use of the HDRP. I do know it kills my planet shader last time i tried to update past 2022.1.12f1 (which i was / am so proud of). I am not a shader programmer, and that ♥♥♥♥ was hard AF for me. the thought of rebuilding that shader gives me nightmares.

Let me do some tests though, it has been 8 months or so since I last checked. It is possible they figured this out, or at least made it easier.

My unity skills are 7/10 at best. so... factor that in as well.

The trouble with Unity is with each version release they introduce new features and abandon previous ones. It's just a bad development cycle chasing news headlines than consolidate features with the engine.

If you go with Unity 8.0 then would make sense to consolidate all you've done with the stable release of unity.

Maybe Unity 6,0 is for he next Astrox Imperium Expansion :)
Last edited by TheOrangeBox; Feb 10 @ 1:43am
momoguru  [developer] Feb 10 @ 1:47am 
i am currently importing a clone of the project folder in Unity 6. Ill let you know how bad it is. or not bad it is.
momoguru  [developer] Feb 10 @ 2:21am 
They fixed nearly everything in 6. wow, not sure if the project is using some legacy pipeline or URP, things are a bit darker for i can work with that if that is the only issue. gonna fool with it til i hear the birds.
Thyfate Feb 10 @ 2:33am 
Amazing, thanks a lot !
Wolf Feb 10 @ 2:58am 
Momo is high quality dude
theHunter Feb 10 @ 4:51am 
Momo just bought the game. Add my meagre $ contribution for the effort you have already put in. Had it Wishlisted for a while and promised to buy it if you ever popped back up; (♥♥♥♥♥! cost me the same as the 2 black coffees I had today, and that gave me 10min of serenity)

It would be great, and only if your are up to it, to do a warm handover to the community when you release the source code; & if you need to scratch that coding itch every now and then, I am pretty sure any of your future contributions would be welcomed.

All the best. Will purchase on GOG, it is Wishlisted there too!
Fireshot Feb 10 @ 5:15am 
You are a very good developer Momo, while I am going to be sad to see you disappear from the world but still thank you for what you have done. May good things come to you and your's from here on out. :SoM_Flammie:
RevanOn3r Feb 10 @ 5:19am 
Originally posted by momoguru:
They fixed nearly everything in 6. wow, not sure if the project is using some legacy pipeline or URP, things are a bit darker for i can work with that if that is the only issue. gonna fool with it til i hear the birds.

Astrox Imperium is the best indie Space Game I've played in a long time. About 22 years ago, I was playing Homeworld Series and Freelancer. I got sucked into Eve Online for nearly a decade after that (ROOKS AND KINGS FOR LIFE). Now I finally have something that captures a little bit of my 3 favorite games space sim/strategy of all time.

I'll be sinking hundreds of hours into this over the next year, so thank you for all your hard work on this project. It's truly amazing and special to some people, and nothing, no one, will ever take away that feeling you have given us.
momoguru  [developer] Feb 10 @ 9:23am 
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I stayed up all last night with my jaw on the floor about unity 6 and the conversion of the Astrox project. Prior attempts to upgrade to the newer versions were a complete disaster. Somehow, Unity 6 and Astrox are getting along very nicely. I could go into the technicals if you guys want, but so far it looks great. My planet shader was the first thing I check, and not only does it work, but in Unity 6, I get the Shader Graph (magic for those non shader programmers like me).

I want to get a unity 6 version on the main default branch so that when I hand off the source, it will require nothing special on your part to jump in. to do this we have to do some robust testing. I would rather work on the finishing up the game.... so I will create a new branch with instructions on how to test so that you guys can run games on Unity 6 Astrox while I dev and once we know it is just as stable, I will flip the switch.
momoguru  [developer] Feb 10 @ 9:24am 
Maybe not for 146, but perhaps 147-148 I will split the branches for testing.
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