Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://imgur.com/gallery/eY6lJHV
Maybe youll find someone on reddit or fiver that will check the adress off castlethorn near seattle and talk to him, i guess hes not aware that so many miss this game
I have found a few people who put Castlethorn Software in their resumes and I think we all know where Thorn is. One day!
Anyway, more photos, mostly found from stuff on the WaybackMachine and I found Kip's old fansite. I couldn't find anything about the other fansite some links allure to, however.
https://imgur.com/gallery/B3qnTKQ
Kip Kipper's old site:
https://sites.google.com/site/kipkippers/
Here's all my SQO screenshots. Unfortunately, the Klin after action reports only existed ingame, and I don't think anyone saved the Klin news posts either.
Ohh, neat! I never played Klin so its neat seeing their side.
There are some scattered saved forum posts on TWBM, maybe I can gather their directories regarding the forum?
With how cheap it is to run servers today it is a shame nobody can get a hold of the game and spin it back up. You could probably run it for next to nothing.
I was looking into rebooting it myself, and got a decent ways (in terms of a SP mockup)...but my lack of MP development experience hit me hard when it came to networking :L
I'll return to it someday after my current game-dev project, and when life settles down enough for me to pour serious time into a major project like SQO 2.0. But if you're interested, I'd recommend looking into 'SpatialOS'. Its a piece of tech that basically enables MASSIVE single-shard worlds that are scalable...you still encounter issues such as Floating-point precision issues depending on how you do you do scales, but I came up with a solution to it (its just my SpatialOS installation broke for AAAAAAGES before I could test it, and haven't had the motiviation to attempt it again haha) but its definitely some cool tech. Its used by Worlds Adrift who have a massive game world beyond the FP limit I believe. But no hints how they resolved it sadly ;)
It also works with Unity, and Unreal (or you can make your own game engine if you are insane :) )
I've also got a discord setup (for years now) which we'd discuss it now and then. Its been pretty dead lately mind because I've not done any work on the project xD
The gameplay detail in SQO was somehow far ahead of it's time
It had it's flaws but the mechanics were stable and pretty damn deep nerd style wise
I still haven't found a game that can do everything SQO could. Walking around on a moving ship, running a ship with a multiplayer crew, and the surprisingly well-developed bot crew system that was implemented toward the end are things no other game has pulled off in all that time. Sure, it was rough and buggy and had its issues, but the core mechanics remain impressive to this day.