by Josh Parnell
The music is great, has the right feel, very mellow :)
I tend to say that you should allow *ALL* of your stretch goals to be post-release, including the first one. Mac and Linux support could very well be the hardest of all your stretch goals to implement, and while I'm sure that people might not exactly be happy about it, I'm sure they're happier to wait a bit than to not get it at all due to the amount of time sunk into porting eating away at your life.
It also allows you to develop the add-on features in a more dynamic way, prioritizing those which are easier / faster to implement and putting the effort into the larger features when you have the time to spare.
I agree with Jo on the linux support
Fantastic that Linux support is the next goal!
Thanks for the reply! You have my full support and i'll still be nagging you about those two features :D
At least Mac / Linux support is an area where you could seek assistance on the technical aspects without impacting on the gameplay side of things. Hopefully by the time you get to it and if you're only targeting contemporary releases the OpenGL situation should be better.
I am sure this was asked, and possibly mentioned previously, but I want to throw this out there. Will there be ways to mod stories and 'fixed' seeds into the game? I ask because it looks remarkably like what I envision a modern Homeworld game to look like, especially the first couple times the massive carriers were shown. Still loving the game regardless!
Finally Linux support confirmed! Many people is using it as their daily OS and is forgetting about other OSes
Mac/Linux support is a great stretch to have. Particularly Mac, many people have switched over from PC to Mac in recent years and don't want to buy a PC for gaming (or give up disk space to dual-boot Windows).
Giving these people an opportunity to play means they have a reason to pledge and it' a great way to boost this campaign. I'm really lookin forward to playing this on my Mac without having to boot into Windows (dual-boot already set up for other games, but I can only install 1 or 2 at a time before my Windows partition runs out of space).
@Henrique :-) LOL Agreed.
@Josh Again ....as USUAL a fantastic update. Love the music and the new buttons.
Wow now I realy realy hope you don't overdo it for a single man developer.
Maybe after the 100k Stretch you should add a stretch goal where you add a extra member to your team?
That don't mean I'm unheapy about the Linux/Mac port as I'm not sure about what OS I will use after Win 7.
@Steve - I hear you, but I disagree with the ease of porting. To be honest, I have never developed a full software package for either Mac or Linux. I've coded on the latter, but never even owned a Mac. So there's definitely going to be some time sunk into setting everything up. Additionally, you're right, c++ and GL are both portable. Unfortunately, I think it will require me to find or write a new collision detection software, as I don't believe the library I'm using is available for Mac. Although I cannot say for certain yet, I don't think porting is going to be trivial. I mean hey, if it does end up being trivial and I have extra time, I'll obviously work on more cool features! Also, please understand that I've already promised a *lot* of gameplay for the base game, even without the ability to own planets or factions. Plus, I might release those later anyway as an update :)
Oh, and I forgot to mention, although GL is "portable," it is absolutely notorious for having a wide variety of different levels of support across different platforms (I've experience this first-hand on Linux). I fully expect my game to not work the first time I boot it on Mac or Linux...
@Henrique - I honestly I agree with you, but, give the people what they want...
@Lee - No, I wish I could do procedural music of that quality! That was just me, sadly.
Pledged for GNU/Linux support. Thank you for this possibility.
@ Steve h
Porting complex code like this game requires is no simple task even when using opengl and c++ (just examples)
And you also need the other OS for testing purposes, which technically triples the time required to make sure everything works (its not really 3x the time on reality, but not too far)
If I'm not mistaken, linux opengl drivers are quite 'special' to work with.
It will be time consuming and headache inducing no doubt :) (good luck josh!)
while happy that the cross platforming was an option im disappointed that it won out over the other
( IMHO cooler ) options such as the factions and planetary ownership. hopefully they will still be worked on as pledges add up and possibly accelerate as this game dose gain publicly (with a larger market now as 2 more systems ARE being supported). all in all Gratz on the super fast success and now on to the part were all looking forward to. seeing your dream game (and ours) come to life. XD
I honestly think that being able to own a planet, and manage a fleet or create your own faction should be part of the core gameplay. Please dont make this a stretch goal. Lets be honest here, Your coding in OpenGL and i'm sure an easily portable language. Mac and Linux support is not going to be difficult or time consuming or further the game in any way, however the ability to own planets, systems, fleets, factions is to me the core aspect of this type of game.
Good luck! Congrats on being funded
Glad to see the cross-platform made it as a stretch goal. Hope it makes it. Windows isn't the only operating system and its nice that game developers are starting to see that (I'm on Linux).
I love that first track.
on a lighter note, that track is just beautiful, I must have watched that first video about 10 times just because of he music.
pff can't believe that won over cockpits or owning factions/planets... I'm sorry but that's lame, a whole lot of extra work for josh just so a Select few can keep not using windows for whatever reason... and don't even get me started with macs, you want to game get a freaking PC FFS...
was that music Procedural as well?
Thanks for offering Mac support as a stretch goal!!! Now I'm eyeballing that boxed version...
Embedded links are working for me. Sound great too! Thanks for loading.
PS: Don't say "SC links" for your "soundcloud links", it will confuse people. :)
I'm sorry for spamming this comments section, but I found that it's Ghostery that is blocking the embedded SoundCloud stuff. So everything is fine. :-)
Hooray! My third pledge in Kickstarter too made it !! :)
(First was Star citizen second SSZero)
This one excites me a lot though - looking forward to a great 2013!!
Well, either it's because I disabled the Java plug-in, or my install of Opera is seriously screwed. Either way, Surpassing the Limit in its original version is awesome!
Downloaded the music using the e-mail links and really enjoyed the main theme. Shades of he oriental in there. Thanks Josh, really looking forward to the album.
Knowing your passion for this project I am not concerned about stretch goals.
The Soundcloud widgets work on my iPad 2 and in Opera (Win7).
Congrats, Josh, and thanks for the music. I'm very much looking forward to the rest of the OST.
Congrats!!! This is going to be amazing :)
PS: I think if you don't have flash installed the soundcloud widget doesn't show up.
They are there alright.
I see embedded widgets on my screen...
@Netzbummler - Weird...can anyone else confirm that the SC links are missing!?
Found them myself: http://soundcloud.com/josh-parnell
Sorry, am I missing something or are the soundcloud links nowhere to be seen?
I really hope that the Mac&Linux stretch happens. Would be nice to have a game like this on those platforms.
Of course I am disappointed that the vote swung in favour of cross platform support but at the same time, if I owned a Mac or Linux machine, I would definitely want this as a game I can play so I am glad for all those people who can possibly (if we reach the goal!) share in the experience at launch as well..