Greetings Star Commanders!
Much like Oculus Rift we have grown! In fact it's exactly the same - minus the billions of dollars, huge endorsements and broad reaching cultural implications.
In September of last year we were converting the mobile version of the game into a desktop version (along with Android) - and frankly we weren't happy with the results. The issues arising were larger than simple interface or GUI issues - the bottom line was the game we wanted to make for desktop wasn't going to come from the architecture of the original. To fit in things like a dynamic map, random planet generation, and layered crews was extremely difficult. Add to that graphical issues and some other optimizations we had made for mobile that were counter to the design of a much larger galaxy and we reached a point where we knew the game we had made on mobile would not make a direct translation to PC.
So we went back to the drawing board. We spent 3 months just working on our design doc, polishing mobile and starting to figure out what we wanted to do if we were starting from scratch on a desktop version of the game. What came out we were super excited about - and some of that you have seen in our recent Kickstarter updates. Research trees, enemy ships that you can invade, starbases and even planets are some of our planned features.
The game we are producing is significantly larger than Star Command mobile. It's so much larger we realized we needed more help - a lot more in fact. So we have more than doubled our staff, bringing in four new full-time members for helping with development.
It has been awesome having new blood working on Star Command. One of our goals is a significantly more open development environment with you - our fans. The first step is a brand new blog from Warballoon, located at www.warballoon.com. All of us will be posting on there going through our development. The goal is to keep Kickstarter for large broadreaching updates like mod support, alpha builds, news and big events. Smaller things like our terrain generator issues can be seen on our blog. Video updates like development meetings or Twitch development and gameplay videos will also be posted there (along with our Twitter and Facebook streams).
Our new team members are Chad, Chris, Aron and Parker - adding to existing team members Jordan, Justin and Steve who continue to work on mobile and desktop versions of the game.
As an extension of that we have moved from Cocos2D into Unity for the desktop version of the game. There were many reasons for this, but primarily we loved what Unity offered to us for cross-platform delivery (PC, Mac, Linux and Mobile) while giving us access to 3D tools and other powerful options. TO BE CLEAR: The game will still have the same look and feel that we have established - but with a much more powerful engine underneath. Particle effects, atmosphere, lighting and pathfinding are all features we are implementing into the game.
We will cover the planned features for Star Command desktop, including a huge focus on Mod Support and how our community can start modding the game sooner rather than later (including releasing our spritesheets and opening up our APK and wiki to our community).
Check out our blog - Chris is starting us out today with a bit of his background and goals for the project. Look forward to updates from Aron, Chad, Parker, Jordan, Justin and Steve. Another update will be up soon.
The Warballoon Team