Update 7/9/2015:
It's about 90% done, I've made a trailer here:
Steam Greenlight http://steamcommunity.com/sharedfiles/f ... =513945382
If you like it, please help out with a Yes vote. Thank you! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">
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Star Nomad II (PC) can be quickly summed up as a Squad-RTS (Real Time Strategy)/RPG (Role Playing Game) Spacesim.
A combination of some of my favourite games & mechanics from FTL (Faster Than Light), Mount & Blade, XCOM, Shadowrun & many Spacesims (Privateer, Escape Velocity, Freelancer) that I grew up with.
At its core, it encompasses several major gameplay elements:
Space Trader: Full dynamic chain of supply, affected by events, piracy etc.
Tactical Squad Combat: Real-time, WSAD + mouse weapons control with pause/command mode.
RPG Progression: NPCs & Player Progression via XP/skill tree as well as ships & modules.
Complex Faction Dynamics: AI dynamically conquer & defend systems. Your actions, big or small, have a major effect.
Mining: Resource gathering to acquire elite ships & modules.
Random Encounter Driven: FTL-esque, everytime you enter a system, there’s a random chance at a branching event based on your decisions!
Dynamic Sandbox: Player can side with a major faction to conquer the Sector or go Rebel-mode & liberate the systems!
Sidequests: Each recruited NPC has a backstory & goals which you can unravel & resolve.
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Dynamic Conquest, where AI Factions lay siege and move fleets against each other:
Epic-Scale Battles:
Unique Faction Fleets & Tech:
More Info My Devblog:
https://halfgeekstudios.wordpress.com/star-nomad-ii/