Azulgar: Star Commanders is a Sci-Fi Action oriented Sandbox Roleplaying gamewith FPS Elements that puts you in command of a space ship, space station and a fleet in a massive sandbox universe. Build huge ships or small fighters. Research new parts and uncover secrets of space.
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Data wydania:
31 sierpnia 2017
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Gra z wczesnym dostępem

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Uwaga: ta oferowana w formie wczesnego dostępu gra nie jest ukończona i może się zmienić do momentu pełnego wydania. Jeśli nie ekscytuje cię myśl o zagraniu w nią w jej obecnym stanie, sugerujemy zaczekać, aż prace nad nią zostaną ukończone. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

“We're doing Early Access to indicate that we still intend to add more content to the game. We chose Early Access because we could easily find out what game mechanics community likes. The players are the most important aspect of the game and so they should themselves say what updates are good and which are bad.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

“If necessary, the game will be based on regular updates based on feedback from the community. It is not yet clear how long will the Early Access remain, however, it is important for us to tighten the game to a functional state, which we have on paper.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

“We are planning a really big updates and additions to the game. Also, we continue to improve the properties of the current game. The full version of the game should have fully functional universe, sophisticated multiplayer, economy and taken them skill system.”

Jaki jest obecny stan wersji z wczesnego dostępu?

“The game is currently in the initial development phase of the Alpha. Certain components are implemented in the game, but we are still working on the game.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

“We plan to raise the price after the release of the full version, but since it is a game in Early Access, our prices and requirements may still vary.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“The community is really important for us and create a base of players is one of the main goals of our project. Players will be able to test the multiplayer, and send us feedback so we can most efficiently develop the game.”
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30 grudnia 2018

Azulgar New Dawn Update

Hello Everyone !

It has been a year a long year, but we are finally back. After a long struggle we realized, that version we originally released should have been considered a prototype. We encountered many software design hurdles and game engine problems. We strapped too many unpolished features on unfinished core software architecture. Good news is that we overcame all the difficulties and are now releasing baseline alpha version.



We decided to pivot from manually created game world to procedurally generated one. Altough it takes time to develop this feature and we are nowhere close to having a good world generator, it is still better way for indie project that changes a lot. Our game world was also much smaller than reality and felt really out of place. With procedurally generated world we can make everything 1:1 with real universe now. We start with one large sector around planet Mars. Our plan is to add other planets in solar system and possibly some alien places as we go along. Increasing scale of the world also meant that we needed to add some sort of FTL drive along with regular flight. You start with basic ship without FTL capabilities, your first goal is to obtain one. In this version you already have FTL drive in inventory, so find the nereast shipyard and put one on your ship !



One of the main problems was trying to develop many different game modes at once (singleplayer, deathmatch, coop). Starting with deathmatch and singleplayer, then trying to implement co-op on existing singleplayer features. We simplified game design and decided there will be one map and one game mode. So singleplayer = multiplayer = deathmatch = coop. We want to provide one big playground and let players decide what do they want to do with it. One big mistake was developing singleplayer features first and then trying to strap the multiplayer on it. We had to remove multiplayer from game because of this. We now develop everything with multiplayer code in mind. We have functioning multiplayer prototype and are polishing last bugs and will be releasing it quickly after this update (see Road Map below).



Big feature of our game is the ability to design your own ship from parts. Ship editor had to be reworked too. Mostly internally. We needed much more flexibility so we can quickly add, remove and change ship modules. As this is core part of our gameplay and we want to develop it iterativelly and closely with community to see what works best. We tried to come up with a system that will force player to choose a specialization for the ship using modules of their own choosing, not following some rigid class system. In new system we are restricting which and how many modules you can put on your ship by its carry capacity, which is basically mass of its structure (i.e. base construction without any functional modules). To enlarge ship's base structure you need structure parts, whereas functional modules are treated as items that have to be found in loot or crafted. You can send us your saved ship designs located in folder "\Azulgar_Data\Data\Ships\" (send to creatives@szeiner.com) and we will put the best ones in the game.



Redesigning our core space engine, developing multiplayer as one of the main priorities also meant that we had to remove most of the features from prototype version. We want every feature added to game to be functional right of the box and make sense with what is already there. In this alpha version we want to establish basic exploration and survival elements of the game. Right now the game is mostly space ship flight simulator, where you can collect new modules and structure parts to upgrade your ship in shipyard and explore the first iteration of our procedurally generated world.



This version is simpler feature-wise and it may seem that there is little we developed regarding gameplay features last year. That is correct, because most of the 2018 we were developing game engine on top of unity that would be able to handle our original vision and scope. All of the gameplay features were developed in last 4 months. So we hope that following gameplay updates will come more quickly. We are in it for the long run, that's why we did what we did. We want to develop a great game that is also polished and can be easily tweaked, balanced and updated.

You can post bug reports, or discuss game ideas on our forum:
https://szeiner.com/forum/index.php?categories/azulgar-star-commanders.6/

2019 Roadmap

FebruaryMultiplayer Update – early february we plan to release multiplayer features along with bugfixes, tweaks and map improvements

MayCombat & Weapons Update - at the beggning of Q2 (April-May) we want to add back weapons and establish basic combat model that would work in PvP scenarios

August - Mining & Crafting update – at the beginning of Q3 (August) we plan to add mining and crafting and establish the basic player character development progression

December - Quests, AI, PvE update – by the end of 2019 we would like to establish PvE gameplay with basic quests and NPCs


Sorry for the long wait and see you soon !
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O tej grze

Azulgar: Star Commanders is a Sci-Fi open world sandbox game that puts you in a command of your own space ship. Explore aftermath of the Azulgar event that reshaped the face of the solar system.

Wymagania systemowe

    Minimalne:
    • System operacyjny: Windows 7, Windows 8, Windows 8.1, Windows 10
    • Procesor: Intel Core i3, AMD A4 X2
    • Pamięć: 2 GB RAM
    • Karta graficzna: NVIDIA GeForce GT, AMD Radeon R5
    • DirectX: Wersja 9.0
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
    Zalecane:
    • System operacyjny: Windows 7, Windows 8, Windows 8.1, Windows 10
    • Procesor: Intel Core i5, AMD Athlon X4
    • Pamięć: 4 GB RAM
    • Karta graficzna: NVIDIA GeForce GTX, AMD Radeon R7
    • DirectX: Wersja 11
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 2 GB dostępnej przestrzeni

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