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JediGreg

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  1. Thanks! I've been out-of-work for nearly 6 months now and JUST got into a contract. The upside is it gave me some good time to think about and do some more technical design work. I'm definately leaning away from writing it in Delphi, and seriously considering .NET/C# as the main development language. Before the flame war starts, know that I have been one of .NET's biggest critics over the years, and only recently dug into it (for purposes of employment). Its not only okay, its quite good. It has full support for DirectX built in, and has a lot of features that make dynamic content loading very easy (think MODs!) Probably the best news people will like is that you (the community) will be able to build your MODs in .NET as well, meaning you can choose C++, C#, or VB as your language of choice (actually, Delphi too!) Time to get back to work! Thank you all for the positive thoughts and comments. Rebellion2 is not forgotten... May the Force be with us all! Greg
  2. IF you could contact the original Rebellion game developers AND convince Lucasarts to publish a sequal to Rebellion (two completely separate tasks, mind you), then I would ask: make the game and don't screw it up.
  3. You think YOU are in a black hole... What about the one I dug for myself
  4. Hi Folks, Has anyone played Galactic Civilizations (http://www.galciv.com)? What are your impressions?
  5. Hi Folks, Know things have been a while and I wanted to let you know where things are right now. First the good news; I've decided to roll my own game engine, either using straight DirectX or SDL. I am very pleased by what I am seeing from my initial tests. That, and I've got a pretty complete doc of what I want to do. Also, I do NOT believe that Master of Orion 3 hit on the main concepts I want to cover. Now for the Bantha dung. Things are at a stand-still. I left my job in Boston last summer to work on another commercial (anti-spam) product (spamcounterstrike.com) that didn't take off as we expected. That, and the world seems to have changed a bit since I pitched this idea to this group a while back... The result is to take care of business at home first, which means job searching and other projects that are short term (financially). I consider this game a long term project--- maybe it'll be out before Episode 3! I do very much appreciate everyone's continued support and patience. I also realize that you, like me, just want a good game to play. If you feel frustrated about the lack of progress, I feel the same thing 10-fold. That, or perhaps this is one of Master Yoda's teachings in real life: patience... May the Force be with us all! Greg Postlewait (JediGreg) PS: if you must, send the flames to me directly at greg@gpconsulting.com
  6. The original Rebellion is not really real time, everything happens when a new day happens. So, in essence, you have a long period between turns when each player can do their thing. I like the fact that each player can do something at the same time, but the scope of what is happening would make real-time management a real challenge for even the most skilled players. What are your thoughts?
  7. Instead of randomly deploying shipyards and their kin wherever, you place them. That way, if you want to REALLY build up a single location you can, or spread yourself throughout an area.
  8. One of the ideas I'm tossing around in game start-up options. In my storyline there are a few fixed events (although the places could potentially shift making it interesting) but beyond that it is open. The idea is to give you a number of points, equal on every team, and with those points you can build what you want, wherever you want. For example, you would start in system X on planet Y. You could expand to any other planet in X by building facilities there, or spend a bit more and pick up the neighboring system and continue your expansion there. It all boils down to strategy. What do you folks think?
  9. ricepr2001, As playing the Empire you would have that option, but it is just that; an option (assuming it goes into your mod anyway). You would also have the option to make those "special use" ships that were very often found in the novels and comics.
  10. Will be part of the new game. Think similar to Master of Orion, where you can use different times of engines, weapons, etc. But these are component upgrades; making radical changes to the hull just isn't practical. There will be crew modifiers. The longer a crew exists, the more training they undergo, and the more field experience they get will all modify their performance.
  11. Dunno. Ask me when the game is in beta.
  12. This is going to be a totally new game, with no links to the original Rebellion (or Supremacy, as it goes in the UK). It is being initially designed as a multi-player only game for the time being--- there may be a single player version. As for modifications, it will be the same sort of thing (conceptually) as a custom Half-life, quake, or Jedi Knight mod.
  13. Hi Folks, To get everyone, old and new back up to speed on what I am planning to do. First of all, while we refer to this here as "Rebellion 2" let me make it clear that this is NOT a true sequal to Star Wars: Rebellion, published by LucasArts. They have made it clear they have no interest in making a sequal to the game. I am not affiliated, sanctioned, or otherwise related in any way with LucasArts and neither is my effort. So what is happening is I am making a multi-player only space/strategy game, with a working title of "Galactic Politics and Adventures" or GPA. The essence of the game is can find its influences from Master of Orion, Civilization, Counter-Strike, and Rebellion. What will happen is I will leave the ability for the user community (e.g. YOU) to create a MOD that will swap out graphics, sound, and other elements. What we talk about in this forum is general ideas, as it would pertain to the mod YOU will eventually create. I completed the general design doc a while back, but do listen to and consider your ideas, either as new features or to affirm that the ideas I had are good ones. And then there is the question of when will the game be done. The short answer is, "when its done." Beyond that, I can say certainly not this year. The game will be written in Borland Delphi. The specifics of how you can customize the game with the Rebellion 2 MOD remains open. And who am I? I'm a senior software developer/consultant with a lot (meaing 8 years++) of experience writing boring business systems and a serious PC gamer. Keep the ideas and questions flowing. I'll do my best to keep up with them! May the Force be with us all! Greg Postlewait
  14. Hi Folks, Glad you were able to get the boards back up. Its never any fun to have a crash. Let that be a lesson to all of us to "do" backups, not just plan to (not that I've ever had that problem ) There has been some tangible changes worth mentioning. I've moved to Virginia Beach, VA to start a new company. This new effort is to produce commercial software, which I'll mention in a few weeks. All this gives me more time and resources to work on coding (notice I didn't say "start"). As always, stay tuned. May the Force be with us all! Greg Postlewait rebellion2@gpconsulting.com

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