X32I Redemption (Cryengine 2) *Space Simulator*

Hey yeah, sorry for trhe lack of updates though you haven't missed much :P, tis hardwork keeping everythread updated.

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July Update:

Welcome to the July Update for X32I Redemption, in this update we will be taking a look at a couple of work in progress 3D models, the UEA Turret Rail Gun, and one of the UEA shuttle designs.

Also in this update is the brand new teaser for X32I Redemption which contains custom composed music from Gareth Coker.

The team has grown in size greatly since I started the project on my own, from a 1 man team to a team now in the 20's.

Teaser Trailer:

Let's see if this one works.



A little Info about the Teaser:

TheMightySpud created both Logo videos, as well as the broken player ship model. Richard Jeferies created the original models.

The teaser takes place at the start of the game, first showing the players ship David Greenhall destroyed after what appears to have been a massive battle, and now with heavy cruisers floating now as debris.

Screenshots:

Here are a couple of screenshots from the same level the Teaser video was created from which where previously used as a teaser... for the teaser :p.




WIP 3D models:

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Let's see if this one works.


Anyway's this is still early work, but for early work with no funding and in our freetime we're doing pretty damn good.
 
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Will this incorporate free-roaming among sectors like the X-series games?

No, this game is more like Freepspace 2 and Tie-Fighter, it's a story based game from mission to mission. We'd rather focus on a story rich game than a sandbox game, as we feel the older Space Sims have just died off and got replaced with sandbox space games, which for the most part have pathetic SP campaigns.
 
Well, it's not like we want to set the bar high or anything... ;)

If we ever think it looks like it's going to be ***p, we'll either be hard at work refining it, or the project won't make it to release; we don't want to release something that feels like a distinctly poor mod, we want to release something that we, as much as anyone else would enjoy playing (saying that we might be sick of playing it from internal testing/betas etc by the time it's released!!).
SirBaron is actually if anything even more picky on this than me, and we really want the finished article to look like a labour of love when its time for it to reach your hands.

As mentioned above though this will not in any way be sandbox, it'll be a story and mission based game, utilising mission objectives etc, it won't be the sort of game that leaves you wandering about wondering what to do, and getting bored from lack of direction!
 
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No, this game is more like Freepspace 2 and Tie-Fighter, it's a story based game from mission to mission. We'd rather focus on a story rich game than a sandbox game, as we feel the older Space Sims have just died off and got replaced with sandbox space games, which for the most part have pathetic SP campaigns.

As long as there's mission editing you can squeeze a lot of life out of it ;) I take it there'll be multiple system locations in each mission? Or just a fixed area like TIE Fighter?
 
As long as there's mission editing you can squeeze a lot of life out of it ;) I take it there'll be multiple system locations in each mission? Or just a fixed area like TIE Fighter?

As it's primarily a story based game, we haven't decided whether to include a mission editor, and probably won't til much later in development, we're toying with the idea of a flight simulator for training ala Tie Fighter etc, but I'm not going to promise features that may not make it into the finished title; I don't intend on being the next Peter Molyneux. :D

Again with system locations inside a single mission, this is still up in the air, it is being considered, however from a lore perspective during this time period, for the majority of craft this would be unfeasable due to the charge times of thier jumpdrives. For now, consider it fixed locations, however again this is subject to change.
In the end it will really depend on just how much magic we can work with the Cryengine, and basically getting the player experience where we want it; games like Tie Fighter and other space sims worked really well without having to utilise multiple mission zones inside one level; and also as developers, it allows us to use docking or making a jump as a definitive way to leave a system and transition between missions, and also between flight and other sections of the game. We're also toying with the jump drive on your ship having a charge time within game, as not only does it further help cement the story, and the limitations in the technology available to the player (unlike some games which will make a claim lore wise, then completely break it in gameplay terms), but in some circumstances can help to lend a sense of atmosphere and desperation to a situation.

As a small tid-bit for all the fans of the old games, to show the scale we're going for, whilst there is only 1 planned *playable ship*, the plan is that the game should feature somewhere between 50 to 100 completely seperate ships in various different classes along with other bits and pieces, so there should be plenty to see :)

If this is still the case, send me a email at ranek AT ranek co uk. I've got plenty of experiance with C++ and am just coming to the end of my first year as a programmer in a games company :)

I believe SirBaron is happy with our current C++ guy, however if you drop by our developer private forums (www.x32i.org/devforum) and leave a message there, I'm sure he'll get back to you, he doesn't tend to be on OcUK as much as me, so he may miss your message.
 
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As it's primarily a story based game, we haven't decided whether to include a mission editor, and probably won't til much later in development, we're toying with the idea of a flight simulator for training ala Tie Fighter etc, but I'm not going to promise features that may not make it into the finished title; I don't intend on being the next Peter Molyneux. :D

Hehe, if you do well I don't see why you couldn't try using it as an example of your work to break into the industry :)

Again with system locations inside a single mission, this is still up in the air, it is being considered, however from a lore perspective during this time period, for the majority of craft this would be unfeasable due to the charge times of thier jumpdrives. For now, consider it fixed locations, however again this is subject to change.
In the end it will really depend on just how much magic we can work with the Cryengine, and basically getting the player experience where we want it; games like Tie Fighter and other space sims worked really well without having to utilise multiple mission zones inside one level; and also as developers, it allows us to use docking or making a jump as a definitive way to leave a system and transition between missions, and also between flight and other sections of the game. We're also toying with the jump drive on your ship having a charge time within game, as not only does it further help cement the story, and the limitations in the technology available to the player (unlike some games which will make a claim lore wise, then completely break it in gameplay terms), but in some circumstances can help to lend a sense of atmosphere and desperation to a situation.

Fair enough.

As a small tid-bit for all the fans of the old games, to show the scale we're going for, whilst there is only 1 planned *playable ship*, the plan is that the game should feature somewhere between 50 to 100 completely seperate ships in various different classes along with other bits and pieces, so there should be plenty to see :)

Not a bad selection :)
 
Hehe, if you do well I don't see why you couldn't try using it as an example of your work to break into the industry :)



Fair enough.



Not a bad selection :)

If we do well, we wont need to break into the industry because X32I will be already in the "industry" :P.

There's a lot to this project people don't know about, a lot of it we can't talk about yet because we don't want all our idea's for one being stolen by other developers/modteams, and two because we have to let the player see for themselves.
 
Ok August update, a little late for you guy's :(. Too hard keeping track of everything as well as making the video's, making the mod, and making everything else. ¬_¬

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August Update:

Welcome to the August update of X32I Redemption this time we are taking a look at a few sketch designs jcplf
Sketches:



Cockpit (WIP):

The cockpit is very early work, currently it only contains the outer shell there is no inner design for it just yet.



Community Forum:

We have a new forum intergrated into the site up and running, stop by and say hello and ask away, as the developers of X32I will be keeping a close on the forum, so if you want to catch out attention that's the best place to do it.



Particle Effect Video:

The stuff in this video is very early work, and we posted this so you can see how it changes over the coming months, we will be posting a comparison video in a few months time so you can see how and where it changes.


That's all for this month, just don't go expecting a shiny video in every monthly release. :P

David Baron
 
I have no idea, it would be hard to test without actually owning the hardware. :P

Plus the programmers would have to own it to test too, but we can take a look at it, but for now that's something we'll look at later in the development.
 
Forgot to mention, we've entered a competition on Crymod to produce the best media made within the Crysis Editor, so we're making a trailer, but because the deadline is less than a month away we're working REALLY hard to try and make something before then.

I don't like to oversaturate by making too much media, but having Crytek staff take a look at our work, and more publicity is always a plus.

As we are finding it hard to make people look at our stuff. :P
 
Well we're all looking at it and the consensus seems to be that it looks great! I just hope you guys don't lose motivation and the mod die out, it looks to have a lot of potential. Keep up the good work. ;)
 
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