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Stars, spaceships, aliens, and galaxies should be way cooler and more modern than the simplified, comic strip look of many previous games.įollowing on to that, the influence of movies and series like Star Wars and Battlestar Galactica radically changed the idea of what was "cool" in a space battle. We felt that most space-based games had mediocre graphics. Instantaneous compiling for test and workflow.Level tools adapted to an open sandbox game (unlike e.g.Free trial copy, permitting a quick prototype of the game, upgradeable to a Pro version, which included high-end game engine features.We looked at a number of game engines (Gamebryo, Unreal, open source tools, etc.) and ended up choosing Unity for a few reasons:
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In order to maximize the reach and potential customer base, the game needed to be PC and Mac-based, with ideally the possibility of being able to port it elsewhere. We also had to think about what we could do to make the game stand out in an increasingly crowded market: In addition, the genre also has lower requirements for production of expensive elements like animation and art, and budget was definitely a concern.
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The 4X genre might be a strange niche to start with, but we felt that it would play to our strengths and minimize our weaknesses.ĤX games are challenging to design, but we had an experienced team and believed that this would not be a problem.
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Star Empire would be a space-based 4X game, using some of the classic mechanics from games like Civilization and Master of Orion. When we first got together, we used " Star Empire" as the working title.
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