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-   -   Space Empires IV clone (http://forum.shrapnelgames.com/showthread.php?t=49652)

Combat Wombat April 13th, 2013 06:35 PM

Space Empires IV clone

Ed Kolis, Skyburn and I have started some work on a Space Empires IV clone tentatively called FrEee. The thread above and the #spaceempires irc channel on irc.freenode.net are the central points for this effort currently. Ed has set up a code repo at bitbucket. https://bitbucket.org/ekolis/freee

A mockup of various planned UI elements using existing se4/se3 assets

WIP of UI implementation in c#

Current logo for the project

Arkcon April 15th, 2013 08:11 AM

Re: Space Empires IV clone
Well this is pretty exciting. Maybe 6 weeks ago,I reloaded SEIV Gold and played a TDM-Modpack game just for old times sake. What would you say is the overall goal for doing this project. Yes, I'll go read the IRC discussion when I have some free time. Its nice to see this is rising up from the ashes.

Combat Wombat April 15th, 2013 01:50 PM

Re: Space Empires IV clone
The first goal for the project is to create as near a perfect se4 clone as we can to the point that you will be able to use mods from se4 with our clone. The second goal is to expand on se4 by introducing new optional mechanics for clone specific mods to use.

Gandalf Parker April 15th, 2013 03:54 PM

Re: Space Empires IV clone
I regularly search for my favorite "lives forever on my computer" games. I dont know how sequel projects I have followed that failed. And many MANY of them for the same reasons. They dont try to create a working copy first. They all agree that the base game can stand some small improvements but then they dissolve into in-house fighting over what those should be.

Oh the many Master of Magic projects that have fallen to the temptation of trying to add multiplayer mode first :(

Ed Kolis April 15th, 2013 04:50 PM

Re: Space Empires IV clone
Yeah... Star Legacy started out as an SE4 clone as well, but quickly turned (due to all that arguing) into something completely different. Oddly, I heard from SJ today that apparently it's alive again, rebooted as an open-source 4X/RPG hybrid or something...


Black_Knyght August 23rd, 2013 06:42 PM

Re: Space Empires IV clone
I was part of an attempt to do a "New SE4" too, but despite some good cooperation, great artwork, and some sound and clever ideas it buckled from the lack of a programmer. We had a really good one who set up a great start, but he worked for EA as a day job and got yanked by his job's "conflict of interest" clause. He had to quit and take his code with him or get fired.

I'd REALLY love to see this attempt take off! Looks like a good start so far too.

Combat Wombat September 22nd, 2013 03:01 AM

Re: Space Empires IV clone
New build with PBW compatibility!


Uncle_Joe October 22nd, 2013 04:04 PM

Re: Space Empires IV clone
Really looking forward to this. I miss playing SE4s but in many ways, it just fell behind in terms of UI and what you could do it the AI etc.

David E. Gervais November 17th, 2013 12:36 PM

Re: Space Empires IV clone
Hi there, long time no post..

I too wish the best for this project, and I have one piece of advice.. don't use stock SE4 graphics for all the components and ships etc, use graphics from fan made mods, and try to use graphics for GUI frames, even if it's just a bitmap with a 1 pixel frame box around a blank middle.. that way us graphic artists might be encouraged to spiff up the GUI.. if you follow the SE4 route and hard code the frames and windows, it makes modding the GUI almost impossible. and I always thought that was the one aspect of SE4 that was un-modable.

That's my 2 cents,


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