Distant Worlds 2 can be designed to include both worlds i.e. the existing audience and the broader Strategy market.
Sounds good to me - and hopefully they use a game engine that supports Linux

Distant Worlds 2 can be designed to include both worlds i.e. the existing audience and the broader Strategy market.
ORIGINAL: Icemania
Distant Worlds 2 can be designed to include both worlds i.e. the existing audience and the broader Strategy market.
You're free to write your own game and put it up for sale on Steam. Telling Matrix that they should do so is, in my opinion, inappropriate. You run your business, let them run theirs.ORIGINAL: whiran
I don't agree at a fundamental level in regards to there not being enough profit in bringing a game like Distant Worlds to Steam.
Whom I believe is irrelevant. My position is simple - it's their business, it's their decision. I don't believe it's appropriate for you to tell them how to run their own business.ORIGINAL: whiran
you believe them over some random Internet person.
Really? So, why did each and every one of your references point to statements on revenue? If you are aware, as you claim, of the differences - then how is it that the difference fails to arise in a SINGLE one of your statements?ORIGINAL: whiran
I will note that what I was writing about was profit and not revenue.
My interpretation of "end of life" is more influenced by the product's ability to generate revenue - in DW's case - through the sale of expansion packs. I've gotten the impression from Erik and Elliot's posts and interviews that DW has gone far beyond it's initial design. So, each expansion is stretching a code base that wasn't designed with the changes in mind. Thus - it's time for a rewrite, thus DW2 is the next logical step.ORIGINAL: whiran
I don't think Distant Worlds is at the end of its product life cycle. There is a huge untapped market of people who have never heard about this game.
In a word: yesORIGINAL: whiran
The game appears to be at a stage where someone who enjoys 4x type games would be able to pick it up and run with it without encountering major problems or suffering from a terrible UI. At least that is the sense I got from watching Let's Plays on the game but maybe the players were just really familiar with the game and, as such, masked any major issues.
It's not the lack of flashy graphics that people are complaining about, or few that I've seen. It's mainly the amount of processing of the graphics that the CPU has to do which could be shifted onto the GPU, which is causing the game to slow down excessively in late-game large-galaxy games. But as stated above, that's likely going to require a re-write.ORIGINAL: whiran
Graphics have been proven to be of lesser concern for many gamers with games such as Terraria doing extremely well.
Sadly, we're the minority. In the larger marketplace, pretty graphics is a selling point. Which I don't have a problem with, if it's done without a detrimental impact on gameplay.ORIGINAL: whiran
Like many gamers I'm more interested in gameplay than graphics.
Erik has hinted that it might be on their roadmap, but nothing specific. Personally, I'd expect it when they're focussing on DW2 and have no further plans for DW.ORIGINAL: whiran
What I was curious about: How are the plans for the "gold" version of Distant Worlds coming?
ORIGINAL: Icemania
Surely it's time to go bold on Distant Worlds 2. Prima facie the broader Strategy market is ripe for the taking. Stardrive ... meh. Endless Space ... meh. A new Imperium Galactica ... dead. Total War Rome 2 ... LOL. Everything else on the horizon ... meh.
Distant Worlds 2 can be designed to include both worlds i.e. the existing audience and the broader Strategy market.
ORIGINAL: parkas3
Why do you call DW niche game? In my opinion its niche only by obscurity. For example another 4x Endless Space got over 300K sales. There is no reaction to release of Shadows on games news sites. People just don't know about it.
I mean it'd be the only space strategy game in their library, even EU4 players would take a look at it.
ORIGINAL: Baleur
...it's ridiculous to me how unbelievably un-ambitious the developer is, how ignorant they are of the power of marketing.
ORIGINAL: Baleur
...
ORIGINAL: CyclopsSlayer
Steam or such would expose a MUCH larger audience.
I'm sorry but Unity doesn't really specialise in 2d graphic implementation, it is a closed source 3d game engine and wouldn't be appropriate for DW. Wanna tweak the engine - you can't. So, you have to write plug-ins that ...ORIGINAL: KayozORIGINAL: Icemania
Distant Worlds 2 can be designed to include both worlds i.e. the existing audience and the broader Strategy market.
Hopefully they'll look at Unity before slogging away at building their own engine from scratch.
Agreed, it is overkill for DW's model. But given the number of problems related to graphics optimization and font display issues, using Unity would help ameliorate these problems and let Elliot concentrate on the core game instead of trying to work around Windows GDI limitations.ORIGINAL: n01487477
I'm sorry but Unity doesn't really specialise in 2d graphic implementation, it is a closed source 3d game engine and wouldn't be appropriate for DW.
Yup. And Unity has a great deal of support for plugins. I see this as a non-issue.ORIGINAL: n01487477
Wanna tweak the engine - you can't. So, you have to write plug-ins that ...
I wouldn't assert that it is the panacea for all of DW's problems. I am merely stating that it's worth looking at, so that Elliot might focus his development time more towards the gameplay, mechanics and balance rather than having to wrestle with hand-optimizing his code.ORIGINAL: n01487477
Additionally, IIRC it doesn't use 64bit as yet and its multi-threading is not complete (or secure); therefore DW would be stuck with 32bit memory utilization. Just look at other projects such as KSP that have run into this problem and have a heck of a job getting around the limitations. I kinda chuckled when I heard Zero (Stardrive) was going from XNA(sunburn) to Unity because he thinks it will solve all his coding problems.
I don't claim to know more than Elliot about game engines. My position is simply that it's worth looking into. I do not know what his plans are with regards to DW2, so I have no idea whether or not Unity would be worth the investment.ORIGINAL: n01487477
Don't get me wrong Unity is good for some projects and for quick mock ups. Elliot has shown he knows more about making and using game engines than you or I.
[/quote]ORIGINAL: Kayoz
Agreed, it is overkill for DW's model. But given the number of problems related to graphics optimization and font display issues, using Unity would help ameliorate these problems and let Elliot concentrate on the core game instead of trying to work around Windows GDI limitations.ORIGINAL: n01487477
I'm sorry but Unity doesn't really specialise in 2d graphic implementation, it is a closed source 3d game engine and wouldn't be appropriate for DW.
ORIGINAL: n01487477
I've used the engine, I've used others...
ORIGINAL: n01487477
I could go round to round with you, toe to toe ... but why bother ?
ORIGINAL: n01487477
I kinda chuckled when I heard Zero (Stardrive) was going from XNA(sunburn) to Unity because he thinks it will solve all his coding problems.
ORIGINAL: Anthropoid
... nor to incur the "wraith of Kayoz."