qertsoc.blogg.se

Slipways classic
Slipways classic











  1. #Slipways classic how to#
  2. #Slipways classic code#
  3. #Slipways classic free#

The consensus seems to be that while a military aspect would be a nice addition, it doesn’t feel like it’s a priority – and some people even preferred the chill, laid-back experience when there are no enemies to worry about. I did Twitter and Discord polls among the players of the original on this topic. 4) There’s currently no combat in Slipways. They are very different games, of course, but I enjoyed seeing another 4X title focused on the exchange of resources between planets instead of each planet being an isolated island in the vast ocean of space. I only heard about Star Ruler 2 after a Slipways player mentioned it 🙂 I have tried it since then, and while there are surface similarities, Slipways is much more “spatial” in its approach to trade – where your planets and resources are matters much more than in SR2. 3) The supply system in Slipways is very reminiscent of the 4X game Star Ruler 2. I think that thanks to the way the game is put together, both hardcore 4X gamers and more casual players can find something to love in Slipways. I don’t tend to think of it as a puzzle game, personally, since there is never a single solution to the problems the game poses – but I understand where you’re coming from. This focus on simplicity and game flow has pulled Slipways quite a bit in the “puzzle” direction. I wanted to make a game that would distill the core ideas of the genre into their simplest form, removing all sources of busywork and allowing even more casual players to enjoy the feeling of building a well-thought out network. They also tend to have a high barrier to entry. The second idea stemmed from my love-hate relationship with most space 4X games: I love the depth and grandeur they offer, but I often feel bogged down by micromanagement, especially in the late game. The first one was the slipways themselves: making a game that would be more about connecting planets together than it is about managing each planet separately. 2) Slipways plays a lot like the child of a 4X game and a puzzle game, can you tell me more about its design? Slipways is indeed my first attempt at making a commercial game and sustaining myself from game-making alone, but it’s definitely not my first big project. I do have a few released games, but until now, they were all freeware/pay-what-you-want titles. Since then, I’ve worked in the game industry a little bit, but I’ve found I prefer the indie life and the creative freedom that entails – though I’m not a fan of all the stress that comes with it! I made the transition into actually thinking of “game developer” as an actual full-time thing only about two years ago.

#Slipways classic free#

Until recently, making games was only a hobby I pursued in my free time, after various programming day jobs.

#Slipways classic code#

Later on, this led to learning to code and starting a career as a programmer.

#Slipways classic how to#

Before I ever learned how to code anything, I used to draw imaginary mockups in Deluxe Paint on my trusty Amiga 600 (that probably dates me a bit) and dreamt about the games they would become. Since I was a little kid, I played video games and desperately wanted to make ones of my own. I’ve been making games as a hobby for my entire life. 1) Hi Jakub, can you please tell me more about yourself and what you do for a living? Is Slipways your first project?













Slipways classic