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  • Lost Empire: Immortals

    New York, USA (November 8, 2007) Paradox Interactive revealed today the key features of their space strategy title Lost Empire: Immortals. The title is scheduled for a worldwide release in the beginning of 2008.

    Developed by the Danish studio Pollux Gamelabs, Lost Empire: Immortals, is an in-depth 4X game with thousands of stars to explore and colonize. 6 playable races battle to dominate a vast empire, either against a challenging AI or in multiplayer over the Internet.

    Key features

    Colossal Galactic Map - Explore the vastness of a fully populated macrocosm, teeming with up to 5,000 stars of varying configurations. Encounter the interstellar communities of six playable empires and twenty-eight uniquely evolved minor civilizations.

    Vast Scientific Multi-nodal Research Tree - Conduct research across eleven scientific categories, branching out into 150 individual advances.

    Customize Ship Construction - Spaceship models consist of eight classes that conform to a mission type: exploration, reconnaissance, defensive patrolling, fleet interdiction and planetary invasion.

    3D Rendered Dual Warfare System - View massive 3D rendered space battles between turns, through an action camera and adjust your strategy based on the outcomes of the space battles.

    Multiplayer Action - Invite up to ten players to play in any one game. Create attributes to ensure that no two sides play with identical races.

    Lost Empire: Immortals
    Last edited by Jim H. Moreno; 17 Jan 08, 10:14.
    Stay Alert, Stay Alive!

  • #2
    New York, USA (December 20, 2007) Paradox Interactive released today a trailer for the 4x space strategy title Lost Empire: Immortals, scheduled for a worldwide release in March 2008.

    The trailer features the six different races - Humans, Horde, Alkiths, Tritons, Megalanians, and Crystal Spirits - as they battle for supremacy on a colossal galactic map with more than 5 000 stars of varying configurations.

    Will you dominate or will you be destroyed?
    Stay Alert, Stay Alive!

    Comment


    • #3
      I have been waiting for a 4X space game like this but with all the planets
      open to exploring them as well, like in the old game "Starflight 1 & 2"
      I wonder if this game could be it???

      JIM
      If you're not taking losses, you're not doing enough.
      RAdm. Kelly Turner, USN

      ***************************************

      www.fairtax.org

      Comment


      • #4
        New York, USA (January 17, 2008) A new set of screens were sent out today by leading strategy publisher Paradox Interactive, of their upcoming 4x space title Lost Empire: Immortals.

        Lost Empire: Immortals Image Gallery

        Lost Empire: Immortals will satisfy fans of previous titles published by Paradox Interactive. The title features the kind of depth and scope gamers looking for a challenge crave while inviting newcomers to the genre thanks to the easy accessible strategic options.

        Key features of Lost Empire Immortals

        Colossal Galactic Map - Explore the vastness of a fully populated macrocosm, teeming with up to 5,000 stars of varying configurations. Encounter the interstellar communities of six playable empires and twenty-eight uniquely evolved minor civilizations.

        Vast Scientific Multi-nodal Research Tree - Conduct research across eleven scientific categories, branching out into 150 individual advances.

        Customize Ship Construction - Spaceship models consist of eight classes that conform to a mission type: exploration, reconnaissance, defensive patrolling, fleet interdiction and planetary invasion.

        3D Rendered Dual Warfare System - View massive 3D rendered space battles between turns, through an action camera and adjust your strategy based on the outcomes of the space battles.

        Multiplayer Action - Invite up to ten players to play in any one game. Create attributes to ensure that no two sides play with identical races.
        Stay Alert, Stay Alive!

        Comment


        • #5
          New York, USA (February 7, 2008) The 4x space strategy title, Lost Empire Immortals, now has a home on the web. Publisher Paradox Interactive invites everyone to www.paradoxplaza.com/lostempire to get all related news, trailers and more as the publisher today announced the launch of the official website.

          The title, developed by Danish Pollux Gamelabs features includes a colossal galactic map, customisable ship construction and a 3D rendered dual warfare system.
          Stay Alert, Stay Alive!

          Comment


          • #6
            First Developer Diary for space strategy title Lost Empire Immortals

            New York, USA (February 14, 2008) The powerful alliance between leading strategy publisher Paradox Interactive and Danish developer Pollux Gamelabs proclaims details of its epic space strategy title, set to challenge for dominance in the vast expanse of 4x genre games.

            With the release on Valentines Day of the first developer's diary, gamers can begin to fall in love with the eternally titled, Lost Empire: Immortals.The 4x space strategy title is destined to be in stores worldwide from mid-March.

            DEVELOPER DIARY
            PART 1, BY POLLUX GAMELABS


            Back when we began developing the original Lost Empire game, we were a young company with limited funds, yet filled with infinite passion. Collectively driven by the same dream, the team labored night and day to create the quintessential 4X space strategy game.

            At that moment, our ambition was stifled only by the constraints of time and a limited budget. Since the release of the original Lost Empire game, the company has grown a little, but the company’s vision has expanded to become even greater than before. We want to make the best 4X space strategy game ever made! Though perhaps ambitious for such a modestly sized company such as ours, (there are some damn good games out there), Yoda questions: “Size matters not... Look at me. Judge me by my size, do you? Hmm?” This is the route we have taken…

            Firstly to increase game speed the entire code base was transferred to C# and DirectX 9. This has afforded the additional benefit of allowing the programming team to focus on game feature and logic implementation rather than wasting time on debugging legacy code. Game configuration has also been rethought. In terms of game design and possible game session outcomes, the original code has been overhauled to the point that hardly any of the original code remains.

            As with any game development project, the team set out with a huge list of ideas penciled in for inclusion. Critical features were tackled first such as: kick-ass graphics, an intuitive and user-friendly GUI, least amount of micromanagement and a powerful AI. Yet as time begins to run out the more non-essential ideas begin to fall by the wayside. As programmers, designers and artists we all have our jobs cut out for us. The thing about making a game, like most creative processes, is that you need to try a lot of things before knowing what is actually going to work. You have got to be merciless and cut an idea’s when they do not work in practice. It’s kind of like David Hasselhoff’s singing career… It was probably a good idea on paper, but the man should have just cut his losses… Anyway, we’ve had to discard a lot of ideas, but that has just left room for other ideas. As we approach our deadline, we are getting closer to perfecting our vision.

            When, in September 2007, Paradox Interactive agreed to publish Lost Empire: Immortals, things really started taking off. Suddenly we had deadlines to meet and important people to impress. Securing Paradox as our partner has allowed us to focus completely on the game, as they bring their expertise such as distribution and promotion to the product. This has enabled us to concentrate our attention on devising and implementing the relevant game components, permitting us to actualize our vision.

            Our main priorities have been to make sure that the AI has a unique personality. The player has to get to know each faction AI in the game, in order to understand what it is up to. One faction AI may research fighters and bombers, while another focuses on colonizing a huge empire. As the player will have to produce a counter strategy to the each faction’s AI, no two games will have the same outcome. We have used techniques such as Fuzzy Logic for dynamic AI decision-making and A* for pathfinding and influence maps. In order to create the attack features, as well as the war and peace components, we have used a Finite State Machine, enabling us to compose behavioral reflections.

            Another priority has seen players provided with the ability to modify the vanilla version of the game. All game data is stored in a spreadsheet. After the game has been released we plan to introduce an editing tool on the LE:I website. This will enable the player to access the spreadsheet and modify data contained therein, allowing hem to modify the game according to personal preference and also create original content. We are big fans of the principle of modding. After all, who knows more about what gamers want than the gamers themselves? (By coincidence, most of the Pollux employees are avid gamers who love modding games in their spare time.)

            To enhance the graphics of the game, we have also used a lot of programmable shaders, allowing us to create specific effects for the ships of each race. The Tritons, for example, are underwater beings that pilot organic ships. In order to display this graphically, we have created a shimmering effect specific to their ships. All of the graphic designs for LE:I have been created using 3D Max, Photoshop and Combustion.

            We are now working our way towards finishing the Gold Master, trying not to become overwhelmed with the amount of work still waiting to be processed. To give you an idea what is going on right now, here is a brief description of walking through the office:

            You more often encounter heated discussions on spaceship logic, than complete silence. Laughter is also a steady companion in the day-to-day making of Lost Empire: Immortals. The notice boards are coved with different colored post-its and LE:I artwork proposals. An assortment of half-drunk beverages and empty coffee cups lies strewn on office desks. Our toys (yes, we have toys!) are left in the light obscured corners of the office, neglected, having been out triumphed by keyboards and drawing pads. But most noticeable is the lingering, unspoken question:

            “Will we make it?”

            To which you can always hear the same collective reply…. “Hell yeah!”
            Last edited by Jim H. Moreno; 14 Feb 08, 12:59.
            Stay Alert, Stay Alive!

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            • #7
              Developer Diary 2 by Pollux Gamelabs

              Chapter 1: The Legend of the Beta Testers

              As game development challenges go, a technically solid foundation is always the primary task. Graphical implementation exemplifying our grand vision comes next. With these now both completed, the final task remains ensuring every game feature and operation actually works.

              As with virtually any innovation process we arrived at a point, being too close to our own creation to effectively approach this task. This issue is perhaps best expressed by the phrase: “Not being able to see the wood for the trees.” Unfortunately this proved true for us when “we could not see the bugs for the anti-bug spray” or something to that effect. After working so long on game logic we found we began to lose objectivity, with regards to player comprehension of the game. It became essential to have outsiders test the game.

              To this end, we recruited a number from among the ultra-cool members of the original Lost Empire forum to become beta-testers for this new title. Our own Beta Task Force, if you will. Man, have they been effective! If BAFTA awards were given to the most devoted beta testers, ours would win hands down. By creating a special beta forum for our testers, we gave them the opportunity to question, to criticize, to offer suggestions and not least of all, the mechanism to report any bugs they encountered during testing. We also welcomed discussions about their own personal preferences. Though things have gotten a little heated at times, their dedication has never been in question. With their help, the game has been taken to the next level, in our view, to near perfection.

              Chapter 2: Immortal Combat

              Meanwhile, across the other side of the globe Jonas, our lead programmer completed his assignment to promote the game in San Francisco. Thankful to depart the cold, gray dreariness of the Danish winter, he spent four days showcasing the game to a number of influential game sites. For us, it’s a very cool feeling having our latest game previewed and recognized on these major gaming sites. Though we suspect that for large companies this may have become a routine process, to a relatively upcoming company like ours, it has created a wave of genuine excitement. We are still getting used to this kind of attention.

              It is not easy being a small company in this business. Computer games are expensive to make and demand both a high degree of skill and dedication from the game-makers. As the computer games industry is still relatively new, there is a lot of competition to secure the financial support needed to in order to commence such a costly production process. We are wary that smaller companies eventually fold, not because of their creative vision, but due to the lack of sufficient funding. That is why we are so excited to release our second game. Not too many young companies actually make it this far. So we’re pretty psyched.

              One of the things that have been important to us is ensuring it remains accessible to every type of player, from novice to expert. Turn-based strategy games have a reputation for being difficult to approach. Sometimes players can take hours to gain a basic level of understanding. With this in mind we have worked hard to make our game accessible. Yet, we have aimed to keep a certain level of complexity to ensure longevity. To walk the fine line between accessibility and complexity has been a real challenge. We have coined the term “Easy to access, difficult to master” - that’s almost the definition of being a small game company.

              Now with the international release dates unceasing creeping up on us, the feeling of joy and horror meld together in anticipation. Damn we’re excited! Our game, our only focus for so long, is about to be released. How cool is that!
              Stay Alert, Stay Alive!

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              • #8
                Release of cosmic demo for Lost Empires: Immortals

                New York, USA (March 11, 2008) Paradox Interactive, in cooperation with FilePlanet, aims for the stars with the exclusive launch of its Lost Empires: Immortals demo.

                Budding galactic warlords can experience a host of game features within this limited version of the full game. Play as the Humans against the Megalanians and Horde factions. Explore and colonize across the boundaries of a single galaxy, for a massive 350 turns. Players are limited to constructing destroyers only, while multiplayer, custom options and main game storyline are disabled.

                To temporary abate any cravings for galactic conquest; download your own corner of the universe by following this link:
                http://www.fileplanet.com/184936/180...Immortals-Demo

                Lost Empire Immortals will be available for download on GamersGate from March 11, 2008
                Stay Alert, Stay Alive!

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                • #9
                  New York, USA (March 14, 2007) - Recently released 4x strategy extravaganza from Pollux Gamelabs has received its first patch. Explore, expand, exploit and exterminate through this supremely vast universe of diverse galaxies and unique civilizations, a gaming experience not to be missed.

                  The patch includes:

                  - Enhanced Multi player stability and functionality
                  - Challenging Minor Race AI resulting in increased early game action.
                  - Early game tweaks, making those decisions very significant
                  - Weapons and ships with more diverse design options

                  Download patch:
                  http://www.paradoxplaza.com/index.ph...=39&Itemid=120

                  Visit the official website to download the demo and read more:
                  http://www.paradoxplaza.com/lostempire

                  Download from GamersGate
                  http://www.gamersgate.com/index.php?...iew&sku=DD-LEI
                  Stay Alert, Stay Alive!

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