![]() This library should be completely platform agnostic. This library is the main functionality of Kestrel. This library should generally be platform agnostic. This will include all of the graphics layer abstraction, basic engine functionality etc. ![]() The result of this is that there will be several components of the project. This is mostly a personal preference and that C can compile to anything. This may evolve in to C++ in the future, but for the moment I’m wanting to keep it to C. There will be a follow up post on the future of plugin compatibility in Kestrel in the coming days.Īs it stands at the moment, I am developing Kestrel in C. Further to this it will maintain backwards compatibility with all of the old plugins and data files, whilst bringing in some new features. Kestrel is being developed from the ground up in an engine dedicated to accurately representing the Escape Velocity experience. Some information about Kestrelĭisclaimer: The project is still in its very early stages, so do not take all of this information as being set in stone. The structure and format of this blog may change over time and evolve as the project develops and the community grows. Kestrel on the other hand will be much more active, with me dedicating a couple of hours a day (where possible) to it. In the past OpenNova has been an infrequent side project for me and as a result has not allowed for many posts to be made. I’m also going to try and aim for weekly/bi-weekly updates. Some of the posts will be more technical than others, but I’ll generally try and keep them understandable. I’ll discuss design decisions, structure and implementation details of Kestrel. This blog will become the primary development blog for Kestrel. This is mainly because I may decide to make sweeping changes to the foundation of the game and I don’t want to worry about managing the project and merge conflicts whilst I’m in this initial phase. Kestrel will not be source available during the initial run of development. For the time being these are still being considered and weighed up. The biggest question in deciding a license is going to be around forks pushing changes back to the main Kestrel project, commercial limitations and attribution requirements. Whilst the exact license has not yet been decided, it will be a generally permissive license as to allow people to use the main engine as a basis for their own games. Good news to everyone who has been following OpenNova for a while. Additionally the engine itself will be adopting the name Kestrel. So what does this mean for OpenNova? Well OpenNova will becoming the foundation for the new version of EV: Override. And, yes, it's a 'beginning' that comes after years of hard work.In case you are not a frequent visitor of the r/evnova subreddit (or just missed it), Peter Cartwright recently announced a project to revive and remaster Escape Velocity Override. It's a special game, Endless Sky, and hopefully it's open-source future is as bright as this beginning. Grab the game and the editor and build a new galaxy. I think Space Rangers 2 has finally been replaced, having dwelled in one of the innermost chambers of my heart for several years now. There's a proper sense of existing within a galaxy where business, war and piracy are actually happening, dynamically, rather than being dropped into a sandbox where the only castles are the ones you build yourself. In the brief time I've spent with the game, the most impressive aspect has been the reactive nature of AI ships. Other plans involve changes to the UI and graphics, as well as the incorporation of additional alien technologies and creation of fully populated space sectors. There are also plans for Steam Workshop support, so that all of the possible mods can be shared with ease (Star Trek and Wars conversions are surely being mapped out already). The game was already available to download when I last wrote about it but the Steam release coincides with the addition of the first of three planned storylines, made up of a cluster of missions. Put on whatever your space music of choice is while you watch. ![]() *Do not adjust your speakers - there's no sound. It's free, open source and there are 50+ ships to own and modify as you work your way across the galaxy. They're excellent and Endless Sky, now available on Steam for Windows, Mac, and Linux, appears to live up to the legacy. For those who don't know Ambrosia's series, the Escape Velocity games are singleplayer space-based roleplaying fare, sort of like top-down Elite, with all the trading, combat and freedom your pioneering heart craves. Although not made by members of the original team, Endless Sky is the closest thing to an Escape Velocity game since the release of Nova in 2002.
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