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Re: ZOMG REAL SC3
Posted: Tue Jun 01, 2021 8:43 am
by krulle
June 2021. I wonder if and when.
Or if they'll let June pass by completely, just to be on the safe side of the agreement.
Re: ZOMG REAL SC3
Posted: Sat Jun 12, 2021 1:51 am
by Alvarin
Re: ZOMG REAL SC3
Posted: Sat Jun 12, 2021 6:26 am
by krulle
"I'm back."
Just a simple teaser message.
Denotes the end of the "stay silent" period...
ZOMG REAL UQM2
Posted: Thu Jun 17, 2021 10:38 pm
by krulle
And an update!
Wowsies!
There's beef coming up!
edit: title amended
Re: ZOMG REAL SC3
Posted: Sat Jun 19, 2021 2:32 am
by Dyandod
We'll have to change this thread title to ZOMG REAL UQM2.
Re: ZOMG REAL UQM2
Posted: Sun Jun 20, 2021 10:14 am
by krulle
Then let's do it.
Re: ZOMG REAL SC3
Posted: Sun Jun 20, 2021 6:32 pm
by Alvarin
We do not know it is "2".
It might (though hopefully not) be UQMzero.
Or first person hunter simulator as Ur-Quan.
Pkunk themed Tarot engine.
Street fighter clone. (I'd play that)
Tron clone with Thraddash ships instead.
Spathi tetris in a safe cave.
Possibilities are endless.
Oh Yeah - REAL UQM2
Posted: Sun Jun 20, 2021 9:27 pm
by krulle
The first announcement two-and-something years ago was a continuation of the UQM story.
And this announcement directly speaks of UQM2.
I presume it's a working title, but still...
Re: ZOMG REAL SC3
Posted: Tue Jun 22, 2021 2:51 am
by Dyandod
Alvarin wrote: ↑Sun Jun 20, 2021 6:32 pm
We do not know it is "2".
https://www.dogarandkazon.com/blog/2021 ... this-image
The announcement says:
"Fred and I have been working on UQM2 full time since Fall of last year."
and
"Our goal is to create a genuine sequel"
so yeah! Although I wouldn't mind Spathi Safe Space Tetris too.
Re: ZOMG REAL SC3
Posted: Mon Jul 19, 2021 11:08 pm
by Alvarin
https://www.dogarandkazon.com/blog/2021 ... our-brains
We Want Your Brains!
July 19, 2021
Whenever we set out to make a game, we ask ourselves two really basic questions: "Why are we doing this?", and "How do we define success?" So why are we making a sequel to The Ur-Quan Masters? The short answer is "we want to". The more complex answer is that we find ourselves in the joyful position of doing things our own way. Our definition of success is simply to create a sequel that you will love - but of course that's far from simple. That's where your brains and our doing things our own way come in. We are going to try an experiment! We are going to engage the fan community's collective brainpower to help us figure out some of the of the most interesting, most important questions for UQM2.
Our current plan is, each week, to highlight a few questions at
https://reddit.com/r/uqm2 and have a dialogue about certain aspects of the game. We'll be checking in mid-week with our own thoughts, and each week we will likely close the old questions, highlight our current thinking based on the discussion, and ask new questions. We'd like to let the community determine questions to discuss as well, so we will even be open to asking questions you'd like us to ask. This subreddit will strictly be for our Q&A format. This process is experimental, so we will almost certainly change and improve how things work over time as we learn together.