Burning Bridges
Enviado de meu SM-G3502T usando Tapatalk
The problem I have with this (apart from many, many unknowns about gameplay) is that I find the presentation simply unfitting to the topic. What you present looks like a mix of a city builder and a UML tool. My feeling is that anyone who chooses this style must be more or less clueless about the topic.
Besides, there have already been attempts to fit all kinds of unrelated games into the form of a generic city builder, and they all failed. Good examples are Car Tycoon or the recent Omerta: City of Gangsters.
In case you don't get what I am talking about: If you want to convince people that you have what it takes to make a good strategy game, don't make videos which just show that you can render buildings in 3D, with moving cranes, realistic water and simulated time times of day. Even though BARIS showed the space complex in the same perspective, you're completely misinterpreting it's purpose. It was only there as the central UI element. The rest is completely irrelevant, and you're just wasting a lot of development time if you continue to work on an advanced space complex simulator.
Besides, there have already been attempts to fit all kinds of unrelated games into the form of a generic city builder, and they all failed. Good examples are Car Tycoon or the recent Omerta: City of Gangsters.
In case you don't get what I am talking about: If you want to convince people that you have what it takes to make a good strategy game, don't make videos which just show that you can render buildings in 3D, with moving cranes, realistic water and simulated time times of day. Even though BARIS showed the space complex in the same perspective, you're completely misinterpreting it's purpose. It was only there as the central UI element. The rest is completely irrelevant, and you're just wasting a lot of development time if you continue to work on an advanced space complex simulator.