![]() ![]() A player may also choose to create their own unique civilization by selecting from a number of different traits that correspond to military, science, diplomacy, hero units and so on. Gameplay Įndless Space is a turn-based strategy game set in 3000 AD, where each player (up to a maximum of eight per game) represents the leader of one of nine unique interstellar empires. The game features full modding and multiplayer compatibility as well. Battles take place in a quasi-real-time environment, similar to rock-paper-scissors. In addition, hero units can be recruited to act as system administrators or fleet admirals, which provide bonuses depending on their traits that can further be leveled up. Star systems are connected via a series of cosmic strings which allow ships to travel rapidly between neighbouring systems. Players colonize different star systems, which in turn contain up to six planets. The game plays out on a randomly generated galaxy map with room for up to eight players/AI per game. The major empires of the galaxy seek to control and exploit the technology of the Endless for their own agendas. The game is set in approximately 3000AD, tens of thousands of years after the extinction of an advanced civilization known as the Endless. To win, the player must be the first to meet the requirements for certain victory conditions, such as Economic, Diplomatic, Expansionary, and Supremacy victories. ![]() In Endless Space the player chooses one of twelve unique civilizations, or can choose to create their own, to expand their interstellar empire and conquer the galaxy. The game was later published by Sega after they acquired Amplitude Studios. The game's sequel, Endless Space 2, was released in 2017. Endless Space sold over 1 million units, and earned the Unity Golden Cube award in 2013. In the game, the player takes charge of fictional Space Age civilizations, expanding their influence by colonization and conquest. It didn't work.Endless Space is a 4X turn-based strategy video game, developed and published by Amplitude Studios, released on 4 July 2012, for Microsoft Windows and 31 August for Mac OS X. I looped thru the devices in vices, and if one of them had the XRControllerWithRumble class, i'd call SendImpulse and set the amplitude to 0.25f, 1, and 100, with a duration of 1. Since I wasn't having luck with XRIT's interface, I've been trying to fire the haptics via code, but i'm not seeing anything there either. I've tried looking for a different binding path to use, but couldn't find anything in the generic XR Controller path or the Oculus Controller path for haptics/rumble/vibration. Not sure if that's a bug, the sample is just incorrect, or I'm doing something wrong. Audio Events and Interactor Events fire just fine, so the events are working - its just the haptics that are not. Then in the XR Ray Interactor, I set all the Haptic Events to On, with the intensity to 1 and the duration set to about 2. On the XRController, I used the "/*" binding path, just like the "Default Input Actions" sample. I'm not sure what action to use for the Haptic Device Action. I'm on XRIT 1.0.0-pre6 with OpenXR 1.1.1, using the Action-Based System with Oculus Quest 2, but I can't seem to get haptics working. ![]()
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