Author Topic: Aurora Development Roadmap  (Read 2693 times)

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Offline umbrellacorpman101 (OP)

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Aurora Development Roadmap
« on: March 10, 2025, 06:09:27 PM »
Hi All.

So I am curious...

Is there a development roadmap anywhere for Aurora ? I tried it a good while back and gave up but its been some time and I'm curious to see how development has progressed.




Like is the UI going to forever remain the same or will this ever get a rebuild? For example, something a bit more graphics friendly buy building with the Unity Engine?




It is just that although the game has an amazing amount of depth.. you really are stuck with using your "imagination".


Should there be a pause in game development and maybe do work on UI and user friendliness?


 

Offline Garfunkel

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Re: Aurora Development Roadmap
« Reply #1 on: March 10, 2025, 07:27:13 PM »
There is no roadmap. Steve is extremely unlikely to switch to Unity or any game engine as that would mean completely rebuilding the game. Also, he is a hobbyist programmer and has no means of creating art assets. He would have to outsource them and that's a whole can of worms. Steve usually fixes bugs and adds new features because he finds them interesting or several players request them and he thinks it would be useful.
 
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Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #2 on: March 10, 2025, 07:52:10 PM »
The 'development roadmap' is a few notes at the end of whatever AAR I am currently writing, plus an occasional trawl through the suggestions thread, plus the very occasional immediate implementation of a suggestion on the day I read it.  The level of planning is minimal to none and subject to change without notice, based on my latest whim :)

The available development time is affected by how much free time I have at the moment, modified by whatever else is distracting me. Last year it was a nine-month trip in a motorhome. Currently, it's RogueTech, which is a great game that I have kept going back to over many years.

Prioritisation is based on whatever I like from the suggestions thread, identified bugs, any generally accepted problems, my current level of enthusiasm and whatever would make the events in my current AAR easier to handle. Occasionally, someone crafts a brilliant proposal backed by evidence, which catches my imagination, and it ends up being a major change to the mechanics.

The UI is usually bodged to accommodate the desired changes with as little modification as possible, although I do sometimes completely revamp certain areas when the level of 'Required Bodgement' gets too high.

Graphics are a low priority and the need for imagination is intended. I use Windows Forms and GDI graphics because that is the fastest and easiest way to implement the mechanics. Aurora is about building an Empire based on the vision you have in your imagination. It is as much an RPG as an exploration and combat game. The more in-game graphics you add, the more you constrain players in that vision of their Empire and their space/ground forces (and the more effort required on non-gameplay elements).

If that sounds like amateur hour, it is! Aurora is one of several different hobbies and its just for fun. It's not in any way a professional, or commercial game. I'm not trying to sell it, or maximise the number of players. I often get suggestions along the lines of: "If you simplified X or made Y automated, or added better graphics, it would attract more people". That is probably true, but the whole point of Aurora is that it is a very niche game for those players who want something that isn't available in commercial games. I created Aurora because I wanted a specific type of game that didn't exist and I ended up sharing the result. There are plenty of options for 4x space games with much better graphics and simpler mechanics

However, if you have specific UI or graphics suggestions that would make the game better without sacrificing the core principles above, or requiring me to spend a lot of time on UI/Graphics - which aren't much fun, please lay out those suggestions and they might be added to the game.
 
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Offline nuclearslurpee

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Re: Aurora Development Roadmap
« Reply #3 on: March 10, 2025, 08:41:45 PM »
The available development time is affected by how much free time I have at the moment, modified by whatever else is distracting me. Last year it was a nine-month trip in a motorhome. Currently, it's RogueTech, which is a great game that I have kept going back to over many years.

As in the modpack for HBS BattleTech? Recently got into the base game myself and have been trying out BEX.
 

Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #4 on: March 11, 2025, 03:40:05 AM »
The available development time is affected by how much free time I have at the moment, modified by whatever else is distracting me. Last year it was a nine-month trip in a motorhome. Currently, it's RogueTech, which is a great game that I have kept going back to over many years.

As in the modpack for HBS BattleTech? Recently got into the base game myself and have been trying out BEX.

Yes. I enjoyed the original game on Steam, but RogueTech (which is a complete replacement mod) adds a huge amount of complexity and variety (and difficulty). It's a very steep learning curve but there is an extensive Wiki. There are still regular updates, including a new major update this week.

I haven't tried BEX so can't provide a direct comparison, but I believe there such comparisons online if you search.
 

Offline Black

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Re: Aurora Development Roadmap
« Reply #5 on: March 11, 2025, 06:21:34 AM »
I believe Roguetech is the most complex option for Battletech mods. I spend quite some time with the base game and some of the mods. But in my opinion the game is rather slow (turns, loading times...) even in vanilla and with mods it gets quite a bit worse.

So at the end I returned to old MegaMek with MekHQ, which is direct transition of tabletop to digital. They recently added stratcom to MekHQ with planetary maps, so it is possible to deploy lances to specific location and scout for enemy forces and installations. Last update also added supply convoys that can be intercepted and next update should add prisoner management and Losttech hunting.
 

Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #6 on: March 11, 2025, 07:07:23 AM »
Yes, RogueTech is slow at times - but not VB6 Aurora slow :)

The new major update is mainly about performance improvement and missile changes. I haven't tried it yet though.

We were planning to be back on the road in two weeks, but my part-time job just became full time, so now we are looking for a house and a car.

That will reduce time for Aurora in the short-term, but it also means my desktop will be back in play, which should reduce the time until v2.6 is out. Of course, if we can't sort a long-term home in the next two weeks, we are on the road anyway until we find something. Life is never dull :)
 

Offline nuclearslurpee

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Re: Aurora Development Roadmap
« Reply #7 on: March 11, 2025, 07:42:01 AM »
As in the modpack for HBS BattleTech? Recently got into the base game myself and have been trying out BEX.

Yes. I enjoyed the original game on Steam, but RogueTech (which is a complete replacement mod) adds a huge amount of complexity and variety (and difficulty). It's a very steep learning curve but there is an extensive Wiki. There are still regular updates, including a new major update this week.

I haven't tried BEX so can't provide a direct comparison, but I believe there such comparisons online if you search.

I ended up choosing BEX for the timeline running from 3025, both because I like the feel of level 1 BattleTech and to play through IS history in a long-running campaign. My understanding is that BTA starts in 3062, which is a completely different era but follows BEX quite naturally, and RogueTech runs from 3050 through the 3100s. Both are probably good options to follow from a BEX playthrough if I make it that far.

I'm not attached to the tabletop mechanics, though, so for me the lore option with BEX was more appealing.  :)
 

Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #8 on: March 11, 2025, 08:04:04 AM »
As in the modpack for HBS BattleTech? Recently got into the base game myself and have been trying out BEX.

Yes. I enjoyed the original game on Steam, but RogueTech (which is a complete replacement mod) adds a huge amount of complexity and variety (and difficulty). It's a very steep learning curve but there is an extensive Wiki. There are still regular updates, including a new major update this week.

I haven't tried BEX so can't provide a direct comparison, but I believe there such comparisons online if you search.

I ended up choosing BEX for the timeline running from 3025, both because I like the feel of level 1 BattleTech and to play through IS history in a long-running campaign. My understanding is that BTA starts in 3062, which is a completely different era but follows BEX quite naturally, and RogueTech runs from 3050 through the 3100s. Both are probably good options to follow from a BEX playthrough if I make it that far.

I'm not attached to the tabletop mechanics, though, so for me the lore option with BEX was more appealing.  :)

With RogueTech, you can customise the era you play during the install. I tend to have it up to the Clan era. Although I might extend that for future campaigns. There are also a lot of high-end options that I don't use, such as Superheavies and nuclear weapons, but again might do at some point. Let me know how BEX works out.
 

Offline Kaiser

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Re: Aurora Development Roadmap
« Reply #9 on: March 11, 2025, 01:11:34 PM »
Yes, RogueTech is slow at times - but not VB6 Aurora slow :)

The new major update is mainly about performance improvement and missile changes. I haven't tried it yet though.

We were planning to be back on the road in two weeks, but my part-time job just became full time, so now we are looking for a house and a car.

That will reduce time for Aurora in the short-term, but it also means my desktop will be back in play, which should reduce the time until v2.6 is out. Of course, if we can't sort a long-term home in the next two weeks, we are on the road anyway until we find something. Life is never dull :)

Steve, I stopped playing Aurora many months ago because at the time I believed 2.6 was behind the corner and I do not like playing while I know there's a huge update coming.
Then, with Christmas, new year, the forum down etc. time passed and we are in March.
Are you willing to say that 2.6 will be released by mid-April?
 

Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #10 on: March 11, 2025, 02:11:03 PM »
Yes, RogueTech is slow at times - but not VB6 Aurora slow :)

The new major update is mainly about performance improvement and missile changes. I haven't tried it yet though.

We were planning to be back on the road in two weeks, but my part-time job just became full time, so now we are looking for a house and a car.

That will reduce time for Aurora in the short-term, but it also means my desktop will be back in play, which should reduce the time until v2.6 is out. Of course, if we can't sort a long-term home in the next two weeks, we are on the road anyway until we find something. Life is never dull :)

Steve, I stopped playing Aurora many months ago because at the time I believed 2.6 was behind the corner and I do not like playing while I know there's a huge update coming.
Then, with Christmas, new year, the forum down etc. time passed and we are in March.
Are you willing to say that 2.6 will be released by mid-April?

No, I can't commit to a release date. There is too much uncertainty. For example, if we don't find a suitable house in the next couple of weeks (when we need to leave our winter let property), we might decide to go back in the motorhome for a month or two and travel in the UK, then return to the island when a suitable property is available.
 
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Offline Garfunkel

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Re: Aurora Development Roadmap
« Reply #11 on: March 11, 2025, 07:25:09 PM »
It's interesting that you're so committed to RogueTech whereas I'm a big fan of BEX, but based on the number of posts on the BT Reddit, BT Advanced is the most popular of the big three modpacks. 
 

Offline Kristover

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Re: Aurora Development Roadmap
« Reply #12 on: March 11, 2025, 09:25:14 PM »
I'll put in a plug for Megamek since I have recently gotten into it in the past several months.  Megamek is literally the closest thing to scratching the Aurora 4x itch out there for me. 

MM is comprised of three packages - Megamek, MekLab, and MekHQ. Megamek is the tactical component that replicates the Battletech board game and in that it does I think a pretty good job.  The AI offers a decent challenge though it does occasionally do a 'computer thing'. The MM team is constantly making improvements to the AI and even in the year I have been playing, I have seen improvements. MekLab is the designer component where you can spend all sorts of time making new variants or new mechs altogether.  Its a good tool.

MekHq is where it really shines because it allows you to build out a mercenary unit and take it through any period of the timeline from the Star League era all the way up through the Succession Wars, Clan Invasion, and up to the current timeline.  You can control Mechs, Tanks, Infantry, Aerospace Fighters, Dropships, and even Jumpships. You can absolutely go down deep rabbit holes because it models economics, logistics, technical support, dependents, births/marriages, education including which colleges you send kids too, prisoners...and they are constantly adding more stuff to it.

You can play out the MekHq battles in MegaMek or they have recently added two tools that allow you to automate/sim the battles so if you just want to play Battletech as a management game, you are perfectly able to do so.

They currently have some major features upcoming but the one I am looking forward to this year is the ability to modify the universe state including planet ownership - right now you essentially fight but you have no ability to modify the timeline.  The Inner Sphere changes on the historically accurate dates from the lore.  But the system editor will allow you to create alternate BT universes/timelines and they have some secret plans right now for strategic play which they haven't released yet.

BL, I am kind in a holding pattern on playing Aurora because I REALLY want to play with the new changes in 2.6 but Megamek has definitely filled the campaign management/build you own story place in my heart while I wait.
« Last Edit: March 11, 2025, 09:38:43 PM by Kristover »
 

Offline nuclearslurpee

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Re: Aurora Development Roadmap
« Reply #13 on: March 11, 2025, 10:23:43 PM »
It's interesting that you're so committed to RogueTech whereas I'm a big fan of BEX, but based on the number of posts on the BT Reddit, BT Advanced is the most popular of the big three modpacks.

We play Aurora, we all know that what's popular is rarely what's best - and vice versa.  ;D
 

Offline Steve Walmsley

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Re: Aurora Development Roadmap
« Reply #14 on: March 12, 2025, 03:25:09 AM »
It's interesting that you're so committed to RogueTech whereas I'm a big fan of BEX, but based on the number of posts on the BT Reddit, BT Advanced is the most popular of the big three modpacks.

I haven't played either BEX or BTA, so I can't really do a comparison. RogueTech is just one of those games, like Civ V or Valheim or Skyrim, that I keeping coming back to.