We've talked a bit in the past about agents, one of the three types of slottable minions an org has at its disposal to accomplish tasks, but only really in generalities.
Both as a window into the development process (since this is actually what I hav...
The Competitive Edge
Submitted by Heretic on Tuesday, May 6, 2014 - 22:36
ORG is fundamentally a game of organization, logistics, and strategy.
But what does that mean for player interactions, polite or...otherwise?
ORGcan be played essentially as a single player game, but there are also four power...
Finessing the Polity Politics of the Solar System
Submitted by Heretic on Thursday, May 1, 2014 - 00:26
While the corporations, privateers, institutes, trading consortiums, aid groups and secret societies controlled by players jockey for control and influence throughout the solar system, they are doing such against a backdrop of existing political entities.
Mining and Manufacturing
Submitted by Heretic on Tuesday, April 29, 2014 - 01:01
Crafting, like trading, is a mechanic that has emerged in innumerable games over the last couple of decades, and for good reason - it is a powerful mechanism to allow agency and progression on the part of a player.
In ORG, there are actually a wide a...
Shape of an Org
Submitted by Heretic on Saturday, April 26, 2014 - 23:50
In previous dev diaries we have talked a bit about the organizations of ORG and the five categories to which tasks, ships, agents, and facilities in the game are all defined by.
One thing we haven't gone into much depth about, however, is the organiz...
Solar Astrography
Submitted by Heretic on Thursday, April 24, 2014 - 23:37
Org takes place in the 25th century A.D., over four hundred years in our own future.
Despite two failed efforts, while the stars yet remain out of reach the planets and moons of our own solar system have not, and wide swathes of the solar system have...
Of Ships and Agents
Submitted by Heretic on Thursday, April 24, 2014 - 00:09
The central mechanic of ORG is the task.
Most tasks consume certain resources, and virtually all tasks require one or more ships, agents, or facilities to be slotted - and it is the quality and traits of each of those ships, agents, or facilities tha...
Basic Game Mechanics
Submitted by Heretic on Wednesday, April 23, 2014 - 00:32
ORG is fundamentally a game of logistics and management.
Players each administers an organization that controls sets of ships, agents, and facilities with which they influence the solar system in one or more - as the player chooses - categories.
What is ORG?
Submitted by Heretic on Tuesday, March 18, 2014 - 13:39
Jubal Online Games is in active development of new multiplayer strategic and diplomatic game for the iPad, Android tablet and web named ORG.
Org represents the struggles of powerful transnational organizations who are vying for dominance and control ...
Orbital Stations
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
It has been a while since the last serious update, but to give an idea of some of the flashier things still being worked on, we wanted to talk a bit about not just ships, but stations. In the 25th dystopian future of ORG, the solar system is a playground not only for the int...
Anatomy of a Dreadnought
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
In the course of designing the ships of the 25th century of ORG, it was important to us that the ships made sense, both from a functional design perspective and for the role that they were intended to fulfill.
While the frigate class is often militar...
Destroyer Class Ship
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
The process of creating ship models involves a multi-stage process starting with the construction of the ship in a 3D modeling program, continuing on to texturing of the surfaces, and finally finishing in the posing and lighting of the model in the various scene shots.
...
Ship Modeling
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
Early on in the development of ORG we had to make some fundamental decisions about how we were going to approach ships and facilities.
One option was to utilize 2D illustration for ships and facilities; the other option was to utilize 3D modeling.
The Faces of ORG
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
When we started work on ORG last year, one of the early questions was how to handle the art? In the case of ORG, we knew we were going to eventually want not merely dozens, but hundreds of character images to represent the myriad pilots, scientists, executives, zealots, expl...
Assembly of a Super Dreadnought
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
In the last Art Diary, we talked about some of the thinking that went in to the Dreadnought class battleship of the 25th century dystopian future of ORG. This time, we're going to go into that even more powerful class of battleship - the Super Dreadnought.
Calypso Frigate Design
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
Dedicated military naval design has led to a convergence around a few fairly standard classes of ship for battleships. Frigates, on the other hand, represent a different tradition, where multi-purpose, flexible, and frequently independent operation are more important than fo...
Relative Ship Sizes
Submitted by Heretic on Tuesday, November 30, -0001 - 00:00
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