A: I'm most comfortable developing on PCs, but I want everyone to have fun with Artemis. Fans on the forums have been able to play Artemis on Macs using Wineskin. Unix guys have also had luck using Wine 1.3. In the future, I'll keep mobile devices in mind.
A: Well, I WOULD say that any DirectX 9 computer should be able to run it. BUT, I've had people say now that their old machines 1) have DirectX 9 and 2) can't start my game. That's probably true. My engine assumes some things like 24-bits of color and a 16-bit Z-buffer, plus basic hardware shaders (Shader Model 2.0).
However, finding out if your machine does all that and more is a waste of time. The demo is free and small. Download it and try it. If it doesn't work, then it doesn't work.
A: I always wanted the players to be in one room together, just like a spaceship bridge. I want the captain to be able to push the helmsman aside and shout "Full power, DAMN you!!!" BUT, as a veteran game developer, I recognize that players play my game the way THEY like, not the way I like. V1.1 optimized the network code, and a server option that lets you adjust the network update speed, so Artemis plays across the internet just fine.
A: V1.60 was released on 1/10/2012. I plan on updating Artemis continuously for the foreseeable future.
A: Since Version 1.1, you can now create multiple client main screens, thus creating multiple player ships on the server. Your ships are controlled by separate bridge stations, and player ships can target and attack each other.
A: The full version of Artemis is available for $40, and can be instantly downloaded. This purchase gives you the right to copy and install the game onto every computer of your bridge (up to 6). So I'm really only asking for less than $7 per bridge station ($14 if you can only find two buddies), and there's no copy protection or complicated systems or limits. I just ask that you share with your bridge crew, and not the whole world. This purchase comes with a 100% money-back guarantee. If you don't like the game, just ask for a refund, and it will be cheerfully provided. Think of it this way; you can get every crew member to chip in $7, OR you can buy the game yourself and say, "I paid for it, so I get to be the captain!"
A: there's no copy protection or complicated systems or limits. I just ask that you share with your bridge crew, and not the whole world. It's okay to install your purchased game on any computer that makes up your crew. But if your crew member takes that copy and starts her own bridge crew, you should encourage her to buy her own copy.
A: The Invasion Mode of Artemis lets you single-handedly save the space stations in the sector from the invading ships. When starting the mission, you can set many parameters of how the mission plays, like number of enemies, overall difficulty, sector layout, mines, nebulas, etc. It's not really like Star Trek where you have a series of challenges that form a story.
Starting with V1.4, you can create, download, and share mission files. These let you play Artemis more like a Sci-fi show, with characters, special events, and a storyline. There's a whole forum dedicated to making and trading these mission files. Check it out!
A: No. The game takes 3-6. There are 5 bridge stations (Helm, Weapons, Science, Engineering, and Comms). Only Helm and Weapons are REQUIRED to play and win the game. The others greatly enhance the game, but you can play without them. In fact, the free demo of Artemis only lets you play the Weapons and Helm stations.
A: Well, you can replenish energy and torpedoes when you dock, and your damaged systems and shields regenerate, and the engineering station lets you shift energy and damcon between systems. Starting with V1.3, there are user-editable data files that allow stout-hearted users to change many variables about the game. But choosing a more powerful engine or shield generator at the beginning of the game, is the stuff of future upgrades. Again, if you want it, tell me so I'll know. Starting with 1.50, there's little fetch quests in the normal game. These sub-missions can upgrade the Artemis in interesting ways.
A: I wrote the game in C++ using Microsoft Visual C++ 2008. I already had a large amount of code to use (I've been making games for a long time), and in particular I have home-made tools that procedurally generate spaceships. For my 3D objects, I also used Deled Pro. For my audio, I used Goldwave.
A: The short answer is, no. I'm just one guy, but a very skilled and experienced guy who's happy working alone. I DO have some partners and business associates, so I'm not completely anti-social, but I move fastest by myself. Your offer is flattering, but you can best help by playing my game, giving me feedback, and participating on the forums.
A: Long ago, when my buddies and I all had Commodore64s (like, 25 years ago), I had an idea. I could link our computers together and play a game like the Star Trek bridge. One machine would run the simulation and the "main screen". Each other machine would be a bridge station, like Helm, Science, or Weapons. That idea has lain dormant in my brain for a very long time, but recently my muse told me "Make it. Now." So I finally did.
A: TCP port 2010. This can be changed in the INI file.