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Author Topic: Space Death  (Read 7988 times)

LoSboccacc

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Re: Space Death
« Reply #15 on: September 17, 2014, 07:30:25 am »

Can't wait to throw money at them
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Sharp

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Re: Space Death
« Reply #16 on: September 17, 2014, 07:55:54 am »

Quote
Space Death is due for release on Windows and Mac OS X in 2015

Y u make me wait so long!

Looks pretty good but damnit I want games now.
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Retropunch

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Re: Space Death
« Reply #17 on: September 18, 2014, 10:49:56 am »

This looks great, they're really taking it in an interesting direction and the videos look great! I just hope the exploration aspect is something they focus on, rather than it being a 'stop the ship blowing up' micromanaging simulator.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Parsely

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Re: Space Death
« Reply #18 on: September 18, 2014, 11:29:34 am »

Quote
Space Death is due for release on Windows and Mac OS X in 2015

Y u make me wait so long!

Looks pretty good but damnit I want games now.
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Krath

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Re: Space Death
« Reply #19 on: September 18, 2014, 11:30:30 am »

I want it.

I need it.
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Jizzar sounds some kinda celestial object made of jizz~
Like a quasar or something~

dennislp3

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Re: Space Death
« Reply #20 on: September 19, 2014, 11:03:09 am »

post to watch
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Scoops Novel

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Re: Space Death
« Reply #21 on: September 22, 2014, 12:13:49 pm »

Well boys and girls, they are indeed considering coding within the ship. https://twitter.com/glowingslab/status/514087380866064384. They may make their own forum, but later in development.
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glowingslab

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Re: Space Death
« Reply #22 on: September 22, 2014, 03:38:35 pm »

Hi all,

Firstly thanks for the heartwarming comments, glad you like what we're trying to do with Space Death.

We're aiming to get a playable demo out in 2015, although that will be a pretty simple version just to test the UI and the general feel of the game. Currently we have a nice solid starship editor with multiplayer editing so we can zip around our ships and add and delete parts together. Oculus Rift support is already working well, we've tested it with both DK1 and DK2. The 'Print' button exports an STL file, so players can 3D print their ships easily too. Right now I'm going through texture mapping all the confirmed parts of the ships, texturing hulls, pipes and cabin walls (lots and lots of blinking lights) and we have some basic pathfinding implemented as of last week. So lots to do and I'm sure some features will come and others go as we explore what's fun and what works but, yeah, we're absolutely going for in a long play FTL/Dwarf Fortress/tiny-bit-of-Kerbal Space Program kind of thing.

Cheers!

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Scoops Novel

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Re: Space Death
« Reply #23 on: September 22, 2014, 04:57:07 pm »

Thank you! Pray tell about these Oculus Rift plans of yours, and the itty bitty Kerbal Space you've got going? This reminds me of Maia, which i feel obligated to tell you about (they've already heard of you). Seems a lot like your game, but terrestrial. Hell you could release around the same time. http://maiagame.com/index.php.

Best of luck, and i am impressed.
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glowingslab

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Re: Space Death
« Reply #24 on: September 23, 2014, 05:38:22 am »

We've got the Rift running for first person mode right now. The game is designed for a top down view so if we include the Rift in the demo, it would be to take direct control of a crew member. We did a little bit of work testing orbital mechanics using Python, but haven't moved that into the main project yet. I wanted something that would provide a choice of routes to a destination, and for space travel to take some in game time. Orbital mechanics could be an answer, but equally the effect might be achieved with something a lot simpler so I don't want to commit to it yet.

I can say that we're not planning to have a huge universe, something on the scale of the original Elite would be fine. Also I'm not going to model much in the crew's emotional states, it's more XCOM/FTL than Dwarf Fortress/The Sims. We're concentrating on the essential elements on board the ship right now.

Maia absolutely looks fantastic, I've been following development there closely.
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Retropunch

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Re: Space Death
« Reply #25 on: September 23, 2014, 11:42:06 am »

We've got the Rift running for first person mode right now. The game is designed for a top down view so if we include the Rift in the demo, it would be to take direct control of a crew member. We did a little bit of work testing orbital mechanics using Python, but haven't moved that into the main project yet. I wanted something that would provide a choice of routes to a destination, and for space travel to take some in game time. Orbital mechanics could be an answer, but equally the effect might be achieved with something a lot simpler so I don't want to commit to it yet.

I can say that we're not planning to have a huge universe, something on the scale of the original Elite would be fine. Also I'm not going to model much in the crew's emotional states, it's more XCOM/FTL than Dwarf Fortress/The Sims. We're concentrating on the essential elements on board the ship right now.

Maia absolutely looks fantastic, I've been following development there closely.

That all sounds interesting. While I can understand not wanting to model the crew's emotional state in detail, I'd encourage modelling something like 'fatigue' (which might build up during conflicts/emergencies, and lead to disaster if they're continually exposed without a break) as otherwise I think you end up having little more than robots really.

I think it's great that the universe won't be that huge (although the original Elite was still pretty big!), but how much of this is going to be story driven and how much will the player be able to go off and do their own thing? I think what a lot of people are pining for (well, certainly I am!) is a sort of Elite/X3/Freelancer but with a crewed ship, so I'd certainly like the option to just make fame and fortune for myself.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Scoops Novel

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Re: Space Death
« Reply #26 on: September 23, 2014, 11:47:54 am »

I'm glad. All I'll say about first person mode is that it's a hop and a leap from playing as a crew member or a captain- come to think of it, multiplayer was on the table to begin with :D. Orbital mechanics in and of itself seems like a worthwhile feature to me.

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LoSboccacc

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Re: Space Death
« Reply #27 on: September 23, 2014, 12:13:13 pm »

Bit don't neglect us people without friends
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glowingslab

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Re: Space Death
« Reply #28 on: September 23, 2014, 01:16:46 pm »

Absolutely into being able to do your own thing around the galaxy. While I understand what FTL was doing by harassing the player forever onwards towards the final showdown, I want to go the other way and have a safe inner core of home worlds where the player can trade and undertake low risk/low reward missions and to ramp up the risk of danger (and rewards!) in clearly marked zones out towards the periphery of the galaxy. So players are allowed to pootle around without being worried that something will smash them to pieces.

Multiplayer is currently working in the starship editor, so players can build together in a shared space but I'm cautious about what multiplayer would be in a game where space travel can take a long time. For now we're concentrating on single player, though I always liked playing games with a friend who would advise, co-pilot, read bits of the manual, swear, laugh and so on. I'd love to be able to share the game with another in this way. Just a thought though!

Fatigue is certainly planned as a feature for the crew.

Thanks again for the thoughts and suggestions!
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Scoops Novel

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Re: Space Death
« Reply #29 on: September 23, 2014, 01:56:12 pm »



Multiplayer is currently working in the starship editor, so players can build together in a shared space but I'm cautious about what multiplayer would be in a game where space travel can take a long time. For now we're concentrating on single player, though I always liked playing games with a friend who would advise, co-pilot, read bits of the manual, swear, laugh and so on. I'd love to be able to share the game with another in this way. Just a thought though!

Interesting. Do you mean the actual travel, or completing a mission? If you mean the first, this is where orbital mechanics, and very hypothetically coding, could come in? I know you may not mean it like that, but actually going from quiet planning, maybe leaving the game running in the background, to panic! stations would be damn nice.
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