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  Discovery Gaming Community The Community Real Life Discussion
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So, I'm developing a space simulation

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So, I'm developing a space simulation
Offline (ASF)Destroyer
02-01-2018, 09:40 PM,
#11
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Posts: 90
Threads: 17
Joined: May 2008

(02-01-2018, 01:28 AM)Blackvertigo1 Wrote: I'd love to see a more popular game revolving around FULL-orbit capabilities like Hellion and Kerbal Space.

Thoughts on how to begin work on a good space game would be:

1. More thinking == more time spent and frustration on the project.
2. Address common space-sim problems, like full dampeners, fuel, energy, O2, and general maintenance.
3. Keep in mind that more you work on a system more data it will need to process.
4. Suggest which orbit style you prefer, static = FL feel, or dynamic, Kerbal feel.
5. Finally. The most important thing is balance, especially when it comes to MP.

I like the 3rd person concept, I personally gravitate to 1st person flight though, and reserve 3rd person to a 'tactical' view like for turrets, engineering, & maintenance.

The game I'm developing is an arcade space simulation which focuses on fun and enjoyable gameplay (combat, trading and exploration) while giving players freedom of choice and a number of short and long term goals. That is, if I am not mistaken, quite different from what KSP is. As for the third person view, it's the easiest to implement and thus I've implemented it first, however I work for an AR/VR company and I have experience in VR development. This means the game will sooner or later have a first person view and VR support.

It's also an arcade game which means I don't want the player to be concerned by oxygen and fuel supply, however energy management will be an important part of the gameplay. As for multiplayer, not yet planned, but certainly possible. I have other priorities at hand currently, though.

Thanks for the question and glad you're interested.
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Offline (ASF)Destroyer
02-13-2018, 11:19 PM,
#12
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Posts: 90
Threads: 17
Joined: May 2008

Just going to leave this here; the new (#8) development preview of the game.
Changelist in description (music, universe map, main menu, weapon convergence, sector editor and much more)

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Offline (ASF)Destroyer
04-03-2019, 08:54 PM,
#13
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Posts: 90
Threads: 17
Joined: May 2008

Hello again. I've stagnated the process of development but I have released everything I've done in the form of a Unity3D asset. Here's the latest development blog:



I'd also like to take an "excursion" and see what the game would look like with Freelancer models smacked into it. However, I don't have any Freelancer models in the formats I need them: fbx, obj or blend. If anyone knows where one could find FL models exported, or if anyone happens to have any lying around, I'd appreciate it greatly if you'd share with me.

[Image: Signature.jpg]
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Offline evanz
04-03-2019, 10:26 PM,
#14
Member
Posts: 1,951
Threads: 92
Joined: Jan 2013

I have lots of ships as obj files. With Mtl

Also with textures

What ships do you need?
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Offline (ASF)Destroyer
04-03-2019, 10:36 PM,
#15
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Posts: 90
Threads: 17
Joined: May 2008

Lovely! For starters, maybe ships of two factions so that I can make them blow each other up. For example: Kusari destroyer and gunboat, Drake and Dragon, maybe Dagger/Stiletto/Sabre, Bretonian or Liberty ships... whatever you have would be useful Smile

[Image: Signature.jpg]
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Offline evanz
04-04-2019, 05:12 PM,
#16
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Posts: 1,951
Threads: 92
Joined: Jan 2013

whats your discord?
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Offline (ASF)Destroyer
04-04-2019, 06:04 PM,
#17
Member
Posts: 90
Threads: 17
Joined: May 2008

(04-04-2019, 05:12 PM)evanz Wrote: whats your discord?

I've sent you a PM. Thanks!

[Image: Signature.jpg]
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Offline (ASF)Destroyer
04-17-2019, 10:42 PM,
#18
Member
Posts: 90
Threads: 17
Joined: May 2008

Here's a little update on this side project:

[Image: Signature.jpg]
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Offline Avalanche
05-15-2019, 09:08 PM,
#19
Marketing
Posts: 1,811
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Joined: Mar 2010

Your work is amazing. Keep it up!
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