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Welcome to SpaceSimCentral.com


It was a daring move to follow those weak comm signals out this far into space, but you lucked out. You have found SpaceSimCentral, a station that has been tucked away for some time at the edges of our galaxy where only the brave and adventurous travelers dare to go to seek fame and fortune. SpaceSimCentral is one of the last stops before you set off on new adventures in the vastness of deep space. We do get many travelers that tell great tales of merchandise and even things you can get for free if you know where to look. So, finish docking your ship and check-in your valuables and spend some time chatting with the locals on the station and maybe you will discover something you have been waiting a whole lifetime to find.

Enough of the intro, I'm DarkOne the Admin of SpaceSimCentral and we have been around a few years and are striving to become a great source of news, lore and a file repository for your favorite and upcoming space/scifi gaming titles. I have always tried very hard to make SSC a community where both developers and gamers can discuss what they want to see in games and developers can show off what they are working on and get honest feedback from gamers first hand. To all of the developers out there, SSC has always been very accommodating to developers in that we give them free forum space here on SSC to discuss their games with the public. There are quite a few projects going on here at SSC so you might as well join in on the fun as well.

So have fun exploring SSC, the site is going through some major changes and will probably continue to change for the coming months. But this is for the good and I look forward to peoples opinions on what they think and with any luck I can get some members to write up some articles and blogs about their favorite games so I don't have to do all the work. So checkout what SSC has to offer and do register and let us know of any new games or help us out with locating old mods/patches. Enjoy the community and see you in the forums.

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Please vote for some or all of these indie game titles to help get them on Steam to be sold. This helps support the hard working devs and it supports the space gaming community by having more games available.


Gangs of Space
Ascent
Star Sonata 2
Defenders of the Last Colony
Aeon Command
Ensign-1
Solar Struggle
Soar 3D: Space Reloaded
Lander: Mission Control
OreSome
Galactose
Spoids
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Retrobooster
Blue Libra
Blue Libra 2
Sector Zero
Deep Eclipse
Planetship
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
DreadChase
Fairspace
Star Bandits
Solar War
Shuttle
Dominium
Orbit
Steel Sky: Heavy Wings
Lost Orbit
Exo Miner
UFO Pilot: Astro-Creeps Elite
Astro Emporia
4th Dimension
Raze: Laserstorm
Crater Maker
LeapDrive Online
SBX: Invasion
Vincere Totus Astrum
Godspace Galactic 2
Direct Hit: Missile War
StellarBrink
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
PeriAreion
Darkfield VR
Artifacts of Aduss: O
Earth Under Siege
InfernoSpeed
Luna's Wandering Stars
Fleet Buster
Exostorm
Adrift
Space - The Return of The Pixxelfrazzer
Nexus: One Core
BossConstructor
Space - Dualsus
Andromeda 5
Shardlands: Directors Cut
Sun Blast
Yargis: The Beginning
Star Hammer Tactics
Aeden's Journey
Fringes of the Empire
Valkyruis
Subspace Continuum
Relativity Wars
Saviors
Planetship
Gunblitz
Warblade
Notrium
Spacebit
P-3 Biotic
After the Empire
The Spatials
Solarsystem Conflict
Quintet
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Approaching Infinity
Universe Edge
Smugglers V: Invasion
The Gravity Ether
Exo Miner
Asteria
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

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Recently Added Posts

  • ExpandingManPhoto
    Thoughts on Slow Yaw?

    ExpandingMan - Jul 31 2014 04:05 PM

    After gradually getting slightly more comfortable with the ED flight model (not that my opinion o...

  • GeraldinePhoto
    Genesia's screenshots

    Geraldine - Jul 31 2014 03:41 PM

    Another beautiful ship from Gernot. It always reminded me of the Blake's 7 Liberator.

  • c0masPhoto
    Star Trek TOS & Phase II

    c0mas - Jul 31 2014 03:17 PM

    I guess you have seen this right ? :-) https://www.kickstarter.com/projects/194429923/star-t...

  • auryxPhoto
    Star Trek TOS & Phase II

    auryx - Jul 31 2014 02:18 PM

    Hah, brilliant! Nothing is quite like the original series. I love Kirk :-D auryx

  • PyrosPhoto

    Personally I'm enjoying it a lot. Interestingly, the AI opponents are not cannon fodder... :P...

  • PyrosPhoto
    Thoughts on Slow Yaw?

    Pyros - Jul 31 2014 12:14 PM

    Well, I'll start with a little caveat - I'm a ED backer (and also a SC supporter) Question i...

  • GernotPhoto
    Star Trek TOS & Phase II

    Gernot - Jul 31 2014 09:55 AM

    Because i found no specific thread about good old ST TOS, i thought i start one. please post...

  • F3DGamesPhoto
    Kickstarter - Ship Customisation Expansion

    F3DGames - Jul 31 2014 04:55 AM

    Our Kickstarter is due to launch in early September, and we want to give you a sneak peak about t...

  • VuzzPhoto
    Genesia's screenshots

    Vuzz - Jul 30 2014 11:23 PM

    this trader is the most large model on the ground he have the the bigest surface (and the engines...

  • MarcelPhoto
    Genesia's screenshots

    Marcel - Jul 30 2014 10:14 PM

    That thing barely fits on the pad! It looks like the elevators would still work and it didn't cru...

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Latest Forum Topics

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Star Trek TOS & Phase II

31 Jul 2014

Posted by Gernot In: Sci-Fi Movies and Television

Because i found no specific thread about good old ST TOS, i thought i start one.

 

please post here only ST TOS & Phase 2 relevant stuff.

 

post, clips, pictures, critics, jokes, reviews, comments, debate.

 

anything that is in some way related to ST TOS

 

 

i start off with the "Shatnerian school of acting", have phun

 

 

  17 Views · 2 replies ( Last reply by c0mas )

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Kickstarter - Ship Customisation Expansion

31 Jul 2014

Posted by F3DGames In: Cimmerian Space
Our Kickstarter is due to launch in early September, and we want to give you a sneak peak about the pledges and rewards.

 

Conqueror-Frame-1080p.jpg

Cimmerian Space is getting close to launching its Beta test, so the kickstarter is not funding the games development but instead an exciting new ship customization feature. Above you can see a ship made with the Terran Fleet Kit - you too can make your own ship starting with an initial Hull that forms the base for your ship, then add engines, weapons, bridges and decorative features, each of which can be position and oriented to give your ship a unique look and feel.

  43 Views · 0 replies

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True Space exploration game

29 Jul 2014

Posted by rcame26 In: PC and Console Gaming

Sorry if in wrong section.

 

been playing heaps of star trek online, great game, if you like star trek combat.

 

was wondering if anyone knows of a game similar sort of gameplay and the likes but a lot heavier focussed on the exploration and meeting new races while still having a bit of combat in it?

more like the series then most star trek games.. Ship management is a bonus. basically wanna get in a ship that i can walk around in and explore the universe with a crew, single or multiplayer acceptable.

 

sorry for vague description, but any ideas?

  172 Views · 4 replies ( Last reply by MV2000 )

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Would it turn you off to play a space sim with only 1 axi...

29 Jul 2014

Do most people who purchase space sim games prefer to be able to fly their ship in all 360 degree directions? We are currently working on a 3D space game that greatly simplifies things and restricts the user to only rolling left and right (makes it much easier to target and shoot)...would that be a turn off? 
 
the game is set in a 3D space environment and you can use your mouse to view in all 360 directions but can only move your ship left and right (with rolling animations) so it's kind of like an arcade shooter but from a 3D perspective...half arcade shooter, half 3D space sim.   Think: Eve Valkyrie-style graphics but restricted to only flying your ship 180 degrees east/west.
 
Do you space sim fans prefer to be able to fly in all 360 directions? I'm afraid that the arcade-style of our game might take away the realism of being able to fly in space... All opinions are appreciated!

  100 Views · 4 replies ( Last reply by ExpandingMan )

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variety in space stations?

25 Jul 2014

Posted by Johnny7 In: Pioneer Mods

so i was wondering are we gonna see some variety in space stations. Maybe stations from elite and some stations from imagination?

 

 

Maybe Stations like these

 

http://imgur.com/jMxp2bM

http://imgur.com/aYL9370

 

then maybe add some spin to make it realistic?

  88 Views · 1 replies ( Last reply by nozmajner )

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I'm 46 years old and looking for a specific, ridiculo...

25 Jul 2014

Posted by flightgamer In: Classic/Retro Space Games

I think it was a dos game but it was basically a whole screen (black and white) full of a spreadsheet with constantly changing values. A complete txt sim.

Very complex but the only graphics was a small square inset map that used characters like )^#@) to represent the surface of the moon for landing (top down).

A flat landing spot might look like this

^^^^^^^^^^^^^^^^

^^^^^^^^^^^^^^^^

^^^^^^^^^^^^^^^^

^^^________^^^^^^

^^^________^^^^^^

^^^^^^^^^^^^^^^^

^^^^^^^^^^^^^^^^

I remember it was fascinating because it was so difficult. Any ideas?

 

Thanks for even taking a stab at this   :)

  228 Views · 9 replies ( Last reply by flightgamer )

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Imperia - the First 5X 4X Game - Free Alpha Available Now...

25 Jul 2014

Greetings SpaceSimCentral netizens!

My name is Steve Hawkins,  and I am a lifelong player of most games 4X, as well as sim games, strategy games, civ games, alien extermination games, board games, war games, solitaire games, and games that require you to think in space for just about any type and occasion. I am currently working on my most ambitious project yet, Imperia - the first 5X 4x!!

tl;dwtr
Check out my cool new free project 4X game at imperiagame.wordpress.com!

PREMISE:
Basically, in Imperia, you are a new 18-year old emperor who is trying to jump-start the new Human Empire, which was relocated from Earth to a different quadrant of the galaxy almost 1000 years ago. The game plays at the surface like a standard 4X, but your power as an emperor is based in large part how much your people support you and how loyal your cabinet, viceroys, and governors are to your cause.

In addition, you were born with a strange ability: to read the minds and thoughts of others. It is not always perfect, but when it works, it is always accurate. As a leader, this ability is very valuable to determine who you can trust. Your goal, if not in action, is simple: to restore the Empire, to reclaim your standing as Emperor of the known quadrant, and to revive the previously proscribed Lazarus Project, the rumored path to immortal rule.

That is, if you're not killed by your people first... in Imperia, the 5th X is... eXist.

CONCEPTS:
In Imperia, you do not have unlimited power. Unlike virtually every other 4X game out there, you can not do anything at anytime. You have a small pool of Admin (ADM) points that you spend to do basically anything, from issuing edicts to communicating with characters in the game to meeting with your cabinets to undertaking personal actions. As you age, your pool will gradually increase, reflecting your increased familiarity with how to 'make things work' as an Emperor.

Edicts are another major difference from other 4X games. In Imperia, you might simply change a planet's name by clicking the button, typing in the name, and that's that. In reality, changing an entire planet's name would have serious repercussions! So what you might have used to simply 'do' in other games now require Edicts. Edicts are laws that you pass to do things like reorganize sectors, change a system or sector capital, build or upgrade starbases, change what a planet produces, etc. Each planet has a certain amount of ADM to use to actually enact the Edict - this will make large projects on small colonies impossible to do unless there is support from its system and sector capital, and perhaps even the Imperial capital! Admin represents all the planning, infrastructure, transport, ships, manpower, etc. to do planet-shaping things, and abstracts nicely the concept while eliminating micromanagement. Also, ADM is tied up until an Edict actually goes into effect/is completed - thus, an Edict that is dragging along and taking much longer than you thought will tie up your government unless you cancel it or speed it along - and both decisions have consequences!

While your word as Emperor is law, there is no way to force how long an Edict actually takes to plan, execute, and complete. And this is where the other major system of Imperia comes in - the character system.

Characters populate Imperia (much like Crusader Kings games) - they have their own stats, age, wealth, traits, and ambitions, like you or me. They can be manipulated to do what you want - perhaps, and you will often find yourself bribing or sweet talking a system governor who is holding up an important economic stimulus in their system, or perhaps calming down a sector governor who you just took away an entire system from to give to a closer sector, or promoting a loyal viceroy all the way to a sector governor who will be absolutely loyal to you - the character system in Imperia is a powerful and immersive aspect of managing your empire. Character stats are hidden from you until you reach a certain intel level (increased from interacting with them, or placing informers to gather information), and even then the number is a wide range until your intel increases sufficiently. This is a problem when a character's loyalty is reported as 88 (out of 100) but it it actually a 41! The rule of thumb: Watch what characters actually do, not what they say. They also gain traits that affect their decisions and relationships with you as they age. They can die and retire, or be 'retired' by you - either by forcing them out of office or by more 'direct' measures. Don't get caught!

You yourself have a starring role as well through Influence. As you make choices through your rule, you will start to gain different types of Influence. Nationalist Influence is the 'good' Influence, which calls to action for your Empire and the pride of humanity. Tyrannical Influence is the 'evil' Influence, which is used to threaten and intimidate characters into doing your will - but using it will have other repercussions. In addition, craven characters will gravitate to emperors who stray into Tyrannical decisions, and vice versa - you may have to make some tough choices about removing (or trying to!) governors who can't stand your alignment!

The game is about less micro and more about making the large-scale decisions that shape an Empire. You will not be building 10 Science Labs to accelerate research; instead you will designate a planet as a Science Conclave and try to install a viceroy that is aligned to the need for research, allowing that planet to grow organically - with a few nudges along the way. You will not be building transports and endlessly clicking materials to go from planet to planet - instead, you will set up trade hubs that serve as collection centers and build starbases of appropriate sizes to move materials and food along from your Imperial capital to sector capitals to system capitals to normal colonies.

From an 'explore' standpoint, no longer do you have to build and design scout ships, set a destination, and micromanage exploration and colonization fleet. Would a real emperor do that? Edicts cover just about everything you would want to do as an Emperor on a exploration level, from surveying new planets and unexplored systems to creating outposts to creating colonies. You just create an Edict on an unexplored planet or system and your people will do the rest (eventually).

As mentioned earlier, planets are not micromanaged. They are very complex entities whose actions are governed in part by their population, the stats of the planet itself, its viceroy, and most importantly its primary designation. All planets have at least one primary designation - examples would be a farming world, a manufacturing center, a heavy military world, a scientific conclave, a prison planet, etc. Designations basically shape how a planet will evolve. Depending on the size of the planet, up to 2 additional 'secondary' designations can also be assigned to more round out a planet's development.

The population of your Empire will ultimately decide whether you live long and prosper (ha) or die at the business end of a pulser. Populations have their own unrest, age, type, job class, popular support, and needs. Each 5000 people are considered one 'pop' (similar to the Victoria system, but much more granular) and they can change jobs, age, die, have kids, migrate to other planets, or even leave your Empire altogether! They can also starve, grow angry, and revolt. In addition, if they are happy with the Empire (and are paid enough) they can be hired as informers on your planet to watch your viceroy and governors stationed on a planet to get to better know their stats... and potentially provide blackmail material!

All of what I have talked about is already in the game. As of now, I have spent about 7 months on it here and there and the game is functional, generally free of errors or bugs (the nasty kind, not always the logic kind) and I am about to release it as a free hobby project on Sourceforge. Right now the game is at version .311a so you can see there is a long way to go. Soon, science, diplomacy, warships, garrisons, events, and plots will be added, as well as eventually other empires - and a alien threat!

 

Here are some screenshots (WIP)

 

NewCharacterScreen_zpsedc82f8b.jpg

 

AlertsShowingShot_zpsd17e05da.jpg

 

Majestic-B_01_zpsb7cf3027.jpg

 

ImperiaTitleScreenV2_zps153f9d37.jpg

 

Imperia2014-07-0803-05-31-88_zpsbc13faf8

 

CapitalPlanetDemographic_zps12664602.jpg

If you are interested in playing Imperia, or want to know more, I have a developer blog that has tons of screenshots and media at imperiagame.wordpress.com - here you will find a developer timeline, and the download link for the free alpha! You can also check out a podcast at Space Game Junkie here: http://www.twitch.tv...kie/b/548267251!

Again, thanks for your time in reading this and your interest!

-Steve

  251 Views · 2 replies ( Last reply by Texashawk )

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Is there any space game with XCOM tactical battles in space?

24 Jul 2014

Posted by AcesHigh In: PC and Console Gaming
You know... like you have the ship, which you can maybe improve (like XCOM bases) than you enter in combat either inside a ship or on planet landings and the game has tactical battles similar to XCOM?

  159 Views · 2 replies ( Last reply by PINBACK )

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Mission problem

24 Jul 2014

Posted by Tinker In: Pioneer

I just came across this and so far I am impressed.

 

Once I get to know mt way around I am hoping to have time to contribute to modeling, missions and manuals.

 

I have come across a problem with a mission, I am in Sol system andwas offered a mission to check out <Dione> in Sol system, to get the mission I needed to buy a radar mapper, which I did, and left the station to find Dione. I cannot find Dione nor anything about the radar mapper.

 

The wiki has not a lot yet but posts here indicate that targeting a ship uses the radar mapper to display details, from this I assume Dione is a ship somewhere in the Sol system, but I can see no way to find out where it is, have I missed something obvious?

  141 Views · 2 replies ( Last reply by Tinker )

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Mod question

22 Jul 2014

Posted by NeonStar In: Starshatter

Greetings, Just have a couple of queries in regards to the mods available for Starshatter. Namely, is there any difference between these two mods since they share the same name 'Starblazers' except for one being a rar file and the other a zip file.

 

http://spacesimcentr...starblazersrar/

 

http://spacesimcentr...starblazerszip/

 

 

  Will be posting some more queries, so hope you don't mind as I explore more stuff. 

 

 

  174 Views · 8 replies ( Last reply by NeonStar )

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Terminology

21 Jul 2014

Posted by Gazz In: Shallow Space

So I stumbled over... packs.

 

Why?

 

Going with naval terms it goes something like this:

 

Fleet

Division

Task Force

Squadron

Flotilla

 

I'm sure you can pick a much better term than "pack", which makes one think of armed rabble rather than an organized military.

 

 

"Wolf pack" (WW2 U-Boote) was an aberration because in German "Wolfsrudel" has slightly different connotations.

  84 Views · 1 replies ( Last reply by MawhrinSkel )

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In search of old late 90s SHMUP where you protect the earth.

21 Jul 2014

Posted by FlightJunkie In: Classic/Retro Space Games

So the game goes like this:

 

There is the earth at the center of the screen and your ship can only move around it.

  Your purpose is to defend earth by shooting incoming projectiles. If the projectiles scored a hit on the planet, it would loose a chunk.

There were also AI ships that I think tried to shoot your ship directly instead of earth.

  The Graphics were full 3D and in the menu there was a battle going on between AI ships. I think this game recieved a sequel that went full 3D space combat.

  159 Views · 4 replies ( Last reply by FlightJunkie )

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Crew Experience

20 Jul 2014

Posted by Gazz In: Shallow Space

Engage your capital ships in combat to improve your officer’s skills...


What kind of scope are you thinking there?
I don't mean in all gory detail but more a general direction like...

  • A ship has one captain and that's the only one who can gain experience.
     
  • Number of officer slots depends on the size of the ship.
     
  • Not an officer but the crew as a whole gains experience.
    When replacing losses, the experience is somewhat "diluted" by the new recruits.
     
  • An officer has a "class" and designed to have a very specific skill set. No best-at-everything crew.
     
  • Free skill choice from a skill tree.
     
  • Ships and experience are retained between "missions".  (WH40k: Final Liberation style)
     
  • You only get to choose 3 officers to bring into the next mission. The others are lost to you or "have different assignments" like an unavailable mercenary in Jagged Alliance.
    Ships and setup will depend on the mission's needs.

It can't be Runequest or it wouldn't work in realtime but if skills are tangible and have meaningful effects (no level 7 in Shiphandling) then a swift selection would be possible.

  124 Views · 5 replies ( Last reply by MawhrinSkel )

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Thoughts on Slow Yaw?

19 Jul 2014

Hello all.  As many of you probably know, Elite Dangerous features a yaw rate which is much much less than both the pitch and roll rates.  Apparently, in ED this is a universal feature of the flight model and not just a peculiarity of particular ships.  As many new people are coming into Elite with the standard beta, many of these people (myself included) have been complaining on the Elite forums.  Over there, most of the posters fanatically defend FD's choices about the flight model.

 

People are always so much more amicable on this site than in game forums, so I was curious how does everybody feel about the slow yaw rate?  Is it just something that Elite devotees are fanatical about, and these people are also being seen in other (particularly SC's) forums, or perhaps I'm not in the minority, and most people hate this feature as much as I do?

 

As for my own thoughts on this, I try to keep an open mind, but I just can't see a good enough reason for it (and I'm not necessarily saying that something else shouldn't be done to take the place of it).  The two things that the defenders of the slow yaw say over and over again are that it "prevents turretting" and is "more fun".  The latter is completely subjective.  To me, it is most definitely not more fun.  Also, I really can't understand why turreting+rolling is SO much better than just turreting that it can possibly be worth the awkward feel of the very slow yaw rate.  Believe me, in ED the roll rate is VERY fast so it's very hard for me to imagine the actual impact on peoples capabilities being that significant.  

 

Sometimes people say that without the slow yaw, playing a space sim requires "no skill".  This is of course absurd, and not really worthy of further comment, other than to say I challenge any one of those people to a game of Unreal Tournament and see how well they do, since it requires "no skill". 

 

I think I can show what I think about the slow yaw with an analogy.  Suppose I were to make a first-person-shooter in which the look up/down rate was much much slower than the look left/right rate.  It would encourage jumping.  It would provide some additional ways to evade your enemies.  It would definitely reduce whatever "turreting" there is in the FPS.  Being so jumpy might, on occasion, for some people be "more fun" but most people would hate it, and find it a completely unacceptable feature, regardless of what problems some people think it may solve.  I've been shocked to find out that most people don't feel exactly the same way about the slow yaw rate.

 

Ultimately, I'm actually very ok with this as a feature in ED.  It's an oddity, and that's ok, different games should feel different.  What absolutely chills my soul, however, is the idea that this will become a universal feature of every one of the new wave of space sims.  A lot of people have been asking CIG for this feature in Star Citizen.  That would make me very upset.  It's annoying, silly, and it's just one more thing that makes it that much harder to feel a little bit like you're flying a spaceship.

 

My solution, that I think would keep everybody happy is to make different ships have different capabilities.  Some could have great yaw, some great pitch, some may be mediocre at both.  That way, different ships would actually feel quite different (so we get SOMETHING out of the bad turning), we'd all get what we'd want, and everybody would be happy, right?

 

  199 Views · 4 replies ( Last reply by ExpandingMan )

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I'm wondering if anyone out there could recommend a g...

18 Jul 2014

Hey guys. I've just registered, but I've lurked here for years. Like many on here, I do like space sims, but have always struggled to find one that fitted my needs.

 

Basically I'm looking for a sandbox type game (honestly doesn't matter if it's 3D or top-down 2D, as long as it's not ancient), that puts you in control of a ship which is preferably a large ship, but if it's a 2D top down game then imagination can go a long way :). I'm not really interested in 'dog fighting', which is what 90% of the space sim games seem to revolve around, but rather a game centred around exploration and random procedural generated events and what not. Of course I don't mind combat, but every new game out there these days seems to be 'accept trade mission or fight pirates mission, rinse, repeat'. 

 

A good example would be FTL with actual controllable gameplay.

 

I mean consider the Star Trek Voyager series for an ideal storyline in terms of gameplay. Your ship is stranded thousands of lightyears from home, your mission is to find a way home, but you have to traverse through uncharted alien galaxies, upgrading and repairing your ship along the way and meeting new species good and bad.

 

I don't think such a game exists unfortunately, but anything flexible and sandboxish like that would surely fit the bill.

  403 Views · 7 replies ( Last reply by orionsyndrome )

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Modding

18 Jul 2014

Posted by Gazz In: Shallow Space

It was briefly mentioned on indiedb but more in a to-be-determined kinda way.
 
Modding Unity is no different from modding any other game. It's a matter of how you set it up.

It's not something that gets added late in development. At that point it's a lost cause.

  • Game data files that are not packed into one Ginormous Resource Archive.
    (Take a look at Grim's Unity Asset Editor / ModDB ?)
     
  • If files are packed into one GRA, do "loose" but modded files override the default files in the GRA?
    "Loose file support" makes mod development a lot faster because you don't have to unpack/repack for everything you try. And modders try a lot of things.
    It can even be helpful with development because you can have (and test!) "temporary changes" in loose files before submitting them to the proper archive.
     
  • Can part of a file be overridden with modded data or can something like "the file with all ship data" only be replaced in it's entirety?
    Partial replacement of data makes it far more likely that multiple mods can coexist.
     
  • Are AI data or AI scripts (what actors do) accessible or is A Better Sail the only thing you can mod?
     
  • Is the math that drives the procedural generation moddable?
    If you think modders are scared of a bit of math you are fooling yourself.
     
  • What kind of parts / files make up "a ship"?
    Can one add a turret at a new position without going all hardcore with 3DSMax?
     
  • Something like Steam Workshop is pointless until there is a modding scene for your game.
    In the case of SWS it doesn't actually do anything beyond letting people download mods. It doesn't solve file conflicts or anything useful like that. It's purely for downloading.
     
  • Are there dev tools that modders could get their hands on?
    No, we're not looking for polished GUIs that "help" us by hiding all the good stuff like bitmasks and flags.

  107 Views · 3 replies ( Last reply by MawhrinSkel )

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Orders while paused

18 Jul 2014

Posted by Gazz In: Shallow Space

What's your stance on it?

 

Me, I see it as an equaliser to an AI that can change it's focus instantly and give complex orders to many ships in practically no time.

 

It's also an opportunity to allow the manipulation of low level systems like the energy or shield settings on a particular ship. Configuration like that is pointless to have in the game when you can't stop time to delve into detail like that.

It simulates you having a staff of competent officers who are supposedly doing things like that.

  104 Views · 2 replies ( Last reply by MawhrinSkel )

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Star Ruler 2

18 Jul 2014

A friendly reminder that the early access of Star Ruler 2 is coming in shortly.

 

http://store.steampo...com/app/282590/

 

 

And yes, looks like we're still able to create insane-sized ships.

  114 Views · 0 replies

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Video of programming session to add special effects

17 Jul 2014

Posted by DocDarkstar In: Spacemasters

 

See what a unity programming session looks like when creating the spacemasters game.

  117 Views · 1 replies ( Last reply by sscadmin )

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Out There

16 Jul 2014

Original on the ISO platform Out There is coming to the PC/Mac http://www.outtheregame.com/omega/ with new content and is available to pre order on the site, their also looking to get on Steam.

 

 

The sci-fi indie hit blending resource management and interactive fictions goes multi-platform with additional content.
icon01.gif
New alien breeds, new space ships and a brand new ending.
icon02.gif
More than 50 new interactive stories.
icon03.gif
Uncharted planets and environments delivered by a new graphic engine.
icon04.gif
Extended soundtrack by award-winning composer Siddhartha Barnhoorn.
icon05.gif
Free update for owners of the original version on iOS and Android.

 

ISO trailer.

 

  137 Views · 0 replies


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