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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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Join other SSC Members on Steam

Help fund some game projects


Vote for these games on Steam



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.


Interstellar Rift
VoidExpanse
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

Your game not here? Contact the admin to add it.

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Recently Added Posts

  • KingHaggisPhoto
    Exospace Alpha version trailer

    KingHaggis - May 30 2015 05:47 AM

    I'm really curious, please fix that link Exospace Developer :-)

  • PhaserlightPhoto
    Vendetta Online on Mobile

    Phaserlight - May 30 2015 05:39 AM

    In case it wasn't evident, I wanted to indicate that you can play Vendetta Online over mobile, an...

  • ExpandingManPhoto
    Witcher 3

    ExpandingMan - May 29 2015 03:55 PM

    I think they put a lot of work into the game.  You can say that again.  Certainly...

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    Witcher 3

    set - May 29 2015 02:25 PM

    I have about 60 hours (maybe 40 of those hours are play time). The game is quite large and quests...

  • PINBACKPhoto
    Project Orion

    PINBACK - May 29 2015 11:19 AM

    7 minutes of game play footage, only 14 days left on the Kickstarter and theirs still a good chan...

  • ExpandingManPhoto
    Witcher 3

    ExpandingMan - May 28 2015 11:16 PM

    Well, I just finished it tonight (55 hours).  I have to say, I found the ending quite disapp...

  • CodyPhoto
    Oolite 1.82

    Cody - May 28 2015 05:15 PM

    Aye, but that's a major release - even numbers (1.80, 1.82, etc) are stable deployment builds.Odd...

  • sscadminPhoto
    Modding Tools Overview

    sscadmin - May 28 2015 04:10 PM

    If I remember correctly these are the tools that help make the game (which isn't out yet) so I do...

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    Administrative divisions in space

    sscadmin - May 28 2015 04:08 PM

    yeah but I doubt that would ever work because of our greed as a species. Someone or group would a...

  • sscadminPhoto
    Making planets

    sscadmin - May 28 2015 04:03 PM

    Wow those look really good and it definitely cuts down on asset creation since they are all proce...

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Vendetta Online on Mobile

30 May 2015

Posted by Phaserlight In: Mobile and Web Gaming

In case it wasn't evident, I wanted to indicate that you can play Vendetta Online over mobile, and a majority of players currently do:

 

 

The following is a cross-post from MMORPG.com, detailing some of my experiences playing Vendetta on mobile:

 

I logged in and found myself in Nyrius, right where I left off; a bustling center of trade and commerce.  The giant red sun looked over all ships, coming and going, as they carted their materials and wares to and from the stations, waiting to use them in manufacturing, or simply for profit.  I was trading up to five million credits, an arbitrary goal set by myself, so that I would have a healthy supply when I returned to Sedina, and continued to hone my skills in combat.  When I logged in I received a message from the server telling me my “buddies online” included Lisa201, tsreknor, and IRC.
 
[Fri Nov 18 17:17:25 2011] *Lisa201* Hiya!
 
Came the message from Lisa.  I responded:
 
[Fri Nov 18 17:17:50 2011] ->Lisa201: hey Lis good to see ya
 
[Fri Nov 18 17:17:55 2011] *Lisa201* you too!
 
Then continued on my way.  I had a full XC load of Biomedical Nanites to trade, and as soon as I launched my Personal Data Assistant told me that Nyrius K-14 was offering the highest buying price.  The prices would fluctuate depending on trade activity, and after two or three XC loads of 200 cubic units, trading to that station would undoubtedly no longer be the most profitable venture.  I stuck with the same commodities because, although there were many more lines of widgets to trade, I knew them and understood the demand for them.  Biomedical Nanites, Biotechnology Research Supplies, Civilian Textiles, Valent Robotics Equipment; these were all good to trade in this system.  Each Biomedical Nanite widget occupied 2 cubic units, so my ship could carry 100 crates in a single load.
 
I set my course for Nyrius K-14, and turboed out away from all gravitational objects.  When I reached 3,000 meters clearance, I engaged my intrasystem jump drive.  Upon entering the destination sector, I saw Lisa’s message pop up over sector chat.  I felt surprised to see it, as I did not realize she was in Nyrius also:
 
[Fri Nov 18 17:23:10 2011] Nice to see ya!
 
[Fri Nov 18 17:23:55 2011] ->Lisa201: on my Xperia Play
 
I replied.
 
I was still getting used to the controls and interface, however I was becoming rather adept at quick trading, within Nyrius at least.  The store I was watching was closing in half an hour, and I decided to log in for one or two runs over 3G before closing up, and taking the 45 minute drive home.
 
Although I was unused to the platform, when I got close to the station I knew something was wrong.  There were too many radar contacts on screen, all green by IFF.  It might have been a convoy, but their flight pattern was too erratic.  It looked more like combat maneuvering.
 
[Fri Nov 18 17:24:13 2011] *Lisa201* can you rescue my FCP I dropped there?
 
Her message instantly told me she was no longer using sector chat, which likely meant she had been destroyed.  FCP was a player acronym for “Fused Composite Plating”, a manufacturable widget that itself was used in a variety of manufacturable capital ship components, which were in turn used to craft the Trident Type-M, currently the game’s only player-owned cap ship.  I knew that Lisa was working on a Type-M; I had escorted her Behemoth, together with some other trusted players, to the hidden capital shipyards in Latos M-7 as she delivered a Toroidal Hyper-Plasma Reactor, some months earlier.  A single unit of FCP was pocket change by comparison, and yet it was more than I had managed to accrue in my 40 days spent online.
 
The green contacts would then be the strike force and station guards responding to Lisa’s killer.  I quickly scanned the radar for any purple dots representing dropped cargo widgets, and found a couple.  Laboriously, I hauled my XC’s nose in the direction of the widget.  When it came into view, I thumbed over the “Target” HUD button, dragged it up to “Target In Front”, and selected it again.  The widget’s info popped up on the top right hand corner of the screen: “Fused Composite Plating”.  Jackpot.  Of course, if the strike force and station guards didn’t get to Lisa’s killer in time…
 
[Fri Nov 18 17:25:13 2011] grrrrrrrrrrr
 
The screen flashed red as my hull began taking plasma hits.  When I saw the message over sector chat, I knew who I was dealing with.  The character “pup” was a player who was likely insane, attacking others at whim, all the while roleplaying a misguided preadolescent canine.  How he managed to continue operating within the UIT was a secret beyond me, however it might have had something to do with the fact that he only used the most basic transport / fighter.  Still, an XC was weaponless, and to me that represented a big problem.  My home station was in Sedina, and if I was destroyed I would end up back in that star system many jumps away: too far to respond.  Right away, I engaged the turbo and jettisoned my cargo load: I needed to be as light as possible.  My hull percentage dropped rapidly as I continued to take hits.
 
Slowly, the XC began to pull away.  “pup” was draining his powercell by firing, whereas I could devote all my energy to turbo.  The EC-89 could barely keep pace with an XC at top speed, and soon my screen was no longer flashing red, but I saw the plasma fire fall across my field of view, low and wide.  My acceleration was throwing off his autoaim, which meant he was no longer keeping pace with me.  Just in the nick of time: my hull was at 1%.
 
[Fri Nov 18 17:26:53 2011] *Lisa201* You able to get my fcp that was left when pup blasted me?
 
Lisa asked.
 
[Fri Nov 18 17:27:13 2011] ->Lisa201: rgr
 
I replied.
 
Technically, I didn’t have the FCP, but I was too engaged to write anything else, and I knew pup would not be able to pick up the FCP in his current ship.  A single Fused Composite Plating widget occupied a large number of cubic units, making it too large for an EC-ship to pick up.  The questions of the minute were: would pup or someone else get to the FCP before I did, and would I survive and be able to return, and pick it up before the 15 minute timer was up, and the cargo widget fizzled?
 
Warping out, I spent a tense minute inside of an ion storm as I made my way to an alternate station to repair.  At my current health a single shot from a Hive bot, or graze of an asteroid, would kill me.  Luckily, I made it through the ion storm unscathed, docked at my destination station Asuin Holdings, and repaired.
 
[Fri Nov 18 17:29:25 2011] *Lisa201* did pup shoot at you too?
 
[Fri Nov 18 17:29:37 2011] ->Lisa201: yes
 
I replied.
 
I was pondering a conundrum: if I returned in my XC, I would be weaponless and unable to defend myself against pup.  He had seemingly managed to evade the strike force and station guards, so I wasn’t allowing my luck to lie with them.  A basic Behemoth carried two large weapon ports, which meant I would probably be able to hold my own against a starter ship if it was available.  I scanned the “Select Ship” tab to see if I had anything there; nada.  I selected “Buy Ship” to see if one was available, and turned up nothing again.  However, Asuin Holdings was offering two variants of the Marauder, a light trader with a respectable cargo hold, and three small weapon ports; a hauler that could dogfight with an empty load.
 
70ece92f-04b8-426c-a8bd-5bc235a825e8.png
 
Quickly, I purchased a Marauder type B, and equipped it with a loadout of three Starflare rocket launchers.  I virtually catapulted out of the exit dock, and headed back to the sector where the dropped, diamond FCP was waiting, making sure to plot an alternate route so as to avoid the ion storm.
 
When I got back to the sector all was quiet.  Pup had left or been destroyed.  I searched for the FCP and found it; luckily it was still there, together with the Biomedical Nanites I had jettisoned.
 
[Fri Nov 18 17:35:30 2011] *Lisa201* Still around? 
 
[Fri Nov 18 17:35:45 2011] ->Lisa201: aye
 
[Fri Nov 18 17:36:10 2011] *Lisa201* Heading to nyrius now.
 
So she was on her way.  Things were starting to look a lot better.  I tried to pick up the FCP by running it over, nothing.  I realized the Marauder couldn’t carry the FCP either; I was going to need a Behemoth class ship.  I returned to Asuin Holdings, switched to my XC, came back to the sector, and collected the plating.  With the FCP loaded, the XC handled like an 18-wheeler on sheet ice, but I managed to guide the ship into the docking bay, stopping to collect some of the forlorn nanites on my way in.
 
[Fri Nov 18 17:38:29 2011] *Lisa201* I'm trapped in Edras by "Blood Thirsty"
 
A regular pirate.  That meant Lisa wouldn’t be able to get to Nyrius without trekking halfway around Greyspace, and that would take a while.  I wasn’t on my gaming rig back home either, and wouldn’t ride in like a white knight.  I glanced up, it was getting dark and it was almost time for me to close.
 
[Fri Nov 18 17:39:07 2011] ->Lisa201: no worries got the plating
 
I replied.
 
[Fri Nov 18 17:39:31 2011] *Lisa201* Well, I guess you can hang onto it...
 
[Fri Nov 18 17:40:03 2011] ->Lisa201: will keep it safe until u need it
 
[Fri Nov 18 17:40:16 2011] *Lisa201* Thanks!
 
So ended a regular twenty-three minute session on Vendetta Online.  What a great game.
 
dump0151.jpg
 

  0 Views · 0 replies

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Starlight Tactics

28 May 2015

New game from Escape Hatch http://eschatch.com/index.html you may remember them from Starlight Inception, just from a quick look at the site says the game is a turn based combat game set in the Starlight universe and is available on Steam now.

 

 

Features
 

  • Full 3D Turn-Based Tactical Combat – Control the heading (yaw), pitch and roll of massive starships as you stategize your next move in a fight amongst the planets and moons of our star system.
  • Intense 50 Mission Single Player USF Campaign
  • Freeplay Skirmish Mode
  • You own your fleet
  • Physics come into play
  • Soundtrack by David Arkenstone, three time Grammy nominated composer of music for World of Warcraft: Cataclysm

 

  27 Views · 0 replies

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Exospace Alpha version trailer

28 May 2015

Posted by martinExospace In: Exospace

   

  69 Views · 2 replies ( Last reply by KingHaggis )

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Starfall Tactics - Memories of War Trailer and Ship Edito...

27 May 2015

Hi everyone, we just released our new trailer and ship editor demo! Check it out.

  44 Views · 0 replies

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Oolite 1.82

27 May 2015

Posted by Cody In: Oolite

Oolite 1.82 has hit town - and it's pretty damn good! The changelog is here!

  206 Views · 4 replies ( Last reply by Cody )

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Full Screen Bug

25 May 2015

Posted by billymario In: Pioneer

When ever i launch Pioneer it goes into a full screen and goes black and nothing happens, i think i need to chagne the resolution, but i can't do that if the game is completely black, is there a file some where i can edit to get the res back? 

  122 Views · 3 replies ( Last reply by billymario )

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Help playing with mouse

24 May 2015

Posted by ewok In: Classic/Retro Space Games

Hello there been a while since my last post, but back to the post i want help to play with my mouse in the Tie fighter Special edition ( Better graphics and stuff) and the thing is that This version need a Joystick installed ( the 1995 version can be play with the mouse) , i already tried PPJOY but with no luck ( becouse i have windows 7 ultimate edition x64) so there is any other way to me to play with the mouse like the 1995 version or am totally screw?

Edit: i just realize that i mess up with the sub forum if any admin can move the post to the correct one please?

  135 Views · 2 replies ( Last reply by ewok )

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Remnant - a new 4X game on Kickstarter and Greenlight

23 May 2015

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Remnant is a real-time 4X space strategy game set in a single planetary system.  Some of the features that make Remnant unique are:

  • Full 3D Battles:  Combat takes place in completely open space with full six degrees of freedom.  No tiles.  No grids.  Simplified Newtonian physics allow movement in one direction while facing (and attacking) another.
  • Espionage:  A complex espionage system involving agents that gain experience and level up.  Capture or assassinate other player's governors, admirals and spies or disrupt their fledgling empire through sabotage and subterfuge.
  • Orbits:  A dynamic map where all planets, moons and asteroids move in orbit as the game progresses.  Colonizing a moon will keep the colony at arm's length but not yield as many resources as capturing the more vulnerable outer planets and asteroids.
  • Logistics:  Resources are local to each planet rather than empire wide.  The transportation of resources from mining worlds to forge worlds create emergent supply lines that are vulnerable to disruption.

Support us on Kickstarter
Support us on Greenlight

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Taking place in a pre-warp era, a single planetary system is available for exploration.  Each celestial body is procedurally generated but stems from seven basic types: volcanic, terrestrial, oceanic, rocky, icy, barren or jovian.

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Planets of different basic types produce resources in varying quantities.  Food is more easily produced on terrestrial and oceanic worlds but metal deposits are more readily accessible on rockier planets.  Exploring far outside the habitable zone is key to the success and growth of your empire.

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There are three main resources in Remnant: food, ore and metal.  Food and ore are produced at a certain rate depending on the base planet type but metal is only produced through the refinement of ore.  You can build structures (farms, mines and refineries) to increase the amount of resources produced by a colony but note that it's only a multiplier to the base planet's rate.  Building a farm on a volcanic planet is not equal to building a farm on a terrestrial planet.  This creates world specialization: farming worlds, mining worlds and forge worlds with the transportation of resources key to their efficiency.  The supply lines that emerge are vulnerable to enemy disruption and need to be protected.

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Due to the nature of orbiting celestial bodies, careful consideration must also be given to where and when colonization happens.  Colonizing a planet's moon(s) will keep the new colony at arm's length but won't yield the same resources that colonizing an ore rich asteroid on the edge of the system would.  Plan carefully or risk spreading your empire too thin.

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Remnant features a complex espionage system and at the root of the system are the agents.  Agents are randomly generated characters that can be recruited to act as governors, admirals and spies.  Each agent has attributes that dictate their abilities and those attributes increase over time as they perform their roles.  Governors are assigned to planets and boost production.  Admirals are assigned to fleets and boost combat abilities.  Spies are sent on missions such as sabotaging structures or ships, intelligence gathering, kidnapping or even assassinating other agents.

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All agents are vulnerable: they can be captured or killed by enemy agents or in performance of their duties.  Governors can be captured or killed if a colony falls.  Admirals can be killed in battle.  Spies can be captured or killed when caught performing a mission.  Losing experienced agents, especially governors and admirals, can be a major setback to any burgeoning empire.

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Inevitably, conflict spills over into open war between factions.  When two hostile fleets meet, combat usually ensues.  Combat in Remnant takes place in an open space environment with full six degrees of freedom (6DoF).  Ships can move along any axis and rotate to face any direction.  No grids.  No tiles.

Fleet composition is important to survival and ships fall into three basic types: corvette (small), cruiser (medium) and capital (large).  Corvettes have the advantage of speed and are more easily capable of attacking capital ships where they lack firepower (usually around the engines).  Cruisers fit right in the middle, they're fast enough to avoid being flanked by the corvettes but have superior firepower and should be used to escort your capital ships.  Capital ships have immense firepower and are used to clear out the slower moving cruisers to allow the corvettes to more effectively swarm their target.  In theory (but not always in practice): corvettes > capitals > cruisers > corvettes.

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Movement and positioning is extremely important in combat.  Using a simplified Newtonian physics model, ships are capable of moving in one direction while facing another and all ships are vulnerable from specific attack angles.

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Although Remnant is a real-time game, time controls allow you to pause, slow down or speed up the game so you will never feel overwhelmed.  Superior tactics and strategy will always triumph superior reflexes.

Back us on Kickstarter

Thanks for your support.  I'll be happy to answer any questions you have.

 

  129 Views · 2 replies ( Last reply by Remnant )

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Partially Open World Space RPG

23 May 2015

Posted by Zuberon In: Free SciFi Gaming Projects

Recently, I picked up worldbuilding as a hobby. But I also like to program as a hobby. So, a few days back, I decided to marry those two hobbies. Now I am set to create a game taking place in my universe.

 

It is not going to be anything like the AAA tier flight sims. It will work more like a visual novel. Although, I intend to keep anything anime and teen sexual power fantasies far away from it.

 

Space:

It takes place in space.

 

Partially Open World:

Lets face it. No open world game can be completely open. So, I am gonna be frank, it is gonna contain as many unique locations as a single lad like me could create with reasonable effort.

 

RPG:

I was considering other alternatives for this like grand strategy or colony management(like Ogame.org). But RPG trumped. RPG is the easiest to create. I can just start out with a static themepark ride and then add upon it. RPG(or its very retarded cousing - also known as sightseeing sim) can work at the very least with only locations. And then all the rest can be added on them. When I am talking about RPG, I do not mean the DnD style progress simulator, I mean RPG in a more general sense.

 

I am gonna start this game out as a sightseeing sim. I am just creating a bunch of locations that one can travel to. From each location one can travel to select few other locations - one can only travel to adjecent locations to origin location. I haven't really thought, what I should do after that. I guess I will have to figure that out.

 

Idea tank:

-random events

-some sort of menu based combat encounters

-possibility to get hired for one-off jobs

-trade economy

-possibility to buy and upgrade spacecrafts

-characters who could join player's party

-some independent NPC's to coinhabit the world

 

World itself in general:

Human are at early stages of interstellar flight. Travelling between stars could take up to few months of travel time. Thus, colonies are independent nations, who have alliances with their mother country on homeworld. However they are not bound to their mother countries, if they desire, it would be very easy to break free from mother country. So each solar system is its own domain. (I am aiming towards the ancient creek style colonization).

  146 Views · 0 replies

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Making planets

23 May 2015

Posted by shadmar In: Show Off

Here are some renders, this is GLSL shaders, all procedural, no textures.

 

 

  134 Views · 7 replies ( Last reply by sscadmin )

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Odd 'shadow' bug on stations.

20 May 2015

Posted by fox In: Starpoint Gemini

So I have another old game to toy with.
I noticed a strange graphic bug I can't google for in a meaningful way. Nothing comes up in my search.

So I'll show it. Please have a look at this YT clip (not made by me):


Skip forward to about 18:00 -- The player ship is orbiting around a space station.
As the ship enters within the shield dome weird shadows are displayed onto the station's hull.
You see this exactly at 18:08

That's the bug.
The odd thing is that this isn't present in the DEMO version of the game.
Any ideas how to make it disappear? Maybe there's a file I can take off the DEMO install and replace it within the RETAIL install? (just a wild hope)

  97 Views · 1 replies ( Last reply by Geraldine )

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Witcher 3

18 May 2015

Posted by set In: PC and Console Gaming

It's release time. 

  193 Views · 10 replies ( Last reply by ExpandingMan )

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Alpha 10 - iteration#04: Colony Levels + Faction Levels +...

18 May 2015

Posted by farcodev In: FAR Colony

 

I paused a bit the audit of the SPM to finalize two part of the SPM I never completely worked: the Faction's Levels and the rules that manage the control of a star system.
These two points can be optional for the scope of the first phase of the game, but they are core parts of the SPM, so since the iteration 4 is about this system, better to complete it.
I also finally completed the design and conditions rules for the colony levels and go to implement them too.

Each colony is ranked in size and political importance by the using of levels, which goes from 1 to ten. Here's the short description of them:
 

  1. Outpost:  minimum population = 1+
  2. Base:  minimum population = 11+
  3. Community:  minimum population = 101+
  4. Settlement:  minimum population = 1,001+
  5. Major Colony:  minimum population = 10,001+
  6. Local State:  minimum population = 100,001+
  7. Regional State:  minimum population = 1,000,001+
  8. Federated States:  minimum population = 10,000,001+
  9. Continental State:  minimum population = 100,000,001+
  10. Unified World:  minimum population = 1,000,000,001+ 
Out of population requirements there are another ones, like the control of the orbital object's regions, that aren't displayed there.

These levels aren't used only to rank a colony but are (or will) be used for mega projects of infrastructures and others parts of the game.

The ranking is entirely automated, there's no need of a particular action of the player to "level up".

Like for colonies, factions have levels too.
It determine the rank and capability of a faction in space, and it is used mostly in foreign relations, the SPM policies and also future space megascale projects.

Here's the short description of the levels:
  1. Isolated Colony: the faction own only one colony
  2. Space Nation: the faction own more than one colony, all two located in the same star system, and doesn't control this same star system.
  3. Micro-Federation: the faction have more than two colonies located in the same and/or another star systems. Also the faction can also have two colonies located in two different star systems.
    Additionally the faction doesn't control any star system.
  4. Minor Space Power: the faction control one star system
  5. Space Power: the faction control 2 star systems
  6. Major Space Power: the faction control 3 to 4 star systems
  7. Federation: the faction control 5 to 10 star systems
  8. Macro-Federation: the faction control 11 to 20 star systems 
  9. Empire: the faction control more than 20 star systems
The level's description aren't very original, isn't it? :)

As you can see, the requirement of most of the faction levels are linked to the control of star systems.

This control indicate which faction has a predominance, on a space level, onto a star system.

There are 3 states:
  • Uncontrolled: the star system isn't controlled by any faction
  • Under Control of x: the star system is under control of the faction x
  • Contested Control by a, b,...: more than one faction have the control of the system
To determine if a faction has control or not, a set of rules must be applied, if they all pass, the faction gain the control.

Beside that I working, also on the design level, of the overhaul of the matrix of influence between all memes and policies of the game, with revised and better allocated modifiers.
 The new ones will provide more variations in the results.

I will implement the changes into the XML file when I will complete the overhaul.

That's all for now, stay tuned and thanks for your interest.

  138 Views · 0 replies

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Project Orion

17 May 2015

Kickstarter for a single player space combat game, looking for a modest $7,500 more details on Kickstarter https://www.kickstar...project-orion-0

 

Website http://www.projectoriongame.com/

 

 

 

 

Project Orion is a first person space combat experience. It features epic large scale battles, intense dogfighting, and an in-depth storyline. Project Orion takes place in a future where humanity has been at war for decades, only to find that their true enemy, a threat to their very existence, has just appeared. As a veteran pilot in the TDF navy outfitted with the latest in starfighter technology, you are on the front lines of the battle for our survival.

Quick Feature Rundown  

  • Intense fast-paced combat, the core of Project Orion  
  • Utilize the advanced energy routing of you ship to switch strategies at a moments notice
  • Extensive customization and research system
  • Fully featured single player campaign with an in depth story
  • Squadron control system to issue orders to your allies in battle

Platforms and Release Date

The target platform for Project Orion is Steam for Windows, with an estimated release date of mid-August 2015.

1651f56a8ca8920af202a9f13eae7d1e_origina

Combat is at the core of Project Orion. The gameplay has been designed with a focus on what would give the player the best possible combat experience. For us that meant providing the player with as many options as possible to allow them to define their own unique play style.

e4b0fbf93275fe07053f99dce07c20b0_origina
41ffaa3e34ab3fc58c4810790880fb1e_origina

The most powerful ability given to the player is the Orion’s dynamic energy routing system. This allows the player to change strategies on the fly by instantly sending your ships power reserves to whichever system you need most. You can use speed to outmaneuver your enemies, power up your shields to survive the most dangerous assaults, or overload your weapons to rain destruction on your foes.

 

 

 

 

  173 Views · 1 replies ( Last reply by PINBACK )

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Pixel Starships: 8Bit Starship Management MMORPG

17 May 2015

Hi Everyone,

 

Check out our new game Pixel Starships coming end of the year. You can watch our trailer video :)

 

http://www.pixelstarships.com

 

It's a total starship management in a massive online universe.

 

You can:

- Build your own starship

- Battle others

- Explore Space

 

Basically it's going to be epic.

 

SavySoda

  157 Views · 1 replies ( Last reply by Caleb )

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Elite: Dangerous

16 May 2015

Posted by Soulmirror In: Elite: Dangerous

  I am looking at Elite Dangerous, read about faction system changes with the 1.3 update. I understand there is not a chat bar (typing) and that when you are ingame, you are only playing with the people in you immediate area, with the numbers online being rather small. My questions:

 

1.  How many people are online with you at the same time?

2.  Does the game feel empty?

3.  Looking at planned improvements to the game, is it worth buying now or waiting?

  305 Views · 7 replies ( Last reply by Pyros )

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Starpoint Gemini 2 on Steam Sale

16 May 2015

Posted by sscadmin In: Starpoint Gemini 2
You can pick up a great game in Starpoint Gemini for 60% off on Steam for this weekend only you can get it for $14.

http://store.steampo...com/app/236150/

DLC is on sale too so you can buy it all for under $16, definitely a buy at this price.

  81 Views · 0 replies

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Starfall Tactics: playtest match

14 May 2015

Hi all,

Starfall Tactics team made playtest match video in which we show one of our game modes. It is one of quick match modes that called "Mothership mode".

 

In this game mode, players start off with a limited amount of resources and a Mothership that can be used to spawn spaceships. The destruction of your Mothership is one of the loss conditions in Starfall Tactics.
 
At the start of each match, players choose what ships from their pre-built space fleet will appear on the map, similar to selecting what cards from your deck will go into play in a game like Hearthstone.
 
Right from the beginning and all the way until the end of a match, each player accumulates a special resource. A mothership grants you a slow and steady income of this resource by default, but controlling points (power nodes) on the map provides a significant boost that will allow you to accumulate it much faster. During a match, this resource allows players to spawn/warp more powerful/specialized spaceships from your fleet.
 
As a player, you have to make a choice - do I spend the remaining resources and bring out a few smaller ships or should I wait a bit more and spawn a big, powerful vessel? What is more important right now?
 

  99 Views · 0 replies

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Space Engineers source code made public

14 May 2015

Keen software have announced that they are giving free access to their source code for Space Engineers alone with a $100K fund for modders who want to do total conversion of the game more detail on the site http://blog.marekros...-access_40.html

 

 

Space Engineers – full source code access, total modifications and 100,000 USD fund
 
Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers’ source code. This comes as a continuation of our decision to give more freedom to modders and community.
 
Please do not confuse this with “open source” or “free software”: While we are opening the possibility to read and alter Space Engineers and VRAGE source code, we’re not making Space Engineers or VRAGE free.
 
I have spoken about ideas like this in my previous blog post - http://blog.marekros...gineers_15.html but back then we were assuming we would open only some parts of the game. Later we came to the conclusion that opening the entire code base will be much better for everyone.
 
Modders can now develop the same way Keen Software House developers do (this however does not mean we will stop working on the game).
 
During the last few months we have been removing parts of the obfuscation on the Space Engineers executable and libraries. After that we  uploaded the source code of Space Engineers and VRAGE engine on GitHub as a private repository, let selected modders look at it and provide us with  feedback, and today we’re making the repository public.
 
There are very few game studios that have ever done this, probably none during their early access period. It’s an experiment that someone has to try, and the chances that it will be beneficial for the future of Space Engineers is high and worth taking the risk.

 

Could be some interesting mod turn up for this although there will be no doubt be some limitations on what can be made.

 

  131 Views · 0 replies

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The Evolution of Solotra.B Video

14 May 2015

Posted by SCAREKRO In: Solotra.B

Check out a short video which shows the progress of my game from January 2014. Awesome chiptune by Ozzed!

  74 Views · 1 replies ( Last reply by PINBACK )


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