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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.

Join SSC Steam Group

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
Ascent
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
OreSome
Galactose
Spoids
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Retrobooster
Sector Zero
Deep Eclipse
Planetship
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
DreadChase
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
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

  • explorer117Photo
    Help Me With Timewarp (or destroying missiles)

    explorer117 - Feb 12 2016 09:33 AM

    I worked so hard to click on the missile again and it worked. Thx for all the help.

  • ArthurClarkPhoto
    Beyond the Stars

    ArthurClark - Feb 12 2016 06:14 AM

    Thanks a lot, DarkOne, really appreciate this. 1. Working on it right now)2. Yes, it depends...

  • curlsworthPhoto
    Wayward on Steam early access

    curlsworth - Feb 12 2016 12:07 AM

    I feel like EA games should be more expensive. They need to be raising more money, not less. I bo...

  • robskePhoto

    He at least gave us something universally hated which we can all agree on must be shot. I happen...

  • sscadminPhoto
    Lunar Flight

    sscadmin - Feb 11 2016 09:16 PM

    That is great and definitely going to add more realism to Lunar Flight when this new cockpit and...

  • sscadminPhoto
    Hello SSC from the UK

    sscadmin - Feb 11 2016 09:12 PM

    Welcome to SSC, Dazzytech and thanks for the headsup on the game you are working on.

  • sscadminPhoto
    Beyond the Stars

    sscadmin - Feb 11 2016 09:10 PM

    Not bad at all for an alpha. The combat works well with all the cards just fine and seems quite b...

  • sscadminPhoto
    Skillpoint Trading

    sscadmin - Feb 11 2016 06:28 PM

    Hmmm as long as everything is in place to prevent people from becoming overpowered? When I read t...

  • sscadminPhoto
    The Solus Project

    sscadmin - Feb 11 2016 06:19 PM

    Yup just a few more days, I probably won't get this until all the episodes are done... just hate...

  • sscadminPhoto
    Istrolid

    sscadmin - Feb 11 2016 06:04 PM

    Here is a new game from the developers behind the game 'Angels Fall First'. Checkout there websit...

Latest Discussions

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Latest Forum Topics

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Skillpoint Trading

11 Feb 2016

Posted by sscadmin In: EVE Online

Hmmm as long as everything is in place to prevent people from becoming overpowered? When I read this for some reason I think its like a legal power leveling in-game :) But I am sure CCP is making sure this doesn't impact high-level play too much, is the game really that grindy that they have to insert this feature?
 
 

Pulled from: http://community.eve...ng-in-new-eden/

Good day Capsuleers!

A couple months ago we published a dev blog introducing you to the idea of Skill Trading. The blog sparked a really great discussion in the EVE community. We decided to be fairly hands off and see where it would lead without us trying to persuade anyone. We weren’t sure exactly what to expect but it quickly became clear that many of you were able to see the potential benefits and that you’re also ready for some big changes in EVE, especially when they might help bring in newer players or give you more freedom with your own characters. After going through a lot of feedback while refining the design, I am now here to announce that we will be adding Skill Trading to New Eden and it is currently scheduled for our February release.

We learned a lot from all the articles, comments, and forum posts on the first blog, but before I get into any changes we’re making I want to again describe how the feature works since there did seem to be some confusion last time around.

Let’s look first from the perspective of someone wanting to add skillpoints to their character. All they need to do is get themselves a “Skill Injector” item (we simplified the name here for clarity), which they can find on the EVE market for ISK, providing another player has listed it. Once they’ve bought one, or convinced a loving supporter to give them one, they simple activate the item which immediately adds skillpoints to their unallocated pool and consumes the Skill Injector. Those skillpoints can then be spent however they like (following normal skill progression restrictions of course). That’s it.

The injector items will give a different amount of skillpoints depending on what your character’s skillpoint total is when you use the item, according to the following scale:

< 5 million total skillpoints = 500,000 skillpoints per injector
5 million – 50 million total skillpoints = 400,000 skillpoints per injector
50 million – 80 million total skillpoints = 300,000 skillpoints per injector
> 80 million skillpoints = 150k skillpoints per injector
But, the item you need and the process you use are the same no matter where you fall on the scale. One last thing here: we are making some big improvements to the UI for allocating skillpoints but I don’t have a screenshot of that for you just yet.

Now let’s look at the other side of the picture. If you’re someone wanting to sell some skillpoints, and your character has more than 5 million total skillpoints, you will need to get a “Skill Extractor”. This item comes from the New Eden Store, but can be traded on the market as well so you can choose the option that fits you best, ISK or AUR. Once you have a Skill Extractor all you have to do is activate it, which will give you a new window showing all your skills.

Skill_trading_training.png

You mark skills for extraction until there are 500,000 skillpoints worth marked. Once you’re happy with the skills you have chosen, you hit Accept. Now you will have a Skill Injector in your item hangar and the Skill Extractor you used will be gone, along with the 500,000 skillpoints.

It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training.

The design hasn’t changed in any big ways since our last blog but you may have noticed that the diminishing returns scale has shifted somewhat since last time. Rather than seeing major concerns about this being used by high skillpoint characters we saw a lot of high skillpoint players who wanted better access to using it themselves and so we’ve relaxed the scale a little to allow more flexibility at the high end. Specifically, we changed the 3rd bracket which used to give 200,000 to now give 300,000, and the final bracket which used to give 50,000 to 150,000.

I’m sure you want to know about pricing for Extractors but we are going to announce that a little closer to release time.

That’s the big important stuff. As I said earlier, our target is February so you can expect to give this a try in the very near future. We very much appreciate all the debate and feedback based on the last blog and look forward to a second round following this blog. We are very excited to get this in your hands and hope it will have a great impact on EVE.

  46 Views · 0 replies

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Istrolid

11 Feb 2016

Here is a new game from the developers behind the game 'Angels Fall First'. Checkout there website here: http://www.istrolid.com/ and watch the latest trailer below and you can even play the beta version on their site right now. Tell us what you think?





 

In Istrolid you design your own unique spaceships from a large number of parts to fit your strategy and play style. With no set units or factions you are free to create a fleet where each ship has its own balanced strengths and weaknesses, from basic fighters and bombers to hulking battleships and speedy destroyers.

Challenge your strategies and stretch your creativity, perfecting your spaceships' designs before taking them onto the proving grounds of battle. Jump straight into tense fights for territorial control where you maneuver your ships to best use their energy, range, firing arc, turn rate and firepower.

Conquer an entire galaxy in the single player campaign where you collect the parts you need to build bigger and meaner ships. Use them to defeat increasingly tougher and more complex opponents. Test the strength of your designs in multiplayer combat, fighting solo or with allies. Face custom AIs with their own fleet line-ups or even design your own AI that fights by your side.

  29 Views · 0 replies

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Wayward on Steam early access

11 Feb 2016

Posted by PINBACK In: Wayward Terran Frontier

The games hit Steams early access http://store.steampo...com/app/392080/ has a £22.99 price tag which seems to be on the expensive side for an early access title.

 

  51 Views · 2 replies ( Last reply by curlsworth )

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Beyond the Stars

11 Feb 2016

Posted by ArthurClark In: FPS, Strategy and Tactical Scifi Games

Hello, guys. 

My name is Arthur, as you may see, and for past few months i've been developing a game with my team.

It's called Beyond the Stars. We are trying to combine collect. card games with open 2d world (space) experience.

So, you basically fly and research lots of star systems and fight for your life by using deck,cards and all that tcg mechanics.

I would really appreciate if you share with me some ideas and take a look at my project.

Thank you all and thanks to Spacesimcetral for  inspiration!

Status: alpha

Link to the game: https://beyondthestars.com/game/

Arts, screenshots: https://beyondthestars.com/overview

 

Much love! 

  65 Views · 2 replies ( Last reply by ArthurClark )

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Elite dangerous space sim central guild

10 Feb 2016

Posted by ollobrain In: Elite: Dangerous

If any of you guys are interested i have a elite dangerous guild called sirius inc ( in this game all things sirius are high tech and exploration and our guild focuses on that)

 

We poke every element of the game from the slightly broken background simulation to ground based exploration and ingame interaction with galaxy wide events.

 

Ive been playing for 12 months, so if anyone is passing through here and wants to get into a group environment in elite dangerous drop by register at www.siriusinc.enjin.com and come and join us.

 

We also have a space engineer server and are getting involved in start citizen when it comes out as well as xcom 2 and other games with a space or sci fi theme

  49 Views · 1 replies ( Last reply by sscadmin )

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Help Me With Timewarp (or destroying missiles)

10 Feb 2016

Posted by explorer117 In: Pioneer

After a fight in deep space, I managed to kill the guy who was chasing me for some documents, but my missile didn't hit the target before I destroy it. So I've started to run my engines towards target planet. Well, of course, as you know, it takes time to accelerate to thousands of kilometers per second. And time warp didn't work, no matter how far I got from the missile. I shot a few bursts of laser to it, it also didn't help.

So just asking for help. Is there any code or sth to destroy the missile, or how to unlock timewarp capability again? And I would be happy if you don't tell me to shoot the missile. Just asking, if there's any other way. Alert mode is green, my targeting got stuck at my missile. I can't deselect it.

  92 Views · 4 replies ( Last reply by explorer117 )

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Alone in the Universe - no fight game

10 Feb 2016

Posted by homix In: Free SciFi Gaming Projects
Hi!
 
 
My name is Adam, and I'm the author of "Alone in the Universe" browser game.
 
 
At first some explanation - what is this game and why I did it.
I'm the very big fan of space themed browser games like Astro Empires or Ogame. I used to start to play these games many times. 
Unfortunately, every time, after a couple of days playing, my empire was attacked, destroyed or occupied, even after reading all the manuals and forums about how to play.
All these space games is only: kill! destroy! hate!, fight! WAR!!! 
I don't like war and fighting. I like to build my empire in peace and quiet. And most important - I don't like to loose what I already build by many hours/days.
Then some day I've found a solitary game Rebuild the Universe - great game with nice graphics. This was the inspiration to write my own game: no war, no stress, just progress.
So, AitU is the game I made basically for myself :)
 
 
Short characteristics what game contains:
 
 
- build factories to increase resources output
- build logistic structures to increase technology
- learn technologies to increase bonus
- expand your empire by colonize planets
- build moons on your planets
- send spaceships for missions to find powerful artefacts
- discover unbelievable mega structures in universe
- build your own stars and black hole
 
 
I hope you'll like it:
 
 
Greets to all forum users
Adam 
aka homix
 

  83 Views · 0 replies

  79 Views · 5 replies ( Last reply by PINBACK )

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Vr Version is coming March! Any interest in the NonV...

09 Feb 2016

Posted by ShaunWilliams In: CDF Starfighter

Hi everyone.  The VR focus has been in the forefront of CDF Starfighter,  In NonVR testing this game is really cool.  Steam will only let us launch one version, so if this is a game you would be interested in playing the old fashioned way (2d screen) then please give us some feedback and we can get moving on a NonVR version.

 

Whats the difference?

 

The initial release is VR only!

Non Vr version will have full cinematic and cut scenes.

Non Vr version will have a slightly different HUD and interface

NonVr version will ahve motion blur and a variety of 2d effects NonVR version will have keyboard and mouse support

None VR  version will be a much lower Min Spec (VR - currently an i5/i7 with a 4gb GTX 970)

 

CDF STarfighter is aimed at controller/joystick support,  How many of you play space combat sims with keyboard and mouse?

 

Let your voice be heard!

  45 Views · 1 replies ( Last reply by PINBACK )

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New Facegen Mod (re-color)

09 Feb 2016

Posted by rini3456 In: Pioneer

Hi everybody!

 

First of all I love Pioneer SpaceSim... cool game, and I'd like to contribute a tiny bit.

 

Seeing (Wayne) Captain Now's artwork I was simply amazed what people can do. But since I'm lacking the skills I'm only able to re-color some stuff ;)

So I made a new 'species' for you guys , called the V'kai Trin .. and I hope you like it!

 

I asked Wayne for permission and was granted that, and he says 'Hi!' to all you guys, and is still working on his artwork - which is the real deal -, very good news, too ;)

Unfortunately I wasn't able to reach Boabobafet to ask for his permission, too. Because I wanted to ask them first before spreading mods. Anyway, if he does want me to take the mod down I'll obey to that immediately.

 

Remember, I'm new at this, and a mediocre artist, so this is most likely not the final version. 

 

Enjoy, Matanzan

  129 Views · 1 replies ( Last reply by clausimu )

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Starfall Tactics WIP: It's time to scout, transport a...

07 Feb 2016

Posted by Relampago In: Starfall Tactics

wip_20res.jpg


Starfall Tactics allows you to build a lot of interesting strategies, thanks to in-depth customization and a variety of available special modules granting you additional tactical abilities. We are constantly adding features to make your future battle experience more diverse - this time we added two scouting modules and a completely new type of lasers, at the same time, we continue our work on the MMO part of the game.


Charon freighter

Charon freighter is ready to carry precious resources and other meaningful stuff! It's actually too slow and heavy to do it all alone, so there is no surprise in getting escort missions from time to time. You might think about it as an easy way to get some money or reputation, but considering hateful pirates, player killers, aggressive players from other factions and other unexpected meanness, these "simple missions" can turn into extra troubles.

 

charonsfres.jpg



Phantom Laser

Along with adding special modules granting new active or passive abilities, we did not forget about general equipment such as weapons, armor, engines and so on. Looking at fat-armored Vanguard vessels, we've recently added phantom lasers with ability to almost ignore it, burning away heavy armored ships.





i-have-an-armor-please-stop-hurt-me-nooo


It still has some disadvantages, such as shorter range and low shield damage, but glorious golden color will make it all up as that's the best looking laser according to Starfall Tactics' team.


Advanced Sensor and Stealth module

To get more map control and vision for sniping enemy ships you usually need to create more scouts and get special systems for better detection, hiding and stealth revealing (yes, we've already added stealth modules). Stealth module will help you hide ships, making them invisible, while Advanced Sensor is a thing your snipers and scouts will particularly fall in love with, as it significantly increases the field of view and allows to detect stealthed enemies easier.
 

ooooops.gif


There is a lot of interesting things to be added to Starfall Tactics - stay in touch and read all upcoming news to keep up!

http://starfalltacti...nd-shoot-lasers

  65 Views · 0 replies

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Artificer

07 Feb 2016

Artificer

 

Artificer is currently under development by DTDigital

 

You play the role of a security contractor in the wake of a crisis, an open rebellion has begun to tear across the galaxy. In exchange for new technology, you accept contracts that require you to:

  • Defend space stations from aggressors
  • Engage in space skirmishes to eliminate flagships
  • Battles of attrition to claim clusters of stations from enemies
  • Escort valuable cargo ships across the expanse of space.
  • Partake in combat and attempt to wipe out the enemy force.

This technology may be in the form of completely new ships or weapon upgrades. Everything you destroy - asteroids, ships, yield materials that may then be used to build this technology. Rip apart your enemies and use their hulls to build your own.

 

Download on itch.io

 

Follow on Facebook

 

Follow on Twitter

 

  101 Views · 1 replies ( Last reply by sscadmin )

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Space Merchants: Days Of Glory

04 Feb 2016

Hi friends,

If you love science-fiction as we at Playito.com do, you know there is never enough games of this genre with solid and intriguing story. With Space Merchants: Days of Glory we try to help fill this gap. With your invaluable support we will be able to finish our project in time and quality it deserves!
Link to greenlight: http://steamcommunit...s/?id=612644753

 

The Game

Singleplayer: 
■ Unravel the storyline by playing as a merchant of one of the factions you choose. 
■ Explore locations in Solar System and outer space. 
■ Buy&sell equipment and goods. 
■ Take quests and jobs from NPCs. 
■ Fight your enemies in intense dogfights. 
■ Improve your ship's AI skills as you gain experience. 
■ Upgrade your equipment to go far and beyond. 

Multiplayer: 
■ Defeat your opponents in arenas. 
■ Team up with your friends. 
■ Lead global leaderboards. 

Technical aspects: 
■ 3D game in HD resolution. 
■ Game mechanics inspired by similar games in genre (Elite, Freelancer). 
■ Control by mouse+keyboard or gamepad/joystick (desktop version) or via touchscreen (mobile version). 
■ English+Czech localization (+ possible other languages). 
■ All 3 desktop platforms supported: Windows PC, Mac OS X and SteamOS/Linux. 
■ Planned mobile versions available on native stores (iOS – App Store, Android – Play Store, Windows Mobile – Windows Store). 

Video:

https://www.youtube....h?v=YglUGlnyFgY

  167 Views · 2 replies ( Last reply by Despo )

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Starfall Tactics: Epic Warp Gate model, self-destruction...

31 Jan 2016

Posted by Relampago In: Starfall Tactics

wip_19res.jpg


Something massive is coming out! Prepare to warp away through massive gates, surprise your opponents with an epic self-destruction module or simply destroy missiles, which are desperately trying to reach you.

Warp Gates

Making your way from one solar system to another is a hard challenge, which requires a lot of energy, resources and exact coordinates - so, a Warp Gate is a great thing to help ships easily jump from one system to another. We thought once about small warp beacons, but nobody could stand against enormity and epicness of huge Warp Gates with moving circles - just click on the picture below to see it:
 

warpgatesres.jpg


Check out our profile on Sketchfab to see more 3D models!


Self-destruction
 


module_selfdestruct_blueprintres.jpg


Self-destruction module is finally here to show brutal power of death and explosions - whether it's a dreadnought getting his last chance to kill a significant part of enemy's fleet, or some small suicide frigates, you will never regret the last moment of its life.
 

self-destruction_module.gif


Self-destruction module is an activatable equipment, that takes up space in the engineering bay, and requires considerable amount of capacity. It explodes on Activation, damaging all vessels in range, and eliminates the ship in which it's installed.

Anti-missile system
 

module_ams_blueprintres.jpg


Hate missiles ignoring shields and destroying expensive ships? Get an anti-missile system and laugh at enemies launching swarms of rockets at you - right until they warp-in some beam weapons or cannons.
 

antimissilesystem.gif


Anti-missile system is a passive special module which can be equipped to any ship with sufficient engineering bay space and capacity. Be ready to sacrifice some armor, shields or other important stuff to get it, although it's a fair price for such a useful module.
 

http://starfalltacti...missile-effects

  121 Views · 0 replies

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Bernd Lehahn interview

31 Jan 2016

Posted by PINBACK In: X Series

A new interview from a crotaion game site http://www.nutty-gam...erview-egosoft/ I remember reading a few years ago just before XR was released in an interview that he mentioned that XBF was going to be released on the Amiga but as the games market disappeared they switched to the PC. 

  151 Views · 4 replies ( Last reply by sscadmin )

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Squadron 42 separate game from 14 Feb

31 Jan 2016

Posted by PINBACK In: Star Citizen

 As the thread title says. https://robertsspace...d-Other-Updates

 

 

At the December livestream, we announced that Squadron 42 and Star Citizen will be split into two separate packages in the near future. To update on this: the split will occur on February 14th. Squadron 42 will be available as either a stand alone game or an optional addon for Star Citizen rather than be included by default. If you want to lock in both games for the lowest possible price, consider pledging before this deadline. You can learn more about Squadron 42, our thrilling single-player adventure.

 

Can't see anything about how much it will cost you.

  172 Views · 7 replies ( Last reply by fevriul )

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Help me find a game...

28 Jan 2016

Hello to you, human (or maybe an alien, whatever). And I'm here to ask for your help. Long ago I search a space game that I would call "perfect", but so far not found, and I am here to ask if any of you know a game with the following requirements:
- Space Game (obvious)
- Multiplayer
- Singleplayer
- That is not abandoned
- First person view
- Similar to the game Pulsar crew system
- Advanced Ship, like the game Rogue System
- An FPS in the game, such as Parkan 2 game (I know this is not the right topic, but it's more fit in the other game features)
- Customize the appearance of the player, like the Pulsar game (optional)
- Various parts of the ship, such as engineering, bridge, medical center, etc.
- "Jobs" of the crew, as the captain, engineer, doctor, etc.
- The player needs such as life and oxygen.
- Ability to land on planets and explore them, as in Empyrion game.
- It has been released (at least in early access).
 I will thank a lot to help me. May the Force be with you! :)

  460 Views · 11 replies ( Last reply by edeanp )

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Uncanny

27 Jan 2016

Posted by sscadmin In: Sci-Fi Movies and Television

  135 Views · 1 replies ( Last reply by ExpandingMan )

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Procedural planets : Part II

27 Jan 2016

Posted by NevilClavain In: XFrontier
A little hello to the few that sometimes come hang out here !
 
 
Many weeks passed while I was fighting with my piece of code. I'm quite happy with the recent progress I made, essentially on the fractal/noise code on GPU. As my first implementation of Perlin noise was working well, but definitely too slow, I switched on Wombat GPU perlin noise implementation (Thanks to FluffyFreak for the link), allowing me to keep a decent framerate.
 
Among the many links I followed while searching informations about fractal and noising, someone wrote that "fractals are beasts incredibly difficult to master" (or something like that). And hell that's true, bloody true. and when you work on it on GPU side, you just enter in a Wooooorld Of Pain.
 
One of the most challenging point was to combine multiple fractals calls to alternate plains and mountainous area, which is something that I have not been able to get on my previous planet engine version, 4 years ago. I now have pleasant flat coast and plains, and here and there I can see some isolated mountain ranges, which is more realistic than endless succession of hills and mountains as that was previously the case in 2012.
 
Another succesful milestone was to correctly manage collision between ships (or other physical bodies) and the planet's terrain. As the planet terrain elevation is computed only on GPU side, and the physics engine (Bullet) run only on CPU side, the only way to get it working is to execute on GPU a pass rendering the elevation map of the portion of land located under the body, retrieve the result on the CPU side, and submit it to Bullet API. I had big doubts about the efficiency of this method, so I was really surprised to see that in fact it works damn well :preved: !!
 
Finally I spent some time on shaders generating global planet's textures. To obtain a nice rendering I implemented some computations about Temperature and humidity (as in SOA project), to get realistic colors combinations on global planet textures. As I play with shaders inputs for temperature and humidity distribution algorithms, I can get different types of earth-like planets : temperate and various climates (Earth), desertic and arid planet (Dune, Jakku), warm and luxurious vegetation planet, or planet in full glacial era (Hoth). See those screengrabs just bellow...
 
Still no lighting, fog or atmospheric effects actually, this should come later.
 
Next step is texture splatting implementation (detailled textures) for planet's terrain.
 
-Nev-
 
planet2.jpg
 
planet7.jpg
 
planete5.jpg
 
planete9.jpg
 
Desert & hot planet
 
planete11.jpg
 
frozen planet
 
planete13.jpg
 
Warm and moist world
 
planete15.jpg

  286 Views · 11 replies ( Last reply by fluffyfreak )

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XenoRaptor

27 Jan 2016

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FAST, CHALLENGING ONLINE CO-OP

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Official site

 

P.S.

"...bear teleporters..." :D

  156 Views · 1 replies ( Last reply by sscadmin )


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