July 10, 2016 at 1:01 am #102750
Here is a demo of the “Saving Planet Erph” mission script.August 29, 2016 at 12:47 am #102751
Small update. Main new thing is a tow truck service has been implemented for those times when you run out of gas out in deep space, and an EMF detector added to the Comms screen to give early warnings about imminent attacks.March 16, 2018 at 7:16 am #111152
Been awhile since I’ve posted here. Lots of changes for Space Nerds In Space since last I visited, too many to recall really. Lastest thing is Space Monsters.
Hmm, not sure I remember how to post videos on this forum, and I don’t see a preview button… Maybe it will recognize a plain link and do some magic.March 27, 2018 at 1:06 pm #111194
Just a little update about what’s been going on in Space Nerds for the last few weeks.August 1, 2018 at 9:06 am #111475
Here’s a development update from July 27, 2018:August 18, 2018 at 11:12 am #111490
Short dev update for mid-August 2018:January 11, 2019 at 1:29 pm #112394theAntiBobParticipant
The videos of the progress you’ve made on this is amazing… the gas giants are insanely impressive.
Incredibly inspiring, I love it!January 17, 2019 at 2:36 am #112409
Those gas giants are beautiful indeed! Thanks @smcameron for linking the reference article by the way.January 19, 2019 at 9:47 am #112414
Thanks theAntiBob and D.C.Elington. I made a little slide show about how the gas giants are made, and also I have put the gas giant program “gaseous-giganticus” into it’s own github repo now.
gaseous-giganticus repo: https://github.com/smcameron/gaseous-giganticus
Also, here’s a half-hour long video summarizing the last 6 years of development on Space Nerds IN Space:January 19, 2019 at 10:43 am #112420PinbackKeymaster
Great vid and that’s an amazing amount of work you put into the game over the six years.January 20, 2019 at 11:53 am #112421
Yes kudos for the great work indeed ^^
And thanks for the presentation, the “gradient to curl to velocity field” slide makes it appear almost “simple”! 😀 Again these textures you come to are just amazing.January 21, 2019 at 10:54 am #112440
By the way, there are now bootable x86-64 Arch linux live ISO images with Space Nerds in Space pre-built here:
So if your friends don’t run linux, you can slam that ISO on a bunch of flash drives and they don’t need to install linux.February 17, 2019 at 5:22 pm #112547
A bit of game play from last night at the local hackerspace:February 19, 2019 at 1:50 am #112552
About the gameplay there are many people on the bridge ^^ so is the workload evenly balanced across all stations?February 19, 2019 at 9:10 am #112554
Some stations are more fun than others. Navigation and weapons are probably the most fun. Science isn’t too bad, but it’s basically scanning, which is selecting ships (so navigation can know where they are, and so weapons can know what phaser wavelength will be effective). Comms is kind of weak, mainly involves receiving messages from mission scripts so the crew knows what’s going on/what they’re supposed to be doing, and communicating with starbases and the ship’s mining bot, and controlling what’s on the “main screen” (The captain can request any screen in the game be mirrored by the main screen, and the comms guy can make this happen.) Comms also has access to type in commands to the ship’s computer, which via (somewhat sketchy) natural language processing, can make the ship do almost anything. (One time, after playing for a few hours and people were leaving, one guy stuck around and attempted to limp his nearly dead ship back to a star base using only comms and the computer — which was a kind of interesting and spontaneous apollo-13 like scenario — which was also doomed, because I don’t think it’s possible to dock with a starbase using *only* “the computer”, — though it probably should be.) Engineering and damage control can be kind of frustrating. There’s purposely not quite enough power and coolant to go around and run everything at the same time, and then when things get damage, stuff stops working quite right, and you’re scrambling around trying to drive/drift a repair robot around in the engine bay to repair all the systems and figure which one is most critical, and meanwhile the ship is likely being shot at and it could all end at any instant.
So… like I said, some stations are more fun than others. Dividing the duties up among stations like these bridge sims do is obviously somewhat artificial, as obviously there are plenty of space sims where no such division exists and single-pilot ships function just fine. And you *can* play this game solo, switching between stations as necessary (though it’s nowhere near as fun doing it that way.) Don’t know if that answers your question.
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