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A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


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  • #57559
    farcodevfarcodev
    Participant

    another spacey piece of software, sadly it seems to not be updated since march 2010:

    http://orbides.1gb.ru/planeter-gal.php?lng=eng

    website:

    http://s-way.sourceforge.net/main.eng.html




    A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


    #68911
    PinbackPinback
    Keymaster

    Nice find Farcodev . 😎
    Look a really interesting game unfortunately I can’t get it too well on the netbook. It’s got a very small download.

    #68912
    GeraldineGeraldine
    Participant

    Noticed Steve Tyler has done the models for the ships in the game 😎 Steve is a regular poster on the Frontier forum. Must give this a try πŸ™‚

    #68913
    sscadminsscadmin
    Keymaster

    Good find Farcodev πŸ™‚

    I added this to the game list and will keep my eye on it. I wouldn’t say it’s abandoned because it has been worked over the last few years and last update was only a month and half ago. Games like Jumpgate Evolution go 6 months without a peep πŸ™‚

    I did like some of the screenshots:

    #68914
    farcodevfarcodev
    Participant
    Darkone wrote:
    Good find Farcodev πŸ™‚

    I added this to the game list and will keep my eye on it. I wouldn’t say it’s abandoned because it has been worked over the last few years and last update was only a month and half ago. Games like Jumpgate Evolution go 6 months without a peep πŸ™‚

    I did like some of the screenshots:

    thanks DarkOne (and Pinback too πŸ˜‰ )

    Ya didn’t said it was abandonned, just no news since march hehe.

    Anyway i can’t complains, i’m a lazy ass for update my website πŸ˜†

    The screenz rocks !

    #68915
    sscadminsscadmin
    Keymaster

    I am very impressed with the screenshots from a game that is only a 4-5mb download. These do indeed rock. Shows with some hard work and some tweaking of code it make it smaller you can build a nice game that is just a few MB. I really do hope this game progresses further because I will be interested in seeing how the procedurally generated universe comes out.

    #68916
    farcodevfarcodev
    Participant
    Darkone wrote:
    I am very impressed with the screenshots from a game that is only a 4-5mb download. These do indeed rock. Shows with some hard work and some tweaking of code it make it smaller you can build a nice game that is just a few MB. I really do hope this game progresses further because I will be interested in seeing how the procedurally generated universe comes out.

    We can hope that, these days there’s some update in other projects, like for FreeOrion 0.3.14 and High Frontier, so why not this one. πŸ˜€

    #68917
    sscadminsscadmin
    Keymaster

    Do checkout the updates to Spaceway, I have forgotten about this one for a while (thanks for the heads up Madtoaster). Looks like there is some great features being worked on.

    Checkout the latest updates here: http://s-way.sourceforge.net/main.eng.html

    And here is a few pics:




    #68918
    PinbackPinback
    Keymaster

    Planet size is very impressive 😎 in the fuel station scenario, it will be a pretty awesome game if they can make a game out it all.

    #68919
    farcodevfarcodev
    Participant

    wow just wow 😯

    #68920
    AvatarArtlav
    Participant

    Hi all, nice site you have here.

    Following Pinback invitation, here are some info on this thing.

    Spaceway is the project i’m working on every now and then. It’s never really abandoned, but the combinations of the right fey mood and right project can be many months apart. So it’s usually a week or so of intense work and releases with 3-9 months in between.

    The performance of this game is something of an unexplored ground, since i’m cursed with a pretty powerful PC.Not having much feedback or places to get it, i can only guess where it works and what the system requirements are.

    One thing is certain – the system requirements are going to stay quite high, since everything is being continuously procedurally generated in this universe-on-a-floppy, and wide-systems-set optimizing is a fine art i’m not a master of.

    The idea of the game wanders around – basically i make it for fun, and whatever feels fun at the moment goes into it.

    Everything is to scale – planets are thousands of kilometers of size, vessels are meters across, rubble in the surface is decimeters wide, stars are light years apart, galaxies are full of trillions of stars and are millions of light years distant. Everything is continuous, spanning 45 orders of magnitude, you can stop at any millimeter of the million light years between two rocks on planets in two distant galaxies.

    Anything you place in whatever place of that space will stay there when you get back to it.

    You can always take a shortcut thru a stargate, of course.

    In near term plans there is a much larger set of galaxies and an actually infinite universe, on the upper orders of magnitude. At lower orders of magnitudes i’m thinking of making planet surfaces useful somehow.

    Cities, trees and biomes, something to do and see.

    Stations, civilizations to handle them.

    Motion. Something moving in this currently-still world.

    The universe and it’s physics are completely separate from the rendering part, so all the FPS-consuming graphics could be shed off easily. In their place there would be whatever useful simple tools a strategy or construction game might need – a map of the planet with all features, starcharts, system browsers, etc. Or, a sim game – trajectory graphs, “mission control” for spacecrafts, etc.

    Behind these the world would still be running fully even on a smartphone-level hardware.

    Essentially, it’s a scaleable, do-whatever-you-want thing, and i’m still very much at loss in what to make of it.

    After all, technical achievements impress only the very few who know their value, and a game should be, above all, fun.

    So, if you see something like that in the next update, don’t be surprised:

    [hsimg]http://orbides.1gb.ru/sway/gsim.png[/hsimg]

    Or, another part might look like this (current procedural vessel editor):

    [hsimg]http://orbides.1gb.ru/sway/sw-vesseditor.jpg[/hsimg]

    Although, there will always be an option to have these kind of graphics:

    [hsimg]http://orbides.1gb.ru/sway/sw-sg.jpg[/hsimg]

    Ideas and suggestions are welcome, no limits on craziness or outlandishness are set.

    Darkone wrote:
    I added this to the game list

    Where ever this list is, i’m yet to find it πŸ™‚

    That’s quite a site you put together, i never thought there were so many interesting space sims. salute.gif good.gif

    #68921
    sscadminsscadmin
    Keymaster

    Welcome to SSC Artlav

    Some of us have been watching your Spaceway project for sometime now and seeing it get better with every release. I have liked a lot of the screenshots of the planets and the surfaces. You have done a great job with your engine, is that homegrown engine?

    Artlav wrote:
    Anything you place in whatever place of that space will stay there when you get back to it.

    This is some great stuff. And cannot wait to see some of the worlds come alive with possible buildings, plant life or lifeforms. Since it sounds like you do everything procedurally I guess to save work you could only have a certain percentage of planets actually have these unless a player puts something on a planet.

    Artlav I noticed you use a date stamp for your version number for Spaceway. Do you have a rough guess at where you are in relation to version 1.0 of Spaceway?

    #68922
    PinbackPinback
    Keymaster

    Hello Artlav Welcome to SSC

    Spaceways is very impressive piece of work, And the atmosphere haze on the planets edge look great although I have to say that I have found the controls some what confusing and it does chugs along a bit on my old system.

    Artlav wrote:

    In near term plans there is a much larger set of galaxies and an actually infinite universe, on the upper orders of magnitude. At lower orders of magnitudes i’m thinking of making planet surfaces useful somehow.

    Cities, trees and biomes, something to do and see.

    Stations, civilizations to handle them.

    Motion. Something moving in this currently-still world.

    Defiantly like to seeing some more of that, I have away thought if you have planets which can be landed on then that planet need to at lest have the feeling of being alive.

    Artlav wrote:

    Darkone wrote:
    I added this to the game list

    Where ever this list is, i’m yet to find it πŸ™‚

    That’s quite a site you put together, i never thought there were so many interesting space sims. salute.gif good.gif

    You can find the list of game in the under the links section at the top of the page,itΓƒΖ’Γ†β€™Γƒβ€šΓ‚Β’ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…Β‘Γƒβ€šΓ‚Β¬ΓƒΖ’Γ‚Β’ΓƒΒ’Γ’β€šΒ¬Γ…ΒΎΓƒβ€šΓ‚Β’s a big list and getting bigger all the time

    #68923
    Avatars2odan
    Participant

    Awesome… Ive been following this for quite some time now, as a long-time Orbiter + Orulex fan this game/sim is very appealing to me.

    D/Ling updated version now πŸ™‚

    #68924
    AvatarArtlav
    Participant
    Darkone wrote:
    is that homegrown engine?

    Yes. I don’t usually use third-party libraries or code in my hobby projects, unless completely unavoidable.

    Darkone wrote:
    This is some great stuff. And cannot wait to see some of the worlds come alive with possible buildings, plant life or lifeforms.

    Ideas are welcome, gameplay-related.

    Because…

    Darkone wrote:
    Do you have a rough guess at where you are in relation to version 1.0 of Spaceway?

    Not a tiniest clue.

    I’m wandering around usually, there are always a few things ahead i want to implement, and some things behind already done, but needing debugging. But long-term goals are written by a pitchfork on water.

    Darkone wrote:
    Since it sounds like you do everything procedurally I guess to save work you could only have a certain percentage of planets actually have these unless a player puts something on a planet.

    Sure, broad-scale procedural generation 101. πŸ™‚ The problem is that what is there in the frame takes quite a lot already.

    PINBACK wrote:
    And the atmosphere haze on the planets edge look great

    The ones in the current version?

    That’s somewhat dated, and might be soon replaced by something like this:

    [hsimg]http://orbides.1gb.ru/orbf/ogla-100414-8.jpg[/hsimg]

    [hsimg]http://orbides.1gb.ru/orbf/ogla-100414-7.jpg[/hsimg]

    (Same engine, different game)

    You can get similar look already, by generating rayleight tables (startup menu, good GPU needed) and enabling raytraced sky (in F11 menu).

    Not quite done yet, however.

    PINBACK wrote:
    although I have to say that I have found the controls some what confusing and it does chugs along a bit on my old system.

    Naturally, controls feels about as good as possible for me. πŸ˜•

    What can be improved? What kind of controls would you be liking?

    I assume it’s not a matter of key mapping, which is already configurable.

    s20dan wrote:
    Ive been following this for quite some time now, as a long-time Orbiter + Orulex fan this game/sim is very appealing to me.

    D/Ling updated version now πŸ™‚

    It might look and behave like vintage Orbiter, but the problem is that Orbiter have all the nice tools, tutorials and MFD’s, and lots of ways to plan things. Spaceway? Orbit MFD and an UAP autopilot.

    And with add-ons there written in paserscript and procedural mesh/texture scripts, no easy porting is in sight.

    So, hardcore Orbiter players would get it, but regular gamers would find it confusing and undocumented.

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