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Divine Space - space adventure/quest ARPG in hard sci-fi genre lands on Kickstarter!


AntiDanilevski
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Hello everyone!

It's time to update this thread <img src=' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f' class='bbc_emoticon' alt=':)' />

For some time now we’ve been making a space game — an adventure, quest, and ARPG. Controls are click-n-go (for pads, touch-n-go respectively), fights - in real-time. We’re making it with Unity3D; it’s a cross-platform game - so we are developing first version for iPads, next - Android, next - PC/Mac/Linux. In plans, after single-player versions - crossplatform MMO.

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The action of the game takes place in a universe resembling our real world as much as possible: stars are located just where they actually are. We had to spend several months developing actual astronomical data and building a universe based on them. After playing Divine Space, you (or your children) will know once and for all where the sun is located in our corner of the universe, which stars are closest to us, what their spectral classes are, planets... and much more.

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However, this in no way converts the game into a boring educational manual. Battles, trading, travel, explorations, figuring out secrets, and surprising discoveries await gamers in the Divine Space universe.

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Main features of the game:

  • Scientific: the world is built on REAL astronomical data, obtained from astronomers and scientists. Stars have their real positions, spectral classes, etc.;
  • Construction of ships from parts. You can built your custom hulls and add devices and weapons;
  • Deep scenario and world design (it's almost USP nowadays). We built our scenario based on current research. It's somewhat a prediction of the possible future;
  • Most operating systems are supported. First, the game will be single-player ARPG, but the game will move toward serious MMO.

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Lastly, Divine Space is a game that respects gamers. It respects gamers’ ability to imagine and think. This is not the next farm or city number one million. No, this is fantasy of the highest order, where the main thing is the theme and the atmosphere, and not empty effects. This is a mix of the spirit of such games as Star Control, Elite, and Space Rangers; this is simple gameplay, comparable with Dark Orbit; and the excellent, modern, three-dimensional graphics are somehow reminiscent of Eve Online. All of it together makes up a magnificent, gripping, and simple-to-control game, with a deep theme and lively characters.

I invite you to evaluate our game and take part in its creation, if you like it. Our goal is high, but we can do it – and we will do it! If you wish, you can help us by sharing your impressions with your friends, contact list, and classmates, liking us on Facebook, and so forth. And, of course, becoming our backer! We will be very grateful for your support - and rewards that we have prepared are really good.

Let's fly together! Come and sign up to the Divine Space crew here: Back Divine Space at Kickstarter


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Pinback
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Nice work Antidanilevski <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gi f"' class='bbc_emoticon' alt='8-)' /> <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gi f"' class='bbc_emoticon' alt='8-)' />

The game controls look really smooth and love the 3d map.


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DarkOne
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Very impressive stuff AntiDanilevski.

Docking at that station and then shifting through the items and the zoom in/out on the mount points and seeing them installed is a great effect. The details you had on that interface were really nice. What type of flight changes will you be making because I though the ship flew very nicely in the demo? Agree with Pinback that your starmap is great, how many systems are in it?

Will Divine Space be coming out on iOS and Android and is there any chance on seeing this on the pc if game does well on the mobile side?


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AntiDanilevski
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Thank you, guys!

Glad you liked it.

Changes in flight model - ship will fly more smoothly and likely more physically. Now ship is flying too cartoonish, there is too much from arcade - and too few from a spaceship flight. We will be working on imroving that. Controls won't change, they will stay simple and intuitive.

Now we have parsed 300 stars from astronomical data sheets. 20 stars are "known" - they have planets, where each planet is a location. Amount is different - from one to ten. We don't know final amount of locations though in first release. For the sake of experiment, we parsed 2000 and 3000 stars... and it was marvelous. We hope to make starmap with those numbers one day.

If things will go well on kickstarter, we will release PC/Mac and likely Linux quick enough. If not... not sure if it will happen.


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AntiDanilevski
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Update: site is launched today - come and see what we prepared for you!

http://divinespace.org

Don't know why, can't add a picture - it looks as a broken link (and ok while adding it). So no picture for the link.


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Not bad. The video made me want to play the game on one of my tablets. Too bad Android is yet not supported. =(

I will definitely support you Kickstarter, if one of the stretch goals will be PC/Android conversion!


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AntiDanilevski
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Divine Space campaign is LAUNCHED!

Come, come and help us to spread the word and fly to the goal! We need everyone to back us!

Divine Space at Kickstarter is here


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If I pledge now, will this get me just the iOS version of the game? It sounds like the conversion to other platforms take place at a later point, will you provide an additional Kickstarter campaign again? (just like Star Command did it with an exclusive Kickstarter for the PC version?

Sorry to bother you, but it's not so clear when I read the page.


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AntiDanilevski
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'True' wrote:

If I pledge now, will this get me just the iOS version of the game? It sounds like the conversion to other platforms take place at a later point, will you provide an additional Kickstarter campaign again? (just like Star Command did it with an exclusive Kickstarter for the PC version?

Sorry to bother you, but it's not so clear when I read the page.

Yes, if we won't gather for PC/Mac/Linux, and after release first versoin will need additional funds, sure we can launch next campaign. But most likely we will be fine and won't need backer's money to continue development of next versions. And you will have all versions that we will ever develop because they are totally free.

But let's hope we will gather enough to make a PC release! Pretty sure it's possible. Roadmap will be announced soon, too, so it will be clear.

And feel free to ask there too.


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DarkOne
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I liked the kickstarter video AntiDanilevski, and I hope the Earthlings can rise to the challenge as well and fund this game. I too would like to see an Android or PC version of the game as well. I will add this video to SSC's frontpage sometime today, I have created a Kickstarter area for space games to show them off. I really like the feature of creating your own ships, how granular of a process are you allowing for this? Can a player choose ship components as well? If you are successful I would agree that Divine Space will be the best space game on the tablet.


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AntiDanilevski
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'sscadmin' wrote:

I liked the kickstarter video AntiDanilevski, and I hope the Earthlings can rise to the challenge as well and fund this game. I too would like to see an Android or PC version of the game as well. I will add this video to SSC's frontpage sometime today, I have created a Kickstarter area for space games to show them off. I really like the feature of creating your own ships, how granular of a process are you allowing for this? Can a player choose ship components as well? If you are successful I would agree that Divine Space will be the best space game on the tablet.

Thank you!

There are constructors that contains core (main ship) and it's parts. Usually, you cannot attach parts from another constructors to yours, if they are different. But there are some ways to avoid it... in a special, very well hidden 'underground' bases (should I say - 'underspace'?).

We will be increasing amounts of components and whole constructors with time, now we have three absolutely different types.


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AntiDanilevski
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Hello, everyone.

We posted many big updates and telling stories about our development, answering to the questions and many other good stuff. Learn more here: http://www.kickstarter.com/projects/dodogames/divine-space-sci-fi-space-arpg/posts


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Oh sweet you guys use the unity engine!

Is there a possibility that the game will later be released for Wii U too? Would be awesome to see this game as a downloadable application in the Nintendo eshop. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//gamer4.gi f"' class='bbc_emoticon' alt='' />


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AntiDanilevski
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Hello guys!

No, no Wii yet. But if we will make it for Ouya, don't see a reason why not for Wii. But time will show, first we must win this battle... we won't do it withough your support. Come back us, or we are going to fall into a black hole!

UPDATE: we reworked our main video and project description. Check it out, it should be a lot more clear now: http://www.kickstarter.com/projects/dodogames/divine-space-sci-fi-space-arpg

Also, there is a soundtracks demo-reel, good listening to you!


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I think the main problem with this kickstarter is the limitation to iOS and the price related to the iOS game.

You have to find apple followers that are willing to spend more than the usual 1-3$ for an app. also they have to be into sci-fi and they should not be scared of by a free2play game model.

I think you're really narrowing down your customer base with all these limitations.

Also, I personally think that Kickstarter is not an ideal platform to reach the iOS customer base, I assume you would find more PC/Android people there. But I might be wrong.


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Pinback
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Still have 13 days on their Kickstarter but have not got to the half way marker yet.


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SolCommand
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The game looks outstanding ! Too bad it's for iPads. If this was for PC I bet they would've got a whole lot more than 100k.


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With the Unity engine as the foundation it should be quite easy for them to go multiplatform, however I am not sure if this is still true when a netcode for multiplayer is required.

I can understand that focusing on just one platform drives away many customers that are interested in the game but not willing to buy an additional device just for the game.

Good luck for this project. I hope we will see it again soon. =)


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Pinback
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Well they won't hit there target only 6 hours left and only about a quarter of the way to the $100.000.


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they backed the wrong horse with iOS. in my humble opinion.

I just hope we will see them again soon with new platforms!


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Straker
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Maybe iOS is what their team is comfortable developing with?

I'm sure if it's a success they'll look at bringing it to other platforms.


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DarkOne
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Nothing wrong with developing for the iOS, it is a decent size market. Android is the larger of the markets/install base if you count phones. And it is easier for devs to post up software to download on to an Android platform over iOS. I have see developers have a hard time getting completed games on there never mind demos so a developer can sell/hype their game. I'm sure Divine Space will do well in the end because it is shaping up to be a great mobile game.


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