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Limit Theory: An Infinite, Procedural Space Game

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shadmar
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Dev update #1

Dev update #2


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DarkOne
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That command interface mode on that 2nd video is great and that rail gun and the missiles were nice to watch. I am impressed with the visuals as well nice stuff.


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celticfang
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I'm following this. I like it a LOT


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True
 True
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I'm following this. I like it a LOT

 

 

I'm with you! Those updates are always a pleasure.


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shadmar
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DarkOne
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This game gets better by the month, I like the simplicity and I think the combat is going to be challenging as well. 


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Geraldine
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New Pre Alpha Demo is out! Although it's only for those who backed the game on the "prototype tier". Looks impressive here is a vid

 


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DarkOne
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Dev Update #5

 

 

 

Space itself looks a lot better than the previous videos and I kinda like these warp lanes. I think the scale of the planets need to be larger since some asteroids look very large in reference of the planet.


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Cody
 Cody
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I did follow Limit Theory for a while (I'm not a backer though), but he likes the dusty/nebulae look far too much.

That ain't anything like space for me. It's atmospheric, yes (in both senses) - but it ain't space. Different strokes etc.

Oolite Naval AttachΓ©


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Pinback
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Can't say that I am a fan of that in system travel he using, looks like you have these blue gate things all over the place.

 

Shame he using jump gates as well thought the game was going to be free jump to other systems.

 

Did like the first grey/blue Nebulae, red one was a bit garish also the game reminds me of Freelancer.


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SolCommand
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From what he said in the video the game WILL have free jump to other systems but that tech will be limited to capital ships or very expensive ships, so that you'll have to grind to get the $ to buy such a ship.


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Pinback
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most stop using the fast forward.I completely missed that.


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Pinback
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New update

 

 

 

Planet landing well not seamless transitions more of a fade in fade out as he says in the vid. 😎 was total unaware that Limit Theory was going to have this.


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XenonS
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Considered the procedural build-up, the planetary artwork looks quite fine  😎

In the video the transition is too much kind of a warping to the planet. Way too fast.

I would add an upper atmosphere sight where more gases or clouds being visible in high altitude to complete the "fade in". Same with the "fade out".

 

I never understood why "seamless transition" should be the non-plus-ultra. When you are in space the planet engine is not running. When you come to the planet, most of the space engine is unloaded to replace it with the planet's engine. The faster goes the transition and the more invisible (no sudden pop-ups), the better it is.

Is it technically really so hard to have multiple engines in the same game, one for space, one for planets?

 

A similar "new" engine system can be watched with the SpaceEngine (0.97 the latest version). I don't think it's entirly seamless, but the effect is quite the same.

 

XenonS


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Pinback
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Another update

 


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shadmar
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And .. 9

 


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Pinback
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This is looking better and better. 😎


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Elanoides
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Since noone have posted the october update video, I guess I'll do it then:


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SolCommand
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This is so beautiful I feel like crying πŸ˜€


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DarkOne
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He is definitely doing some great work and that tech tree is awesome.


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shadmar
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Couple of updates missed, and release is re-scheduled to mid 2014.

 

November update

 

 

December update

 


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Anonymous
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I love what I'm seeing/reading, though chances are I won't be able to play it without major hardware upgrades.. T ^ T


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DarkOne
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The node based UI is simple and amazing all at the same time. Hard to believe sometimes that its a one dev show making all this happen πŸ™‚ Can't wait until mid-year to see what this game looks like in a finished product. I really like the graphics of space in this game, very pleasing on the eyes and not crazy.


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Geraldine
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Yea, I think this game will shock a lot of people. The updates have been fantastic and Josh is making steady progress. It's looking beyond good. Cant wait to try it out.


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shadmar
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How about that scanner.. πŸ™‚

 


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