I don't have time to play a lot of different games but I saw this one and thought I would mention it as it might have some appeal here.
Kickstarter
Author's Site
This is a procedurally produced universe space sim with missions, planetary interactions, research and npcs. The current work will be a single player game though down the road he hopes to have networking for MP.
His Kickstarter goal is $50k and he has already raised $47k of it. You can get a DRM free digital game copy on release starting at a $15 donation.
This game particularly looks like it might appeal to Sins and Galactic Civilizations players.
What's impressive about it is it is using a custom engine to handle the physics of ship flight, planets, etc. as well as handle universe generation ..and it's all been devised and coded by the project creator in under three months with no one working on it but himself.
Sins and GalCiv players will definitely at least want to look over this project and I hope some of you might help the guy get where he's going--looks really worthwhile.
In brief, Limit Theory is:
Exactly...
He even admits during the video that it was not optimised yet. You're looking at a very early alpha game in the making...
You aren't looking at the grand scheme of things. His game engine alone could be worth millions to other Developers/Publishers because he created it from the ground up, Now, substitute his graphics say something like Sins or Eve online. An entire galaxy running on your rig without slow down.
Then you can see the endless possibilities this means for space based RTS games...
I kicked in on this project. This person is a wonderful new talent. I can't wait to see where his imagination takes him.
I thought the graphics was tied to the engine to a certain extent (like Half-life to Half-life 2 or something).
I don't understand what is so great about he having created that engine since I don't understand how hard it is to create a gameengine.
I know from Brads posts that it takes years to create a good gameengine but I don't understand if it's just about "doing it" or if it's trial and error or however it is you do it.
I don't seem to understand the question but I'll try answering it.
A game engine takes years to develop into something that's actual "workable" and suitable for gameplay regardless of the method, that includes testing to see if the thing works. Ypu need an actual team of developers if you want to create in a "short" amount of time (still a few years though).
The fact that he is able to create one by himself, that's actually workable is an achievement onto its own.
We arn't even talking about the fact that he still has to create art, music, and gameplay assets.
I wonder if creating a gameengine is easy but just tedious (like moving crates around in a warehouse. Anyone can do it but it's tedious) or if it's hard to know HOW to do it (like engineering with its advanced math).
It is hard to do since it requires extensive knowledge of coding and also tedious as there's constant testing, bug-fixing, and optimization going on. A lot of new games are choosing to license an already-existing engine such as CryEngine 3 or Unreal Engine because its cheaper and easier than the studios making a brand new engine for their game.
And even Chris Roberts, creator of Wing Commander. Has even shown support for Josh. But back to his game engine, I do believe his coding skills is like we breathing. It's second nature, not saying he's a genius, but over on the Limit Theory forums, when he get's to talking about coding. Wow, I have to break out my coding to ebonics Thesaurus to know what he is saying, he get's deep. But, he's a cool guy and he believes in what he is doing, can't wait to see his finished masterpiece....
Alright guys, moments ago, Josh has just uploaded Limit Theory v1.0 take a look what he has done since the beginning of April...
Oh very cool--thanks for posting this!
Well, if wasn't for you, I've wouldn't know about Josh and his creation. I'm just waiting for the beta and hopefully be a part of it...
I have several programmer friends and it's a real accomplishment for a single person to produce something like this. Looks better every time he updates.
Indeed...
Alright gang, it's that time again. The latest update from Josh on Limit Theory. Once again, the progress he has made is phenomenal. Everything is procedural so if you go back and watch previous videos, you can see the progression as this game takes shape. Anyway, enough of me yammering. Watch the vid...
Very cool.
I'll actually be buying his game when it comes out.
Chris Roberts (Freelancer, Wing Commander, Star Citizen) pledged to his project and said he would have hired him if he hadn't progressed so far in his own work already.
This looks really awesome. The fact that it's all procedurally generated is sweet. I have a question, though (maybe this isn't the best place for it but here goes): what about gameplay? Has there been much discussion of that? I looked at the dev logs and he seems to be really good at what he does (making an engine to generate and display an awe-inspiring universe), but I couldn't find anything about what kind of things you'll be doing in said universe.
He is basically working on the engine right now but also has someof the ship combat done.
The game will be somewhere between Sins and GalCiv in concept.
Will be interesting to see.
but I couldn't find anything about what kind of things you'll be doing in said universe.
For the most part, if you played the X3 series, mostly sandbox and may have some type of story play or campaign...
Here's a couple of vids from the recent pre alpha release of people playing around in Josh's universe...
Also on another thread, check this new game on Kickstarter...
OK. Are there any posted plans for gameplay? I think I saw something about procedurally generated ship designs. (He really seems to love procedurally generated stuff) but that doesn't really say much as far as gameplay. "Somewhere between Sins and GalCiv" mean it will be a strategy game?
So more like a space-trading game?
I going to say yes, but the game is still early but, more than likely, yes...
Here's a link and you can read his current and past daily updates he posts...
Yeah, I read a couple of those, and they seem to all be about programming details. (Well, what did I expect from a daily log?) I just haven't seen anywhere on the website where he talks about plans for the gameplay. I'm not saying I absolutely need to know this stuff (I didn't back and won't be playing it until it comes out, in any event), it's just quite a contrast from, say, everything I've read about Jon Shafer's game where it's all gameplay all the time.
He has specifically mentioned trading and combat. Open universe is the other mantra he has. The rest we will see.
Fair enough. (I guess if you're not going to use this kind of engine for trading and combat, then what the heck are you thinking?) Any details? Or just those words?
There are many great features available to you once you register, including:
Sign in or Create Account