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.
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:
Hmm, I thought this was a thread about an article claiming that kickstarter had already worn itself out. I'm pleasantly surprised.
I will say that--potentially--Kickstarter could be the savior of game diversity.
It would be great if they would incorporate some sort of "partner matching" service there where someone could post what services they feel they can provide and what sort of terms they would like to work under and project starters could parse through them to look for developers.
You could barter services with other developers and the like and a lot of great start ups could conceivably happen--especially if they had feedback on their work and services, etc.
They guy on this project is young but seems skilled, focused and sincere and already has the majority of what he needs to go. Love the idea he has for the basic game.
I also just spotted this--he must be doing something right:
...and I LOVE the great attitude on Chris's part.
I've been keeping an eye on this as the creator of 'Limit Theory' has been active over at the Infinity: Quest for Earth forums quite a bit (another freelancer/elite-ish game that is based on procedural generation. They're going to be starting a kickstarter of their own around February).
Not sure if I'm entirely interested in a single player style game as I currently have X3: Terran Conflict I'm still running through. Though it looks like it WILL get funded which is very exciting. Especially since Chris has given him an endorsement, that's awesome.
Sounds amazing. Too good to be true. So it probably is. Hope I'm wrong on that. Also, posting here now puts this on my replies so I won't lose it.
Glad you found it--needed a bump. The guy has already hit his goals.
I backed LT on day one
You were ahead of your time. I love the Sui-Generis game too but I can't support or play all these games.
His game engine alone could be worth millions. Can you imagine fleets from the Sins universe fighting in that gorgeous glorious detail...Awesome....
Yep--he is onto something.
I'd also say the physics in the Sui Generis game are beathtakingly exciting. It's not my genre but I'd consider playing it for that along--also a one-man conceived and coded engine.
I have no clue why you people think this engine is better then Star Citizen one, actually by the Star Citizen trailers that one looks way better.
Didn't say it was better or not, what I said was his engine could be worth millions, mind you it's just him, no team, no publisher just him. Chris Roberts has a whole team and over a dozen years producing games and films. It's astonishing that a young guy such as himself created this, mind you if he had a team behind him, he could be the next Chris Roberts...
This guy has done something inexpensively and originally that has broader applications than just his actual game. Licensing is good money.
Sup everyone, it's been awhile since we heard anything about Limit Theory. Again to bring you up to speed, Josh Parnell is the programmer/creator of this game which successfully met and exceeded his Kickstarter goal. Whether or not will he license his engine is not known but imagine a game Like Sins being created using his engine.
Anyway, check out his progress he has done so far and just imagine this is the Sins universe. Enjoy...
I pre-ordered an Ouya console that was successfully funded via Kickstarter. The Ouya has alreadyconfirmed that it will be carried by big box retailers. With a purchase price of $100 is very appealingto people on a budget, unlike the new XBOX/PS4 costing in excess of $400+.Also attractive to independent studios/persons as there's no up front Dev costs like the other consoleshave. In their recent build a game in 10-days competition there were quite a few games that either lookedreally sharp or actually innovated.http://www.polygon.com/2013/1/29/3927864/ouya-game-jam-results-in-166-prototypes-over-10-day-periodLink to the finalistshttp://killscreendaily.com/create/index.php
Alright guys, this is update #2 for February. In this vid, Josh shows off new effects including Missiles and their trail effects, omg, when he gets a Comp graphic artist and a UI guy in there, it's gonna be awesome. Enjoy...
His shaders are beautiful...
His effects might not be massively complex, but they really fit quite well.
If I could, I'd teach him about different kinds of explosions... sigh... Particle effects are such an obscure art.
In the immortal words from the Picard, "Make It So." Follow @proceduralguy Follow @LimitTheory Limit Theory Forums
I backed him on Kickstarter too. I've got big hopes for his game and his future.
Looks very promising and I will be following this game closely. However, when it comes to space combat and trade sims, I've heard all of this before. It seems like a very, very difficult genre to design with depth, freedom, and granularity, while also providing intuitiveness and accessibility. I've played things like the X series, and all the Elite and Freelancer clones. I've even played Battlecruiser, one of the most opaque, insane learning curve games ever made for my money.
One thing they all have in common is that they get bogged down in options and almost provide players with too much freedom for their own good. In my opinion good game design has rules and limits, but lets the player feel completely empowered and free within those limits and rules, while allowing the player to exercise that freedom and power through an intuitive, elegant interface. That's something almost no game in this particular genre has quite gotten right in my opinion.
Dark Star One got the elegant interface right, but because of its simplicity, it became extremely repetitive and ultimately boring. It's a baffling line to walk that I haven't seen anyone get right yet. But I think this gentleman seems to have the right philosophy and intent to achieve it with enough time and support. So, cautiously optimistic.
Alright gang, it's that time again. Josh in his 3rd update video for March, (he releases video once a month).
He's actually playing the game, albeit very early. Anyway, watch for yourself and as usual, chime in on what you think...
We should buy out stardock, and then give Josh the rights to sins
I don't understand what's so good or cool about it. Good graphics where his ship slowly moves through space.
Have he done everything himself? The gameengine, the graphicsengine, the physics? He hasn't used a free engine of some sort or gotten permission from Nvidia about using PhysX?
He's a one man band, created the engine himself in his dorm room at night.
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