• Register

Deep Space Settlement is a real-time strategy game focused on empire building and grand-scale space battle. It is currently in development.

Features:

  • Build your interstellar empire
  • Gather and convert resources to power your empire's economy
  • Trade resources between players and NPCs across star-systems
  • Random events, RPG style
  • Customizable ships and stations
  • Build giant capital ships supported by an armada of smaller, more maneuverable ships
  • Create fleets
  • Unlock new technologies
  • Unlock new ship abilities through an XP system
  • Defend against invaders and conquer new star systems
  • Single- and Multiplayer
  • Story and sandbox mode
  • High modding capabilities, access game content through XML and game logic through the API

If you want to support the development, you can pre-prorder the game right now!

Image RSS Feed Latest Screens
Corvette - "Nose C" Corvette - "Side F" Corvette - "Side E"
Blog RSS Feed Report abuse Latest News: July Update

3 comments by StephanieRct on Jul 31st, 2015

Programming

This month I finished the new save game serialization code and ran some tests to validate the data. Tests are basically to save the game in memory every frame so it can catch any bugs that might happen. I feel much more confident now with this system, if something goes wrong it will let me know instead of silently failing like it was doing before. So that’s good :)

One other thing that is bugging me is the 3D controls to navigate and pick positions in space. I’m using a main grid plane from which all camera movement and point picking are done. This grid can be moved up or down to pick position outside the origin plane. That’s great but it can get tedious to pick a position close to an object out of that plane, like an asteroid for instance. So I’m now working on locking a local grid plane when hovering the mouse over an object that would overload the main grid. I’m hoping with these 2 schemes it will cover 99% of use cases. We’ll see how players react to these settings.

Here’s what the main grid plane looks like, the faded one is the origin plane.

User Posted Image

Art

Last month we left off with the body/core of the drone completed. As a reminder, you can check it out here in 3D: Sketchfab.com

To complete a drone, you’d have to add at least a tail, which adds engines. Furthermore you probably want to add a nose as well, without which a drone would be of little use(but likely not completely useless either).

For now, there’s a mining nose and a repair nose.

User Posted Image
User Posted Image

You can check both of them out in 3D as well: Mining Drone and Repair Drone.

Also, as a bonus, here’s the Mining Drone without it’s cargo box. It probably won’t show up like this in the game, but it was simple enough to do and who knows.

User Posted Image

While building the mining front, I wanted to emphasize how small the drone is. I did so by playing up the cargo size in relation. This is also why I chose to place the cargo box on the underside, as it further suggests heaviness to our gravity accustomed minds.
This way it’s also very reminiscent of a beetle or bumblebee, which I thought was very fitting.

With the drones being done (for now), I turned my attention to corvettes, as Stephanie wants more diversity, more design options. It’s the first time i’m going back to a previously created asset and it is a lot of fun.
With most assets so far it’s been all about blocking out the bare essentials, getting the minimum amount of components you would need, but the plan for all assets has always been - and likely will keep being for the foreseeable future - to add more components to everything. More stuff to play with for the player.

I did some quick sketching to get some ideas out, focusing on different silhouettes for the most part.

User Posted Image

It’s pretty interesting how much the appearance of the corvette can change, by choosing different sides. For instance, look at this one:

User Posted Image

And compare it to this one:

User Posted Image

Of course, the prettiest corvettes will always be those with mirrored sides :)

Note, that the last one has small engines embedded into the sides. So far engines have only been a separate component to be added to the tail section of corvettes.
But due to the nature and flexibility of DSS’s unit design, any component can get any property. So a wing can contribute propulsion, if you want(as a modder). And so could a nose, for that matter.

This final image is pretty much where I left of this month. It shows the first of the new noses, which looks like it might have some kind of sensor capability :)

User Posted Image

Media RSS Feed Latest Video
Post comment Comments  (0 - 10 of 220)
OhNoesBunnies!
OhNoesBunnies! 18hours 8mins ago says:

This has such a homeworld feel to it, I'm really looking forward to this!

+1 vote     reply to comment
onionman
onionman Apr 27 2015, 6:58am says:

I'm a huge fan of Sins of a Solar Empire, and have been looking for a new Real Time Space Strategy game. DSS is looking fantastic! I've been following it for a while now. Is there any word on when we'll get to play it?

+2 votes     reply to comment
MetalHead-102
MetalHead-102 Mar 1 2015, 1:51pm says:

It says "you can pre-prorder the game" ;)

+1 vote     reply to comment
sithpal
sithpal Dec 10 2014, 6:05pm says:

sent pm. not sure of the stance on those like weather or not would reply. figured replies to comments probably would reply to a pm to.

+2 votes     reply to comment
dssmathias Creator
dssmathias Dec 12 2014, 12:55pm replied:

Oh I've missed this somehow. Will answer soon. I'm just burried under work atm.

+1 vote   reply to comment
sithpal
sithpal Dec 12 2014, 11:28pm replied:

thx the game is turning out great cant wait. no rush to reply the game must take precedent keep up the great work.

0 votes     reply to comment
IonusTheForsaken
IonusTheForsaken Dec 9 2014, 9:52am says:

I'm throwing money at my screen,Nothing happens

+3 votes     reply to comment
Doci
Doci Nov 17 2014, 5:08am says:

"High modding capabilities, access game content through XML and game logic through the API"

i see where my time will go ^^

btw is it 64-bit only or can someone play it with a 32.bit system as well ? :)

+1 vote     reply to comment
dssmathias Creator
dssmathias Nov 17 2014, 5:38pm replied:

So, we are going to release a 64bit version for sure, 32bit is uncertain. Our current debug builds do run as 32bit, but maintaining two different releases is more work. If many people demand a 32 build built, it might be done, otherwise Stephanie won't bother maintaining an additional target.

+2 votes   reply to comment
Vladiskov
Vladiskov Nov 19 2014, 8:28pm replied:

You should chose them divide the team for both release (of course you can always wait some time after releasing the 64 bits version) for bugchasing, also you can use the always useful bugchasing players to help on it (centralize on game destroyer bugs firist, and in glitchs later) and in the forums (that you will need to create to centralize the mod comunity that will surely spawn around this game) maybe create a diferent folder for both versions (unless its get compatible trought some program :D)

+1 vote     reply to comment
Trooper_
Trooper_ Dec 21 2014, 3:27am replied:

32bit is backwards 64bit is the future why go backwards when we should go forwards?. Besides people will upgrade if they want to play games that are 64bit.

+2 votes     reply to comment
dssmathias Creator
dssmathias Nov 27 2014, 5:19pm replied:

You can't divide one person :)

+2 votes   reply to comment
sithpal
sithpal Dec 10 2014, 6:02pm replied:

what happend to the other person?

+1 vote     reply to comment
dssmathias Creator
dssmathias Dec 10 2014, 6:08pm replied:

It's always just been Stephanie. Never had a second coder on the project.

+2 votes   reply to comment
sithpal
sithpal Dec 11 2014, 1:52am replied:

ah i remember there being another person but didnt really remember the diffrent jobs part lol.

+1 vote     reply to comment
23-down
23-down Nov 18 2014, 4:21am replied:

Looks really good especially with customizing and constructing your own ship designs. That's very hot.

+3 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Deep Space Settlement
Platform
Windows
Developer & Publisher
Escape Velocity Studios
Engine
Custom Built
Contact
Send Message
Official Page
Dss.stephanierct.com
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
4X
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
Boxshot
Boxshot
Twitter

Latest tweets from @evsdss

RT @DSSMathias: More corvette parts coming up! Drone for scale #screenshotsaturday #gamedev Also, July Update: T.co http:…

12hours 10mins ago

RT @StephanieRct: Deep Space Settlement July Update :D T.co #gamedev T.co

23hours 57mins ago

RT @StephanieRct: Current Status: putting a lot of effort on making full 3D controls as smooth as possible. #gamedev Cat: sleep T

Jul 30 2015, 7:54pm

RT @StephanieRct: Current task: improving mouse controls. Display a local grid to a targeted object to help moving ships close to it. cat:…

Jul 24 2015, 3:21pm

RT @DSSMathias: Ok, check out the Repair Drone in 3D as well: T.co #gamedev #indiedev T.co

Jul 18 2015, 3:42am

RT @DSSMathias: I've been testing how @Allegorithmic's metalness/roughness from painter feeds into @sketchfab T.co http:…

Jul 16 2015, 6:25pm

RT @DSSMathias: My cruiser is on @Sketchfab's new "features page": T.co I'm flattered, thanks @mauriz! T.co

Jul 16 2015, 7:14am

RT @DSSMathias: Check out the Mining Drone in 3D! T.co #gamedev #indiedev T.co

Jul 16 2015, 7:02am

@awood360 @DSSMathias Thanks! :D

Jul 11 2015, 10:19am

@awood360 @DSSMathias but now I'm full time on it, nailing out the last bugs and everything for the first playable release

Jul 11 2015, 10:12am

Embed Buttons

Promote Deep Space Settlement on your homepage or blog by selecting a button and using the embed code provided (more).

Deep Space Settlement
Deep Space Settlement
Statistics
Last Update
23 hours ago
Watchers
1,038 members
News
28
Features
2