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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!

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Blog RSS Feed Report abuse Latest News: April update, Scanning & Lighting

1 comment by StephanieRct on May 2nd, 2015

There's been plenty happening since the last update, even though we haven’t been sharing a lot of it here.

On the code side there’s been a lot of debugging and fixing. It’s crazy how many little things need to be done before a release.

I’ve recently added the scanning mechanics which brings more depth to the exploration part of DSS.The detection is based on how much radiation is emitted from the pulse scanner and how much of it is reflected by any given object. Then, if the amount reflected to the source ship is greater than a certain threshold, the object gets revealed.Distance is factored in using the inverse square law meaning that the further an object is from the source, the less it will reflect back and the harder it is to be detected.

Once again, the feature has been done completely through the mod API :), meaning any modder could have implemented this feature just as well.

I’ve also been working with Mathias on the lighting pipeline, the shaders are getting quite complex now and and lighting has been improved considerably.There are a lot of factors to take into account: multiple lights, self illumination, specular lighting, normal map, oversaturation, bloom, fog, etc. The result is pretty rad I think. Read on for a more detailed breakdown and the motivations behind the shader improvements.

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For a long time DSS was lit in a simple way using a single main directional light source and ambient light. The main light is used to render and bring out the forms of an asset while the ambient light is used to lighten the shadows and so help to integrate an asset into the environment.For instance, with an orange skybox an orange ambient light is chosen. It's essentially a cheap way to approximate environment lighting.

This setup is effective, but far from perfect. Its limitations are amplified by us being in a full 3d environment without a ground plane, which would block out many viewing angles.With only a single directional light, but the ability to view assets from all sides, you will inevitably see the shadow sides, which are light only by ambient light, a lot of the time.All that ambient light does however is brighten the textures evenly, it doesn't shade forms, and so tends to flatten out forms. This decreases readability and generally just doesn't look very impressive.

The solution to this is is introducing multiple directional lights and lessen the reliance on ambient light.

I knew I wanted multiple light sources for a long time and so when I did our first set of sky boxes almost a year ago, I planned ahead and included about 3 bigger background stars in most backgrounds.Now, with the shader update to support multiple light sources, I can set up their locations to match the skyboxes properly.
The result is assets, seemingly lit by the environment, without doing actual environment lighting and with the added bonus of more fine control, as I can tweak all lights individually.

Notice how this shipyard is lit from a cool light source coming from the top right and an orange light source coming from the bottom left. This was impossible to do before.

Those asteroids are lit in a similar way, although the cool light is coming from above and the warm light is coming from below.

Also check out this light setup in the ship designer.

On left side the corvette body is lit by a single light coming from above and some ambient light, while on the right, it's lit from 3 lights + ambient.

Multiple lights are fantastic, but there’s more.There was a problem with the previous shaders and it's pretty obvious in sectors with a very bright skybox, such as this:

Notice how the stations look very dull and in fact even greenish(which is an illusion)Also note how flat the bottom parts - lit only by ambient light - seem.If I don't want to use a 1,1,1 white light source, but instead use one that is orange, I'd have to do something like 1,0.75,0.5(rgb), which would dull things even further because it will be less bright than a white 1,1,1 light source.

The way the shaders/lights used to work was like this: If the surface of an asset is perfectly facing a 1,1,1 light source(rgb, full white) it will render the very color of the texture. For instance, if you have a mid gray texture on a surface facing the 1,1,1 light source, it will render as precisely that mid gray color.In reality light sources are not capped light this, light doesn't have a limited brightness specified in r,g,b values.The brightness of the orange skybox suggests a light source that is far brighter than what we can do with our 1,1,1 light on a dark grey texture. So we introduced a light intensity multiplier.

In addition there's a specular light multiplier to be used alongside the intensity multiplier.Furthermore there's a new specular multiplier on the material level, for some extra kick to more closely resemble metal. The specular color used to be determined on the material level only, but now it's a mix of material spec color and color of the light source, allowing us to properly use colored light sources(which produces white speculars before).

Notice in the image above how the lit sides and the highlights blow out, this is expected and in our case wanted from a very bright light source. Also notice the redish light coming from below, giving more depth to the form.
Some more examples:


All of these changes allow us to integrate assets into their environment much better and more believably.

We don't usually share things like this, but one of the downsides of working far apart is communication. Considerable time is spend to just share ideas and concepts and explain to each other what needs to be done. Mockups help doing this and here's an example that I made to explain the shader changes.The actual implementation ended up different and much more elegant than what I did here of course :)

In short, things take a lot of time, often more than you can imagine and more than oneself estimates.

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Post comment Comments  (0 - 10 of 219)
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

+2 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.

+2 votes     reply to comment
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Deep Space Settlement
Platform
Windows
Developer & Publisher
Escape Velocity Studios
Engine
Custom Built
Contact
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Official Page
Dss.stephanierct.com
Release Date
TBD
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Style
Genre
4X
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
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Latest tweets from @evsdss

RT @DSSMathias: enemy Nexus + 6 tripple corvette slipways. T.co via @YouTube #gamedev #screenshotsaturday #indiedev

May 16 2015, 7:51pm

RT @_tlr_: Just noticed these comments on my d9 laser sound for @EvsDss *◕ᴗ◕* T.co #gameaudio #sounddesign T.co

May 7 2015, 6:21am

RT @DSSMathias: To me, the most interesting part of the progress update. Modding in DSS is a core feature. T.co T

May 4 2015, 5:02am

RT @DSSMathias: The Indiedb article is live now as well. T.co #gamedev #indiedev T.co

May 3 2015, 2:50pm

RT @StephanieRct: DSS Scanning Gameplay T.co + article that goes along with it: T.co #gamedev #indiedev

May 2 2015, 4:45pm

RT @DSSMathias: I'm part of Sketchfab's models of the month list on cgchannel, yay! T.co T.co

Apr 30 2015, 3:19pm

RT @StephanieRct: playing with light setting on metallic surface in-game because shiny #gamedev T.co

Apr 22 2015, 4:20pm

RT @DSSMathias: blue #gamedev #indiedev T.co

Apr 19 2015, 5:08pm

RT @DSSMathias: the hub is done - for now #gamedev #indiedev T.co

Apr 18 2015, 5:47pm

RT @DSSMathias: @DSSMathias Oh yeah, twitter doesn't like horizontal images. higher res: T.co

Apr 18 2015, 5:40am

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Deep Space Settlement
Deep Space Settlement
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