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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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drone body textured drone sketches enemy Turret Platform
Blog RSS Feed Report abuse Latest News: June Update

4 comments by StephanieRct on Jul 1st, 2015

Programming (Stephanie)

I’ve been writing the “reflection” code to implement the save game mechanic and I’m very satisfied with the result. Here’s a taste of what I can do with it:

This is the output of the memory used by a class called “gm::MetaComponentCfg” (the configuration of a ship component) with all its members, where they are in memory and what value they currently have. Knowing this structure make it possible to serialize the data into a file automatically.

Now that it’s working properly, I must unify the system throughout the engine and the mod API. Prior to this I was using a slightly different serialization mechanic in engine and mod API, I’m really happy to remove all this ugly code and replace it with the new and improved system but it’s a lot of monkey work.

Art (Mathias)

June started out with me working on turrets and a turret platform for the enemy nexus. Stylistically it’s the same as the nexus itself: a light/dark value duality. The platform has sockets for 4 turrets and each turret comes with 3 barrels. When attached to the Nexus, these turrets will be “size 4”, which is one size bigger( 250%) than the turrets on the human turret station, colony ship or cruiser.

Once I had finished the turrets I went back to the Nexus model. I had proposed to Stephanie to turn the model into a wreck to get more use out of it. The idea is to have it be another object the player can find and research and perhaps scavenge.
Wrecks are also a great opportunity for storytelling, as you could find recordings or messages in them.

Anyway, I took the model, turned off the lights re-positioned and re-oriented elements and added a lot of smaller wreck parts from the ship wreck I did maybe 2 years ago. This is the result in-game:


Also, here’s a turntable, from the DSS model viewer(so technically also in-game).

Gfycat.com

I then turned my attention towards drones.
Drones are the smallest unit and with ~10m in length about 1/3 the size of corvettes. They are structurally simpler than corvettes too. They are built from 3 pieces: a body/core a front with integrated tools or weapons and a tail with integrated engine(s).

I had campaigned for them for a while, as I think they are essential for the FP. The idea is to be able to produce them immediately once you’ve build your first colony station(maybe after some research though) - unlike corvettes, for which you need to build a shipyard, which in turn requires factories, refineries and perhaps a lab station.

There’s gonna be 2 types of drones for now: mining/transport drones and repair drones. I’m hoping to do attack drones later :)

The purpose of the mining/transport drones is to get the economy going, increase your mining, accelerate the logistics etc. at least until you can do the same(and do it better) using corvettes.

Here’s the repair drone at the left and the mining drone at the right.

Both of these are built already and i’ve just started texturing. Below is the central body/core.

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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

+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
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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
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Style
Genre
4X
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
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Boxshot
Twitter

Latest tweets from @evsdss

RT @DSSMathias: Having a lot of fun with the drone. Also new texturing workflow :) #gamedev #indiedev T.co

15hours 41mins ago

RT @DSSMathias: Turret and turret platform, for the enemy nexus I did early last month. #gamedev #indiedev T.co

Jul 1 2015, 4:25am

RT @DSSMathias: drones, left repair(missing an arm or something) and right, mining/transport(missing mining laser) #gamedev #indiedev http:…

Jun 23 2015, 3:35pm

RT @DSSMathias: Nexus Wreck, posted this the other day as a gif, here's a short video instead. #gamedev #indiedev T.co v…

Jun 16 2015, 7:49pm

RT @DSSMathias: nexus wreck turntable #gamedev #indiedev T.co

Jun 11 2015, 1:29am

RT @DSSMathias: nexus wreck #gamedev #indiedev T.co

Jun 10 2015, 4:54pm

RT @Favslist: 189th spot for @EvsDss so far @ T.co Rank it in your Top 10 to help reach the Top 100 @StephanieRct @DSSMat

Jun 6 2015, 7:34pm

RT @DSSMathias: enemy nexus + corvette slipways, some more info on this in the May update: T.co #gamedev #indiedev http:/…

Jun 1 2015, 3:57pm

RT @StephanieRct: DSS May update on @IndieDB T.co #gamedev T.co

Jun 1 2015, 2:18pm

RT @StephanieRct: DSS May update is real! :D T.co #gamedev #indiedev T.co

Jun 1 2015, 2:05pm

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Deep Space Settlement
Deep Space Settlement
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