In a desperate bid for survival, Earth's population flees to space as the planet teeters on the brink of collapse. Enter a fierce space race where corporations and nations vie for resources and technologies to secure their future. Amidst the chaos of a dying Earth, the fate of humanity hangs in the balance
Hi everyone, on this article I`ll be going over the current state of the game development and planned features, as well as why I decided to make this as well as my gaming references.
For my background, that matters at least, I'm a dotnet Backend developer with years of C# experience, as well as some 3D Modeling experience from modding and other game projects I've worked during the years as a hobbyst and a bit of digital art/drawing.
I've always enjoyed space games and RPGs, like Kronosaur's Transcendence, Fractal softwork's Starsector, Egosoft's X series and many others. Some of which I've spend hundreds of hours and even made mods for, and I always wanted to be able to play these kinds of games with other people which sadly was never possible, so here we are.
Right now most multiplayer systems, combat, inventory management, flight mechanics and spawning are working as well as fully modular Entity/Equipment/Components to allow some modding support in the future. I'm going for peer to peer connection, due to infrastructure costs, a custom list server is used to allow players to search and join public/private games, the networking solution right now is Mirror(this might change later).
So, how this works? You can join a game using a character or a ship owned from one of your current playthroughs, as for bringing money and items that is TBD right now but it's probably gonna be a custom rule set by the host.
You can also play this fully offline, as there is no external dependencies since the list server is only gonna be required when setting rules for others to join or when joining a existing game.
The game data is saved locally, and is serialized during a pause state in which the universe stops moving (this goes for multiplayer as well), pause timer, disable pause, as well as save cool down time, save erase on death can be set as custom game rules.
The game map is the Sol system, with every large cataloged object being represented, this means not all moons will be objects in the map nor any known small asteroid.
I'm trying to keep it at around +800Km for permanent objects, unless its a moon from a planet with few moons(like mars). Moons, planets and large permanent asteroids have named zones which can be controlled by factions, the zones can be used to build stations.
Asteroid fields and belts are procedure generated, trying to instantiate and manage over 100.000 entities resulted in, erm-- poor performance. If you find an asteroid you like, you can tag it so it becomes permanent till destroyed.
Here is a 'short' summary of gameplay features implemented or in development:
These are not priorities right now, but maybe after "everything is working".
not sure where to put this, but I'll also be releasing the code for the basic systems for a multiplayer topdown space game eventually. After I polish everything and make some documentation.