This is the Pre alpha code of the very buggy version of past summer converted to XNA rendering. The game library itself was hardly changed. Had this sitting...
- update 31-may-2012 -
The Combat Prototype sourcecode is available, open to anyone willing to have a look, so they can see what's required to make a very basic game in OpenGL and C#.
- update 06-march-2013 -
Development of the game is contuining, but at a very slow pace due to real life commitments.
If you wish to make suggestions, feel free to post on the forums of Star Apocalypse or contact us directly here.
Star Apocalypse is the reinvention of the 4X genre. The game is a real time game of intergalactic civilisation, using the computation power of modern computers to run advanced simulations on cultural, technological and societal interaction and development.
The Alpha gameplay and graphics will be very basic. In the alpha, you start out as an organisation like modern-day NASA or any similar space flight organisation. Your objective will be to lead humanity into space, and try to get a self sufficiënt presence in space.
This all will happen in a totally random-generated universe. The universe is already set up in such a way that it can accomodate Beta-phase gameplay. It is a universe of 500 stars, each with their own scientific stats. The universe is meant to be as scientifically-accurate as possible. It will feature systems with planets, asteroids, planetoids, stars and more. These will all have scientific stats, like planets having atmospheres with pressure, temperature and such. Planets and Stars will also have an escape velocity. These will all influence the handling of ships, populations, etc.
Speaking of ships, those will have real scientific stats, like mass, thrust and such. This will all calculate into ships having a limited range and a limited set of objects they can take off from. In fact, range won't be limited by a hard kilometer distance. If you want to travel to the next Star System, you can do so, but it'll take you thousands of years, if not more. Range will be limited by your Delta Velocity Capacity. This is roughly the capacity to change speed. You can save on this, by using other celestial objects' gravity to slingshot yourself to your destination. This will cause a trade-off between speed and propellant consumption.
Once you have the technologies to become self-sufficiënt in space, competitors will also start to challenge you. They will compete for the same resources (which are limited). You win the game by being the first to settle a colony in a nearby system. In the Beta, the win condition will be different, although alpha gameplay will be preserved.
The graphics of the Alpha won't be meaningful, to say the least. It will be a simple Windows Forms application, with some parts of it having OpenGL rendering (like the Map). The goal of the Alpha is to test basic gameplay mechanics and to be able to quickly prototype things. By the time of the Beta, we'll start working on providing proper graphics.
* - This will be implemented in a later Alpha Build.
In Star Apocalypse the player takes control of a society just as it is about to reach the stars. The player will guide them to found new colonies, construct massive fleets, and improve their economy. So far, nothing new to the 4X genre.
However, the player will not directly control everything, he is in fact limited to the options available to his central government, not even necessarily his entire populace on his home world. Thus the player will play a game of internal politics as distant colonies and minorities will strive to better their lot in life. The player will be just as busy keeping the empire together as he is expanding it!
The player will try to guide his civilisation as best he can forward into the galaxy and the future, where new technologies, unknown species and ultimately, ascension from the corporeal form await him, amongst other things.
Star apocalypse is set in a not so distant future, where man is just and about able to start mining the solar system, all the way to a very distant future where man travels from one end of the universe to the other in the blink of an eye.
The map is a galaxy system much like the milky way, with thousands, if not millions, of stars to explore.
This game is made to appeal to the science fiction fans, fans of the 4X genre & strategy games in general, and people who enjoy political/historical simulations.
The goal of the game is to lead your civilisation as best you can; what this means however evolves along with your society. This is subject to the cultural values of your society, which bring certain expectations and focus to your society. It is dependant on the stratification of your society; a civilisation base on slavery requires a large military to maintain it. It is dependant on on your dependency towards other colonies; Rome needs the Egyptian grain. Etcetera. From being a brutal warlord to an enlightened technocracy, your goals evolve with your society.
Sounds like something you'd like to play? Why not watch this profile, comment and participate! We can always use community input!
I have added 2 downloads in the download section. The first is a very simple prototyping application written to test planetary orbits and their calculations. It was mainly built to optimize performance and to test the piece of code involving 'circular' orbits.
The 2nd (and latest) download which was added is the prototype you saw in the video. Work on a really playable prototype is still ongoing, and built from the codebase of the XNA unit movement prototype of a few years ago. The code of that is optimized a lot and offers a good base as only real gameplay code has to be built on top of that. Progress on that is slow but steady, and I hope to showcase a video showing it by june or july. A playable prototype will then only take a short time after that. This is, if all goes according to plan. The XNA converted prototype is a good thing to put available though, because the performance it gets on various machines is a good indicator for how intensive the game can get in terms of performance. So I'd be happy to see feedback on that!
The 2nd soundtrack has also been produced by F-777, and is available here in the video section or just see it here below:
So unfortunately I have not anything really new to show besides this, but development is still ongoing! So stay tuned!
Latest tweets from @darkmatterindie
Ok everyone who likes games or scifi, hold tight and watch this: T.co
Oct 15 2012, 4:28pm
Writing a full concept of our new game. It's still a rough idea, but already sounds quite awesome. Has influences of SMAC and EFS.
Sep 9 2012, 6:09am
Troubled times currently ahead for me, as I seem to have been ill for a long time, and it's getting serious now. Hoping for the best!
Aug 22 2012, 4:34pm
Finally managed to relax for the first time in a few weeks! Felt very good! Except that I couldn't actually afford it, but it doesn't bother
Aug 7 2012, 8:08pm
Real life problems are taking a full swing again, taking precious coding time away from me. It can't seem to go well for more than a week!
Aug 2 2012, 7:26pm
Finally managed to pick up the code again. Seems we're switching to GTK# now, which provides better Linux compatibility!
Jul 31 2012, 3:19pm
Really knackered after 2 days of campaigning for the parliamentary elections! Need to get back to coding soon!
Jul 28 2012, 12:35pm
Released the sourcecode of the Star Apocalypse Alpha prototype. If anyone wants to pick up on the sourcecode, let me know :)
Jul 26 2012, 8:20pm
Just picked up a small match of Alpha Centauri and Emperor of the fading suns. These 2 combined would make for a kickass game!
Jul 23 2012, 2:01pm
Continuing work on the Alpha, after a short hiatus due to parliamentary election campaign stuff.
Jul 22 2012, 2:57pm