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Welcome to Limitary Space page, here you will see the latest development news in the section of articles, with some technical details and demos will be avaible soon. Limitary Space is a project of a platformer game inspired by great titles such as Factorio, Hidden Deep, Cortex Command and Barotrauma (another huge inspiration Exanima due to its deep simulation aspect), but with my own twists and way bigger scale overall. The idea of the game is to be a deep open world, persistent, platformer simulation game. A game where humanity has achieved multiplanetary status in our own solar system. How would our affairs be in such a situation? Discover this in the world of Limitary Space. A game that is not purely realistic, but has its own fictional elements, adding to taste of what makes a good SciFi.

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Hello fans!

So, i've been working quietly on the game over the time, as i said previously (but i edited the description of this page), this project is gigantic in nature (uniting Factorio, with Cortex Command, with Barotrauma, with Hidden Deep and some other games greatest aspects (Noita sand system + Exanima/Sui Generis deep character system and overall realtime simulations) is not easy task at all.

But before i delve in what this game will have in more details, let me talk about what changed.

I've decided to change the game engine from Godot (which is a really amazing engine, especially now in version 4) to a custom made one, using SDL (probably 2) and some other libraries, like Box2D and stuff (will discuss more on that later). But why have i decided to change from Godot? Because i fear that this game, due to its very complex nature, will need every ounce of optimization possible.

So a setting with SDL as the basis framework and C/C++ language from the get go during the creation phase of the backbone of this game seems to me a better decision to support my future necessities.

With that said, let me show you a small prototype title screen i've made:

Version 1 of the prototype title screen

Seems quite old school, right? That is not definitive though, expect a more futuristic look in the future. Also the colors seems to be quite neutral against what i plan as "factions" inside the game, but it will be changed a bit too.

I've made some progress in the old godot built which i did not showcased anywhere, things like zoom in and out camera, hinge gun animation, optimizations regarding platforming control (coyotte time and others) and more. But that is the past, the future is new and look brighter than ever.

In case you are curious on what i plan for this game, let me tell:
- Persistant simulation system (everything you do remains in game, no vanishing parked cars like GTA)
- Sand terrain like noita, but beyond that, with elastic deformations like Planetoid Pioneers and some other games + realistic temperature effects changes, chemical reactions and nice visuals with all that.
- Character realistic damage and health (you can get sick with diseases or get some bone broken in parts of your body, messing with your gait, arm strength, etc. Everything will be represented visually whenever possible *in character*)
- Realistic simulation of characters necessities (optional)
- Extensive gun manipulation, holding and technique (other forms of combat like melee is avaible too)
- Extensive list of non personal weapons (from small pistols to big guns, even prototype of future guns will be available to your delight)
- Extensive list of realistic energy systems and machinary (from trucks, to bulldozers, to nuclear fission reactors, petroil cracking, mining fields, drones, robots and everything else you ever dreamed of)
- Realistic to some extent (structural integrity, no floating particles of the sand system, you can't carry infinite guns with you, usually just 2 or 3 with a knife and some explosives, but that will have its cost in weight and your tiredness)
- Levels of proximity to experience (you can get the tasty visceral feeling of combat directly or you can manage everything like a system from a far, quenching your managerial desires in game, you can also work with some pretty good in between these too and you are not obliged to either, if you set up some structure to keep your playstyle possible. Also both levels of playing makes a difference in the world, of course, but without forced "balacing" efforts)

And way more, you will surely see along the years of development, because it will take as much, so don't hush. I'll leave you with an extra image showcasing some element of the UI system that will be present:

Pay special attention to the lettering

Pay special attention to the lettering system with [x] on this pic. This will be present a lot in the game and you will see it in the future. There will be stacked options with alternative/switch options too in a "phrase option".


That's it for now, i hope you enjoyed the first devlog of Limitary Space, many more are to come, so stay tunned!

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