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What is Open Space 4x?

A project to create a space 4x open source game foundation on the Unity 3d game engine with turn based empire management and real time space combat.

Open Source Game Foundation

An empty shell of a game designed to support mods or to be used as a starting point to create complete games.

Who is Open Space 4x for?

Designed mostly for people who like more involved empire management and real time ship combat. Those interested in modding or using mods. Programmers that want to take advantage of the open source nature.

Public Involvement

The design document has been opened up to public editing; a discord chat has been created for means of communication, and anyone interested can get access to the source repository on request. The repository was moved to GitHub and now is a GIT repository.

Discord

Discord.gg

Source

Github.com

Design Document

Docs.google.com

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Open Space 4x v0.0.55

Open Space 4x v0.0.55

Demo

Work in progress empire creation system; doesn't allow saving empires yet. Fixed issue with beams without hit effects.

Open Space 4x v0.0.5

Open Space 4x v0.0.5

Demo

Huge post holiday update. Adds dozens of weapons, hundreds of modules, assault pod fighters, improved combat camera, improved drag selection, added summary...

Open Space 4x v0.0.4

Open Space 4x v0.0.4

Demo

Small update: Added Point Defense Missiles, Flak Cannons, and Gauss Cannons.

Open Space 4x v0.0.31

Open Space 4x v0.0.31

Demo

Small update, added module stats for placed modules when hovered in shipyard, fixed bug prevent ships from gaining experience, added experience for destroying...

Open Space 4x v0.0.3

Open Space 4x v0.0.3

Demo

Added station designing, generic heavy fighter fitted with cannons and missiles. Support for missile jamming and point defense against missiles. Custom...

Open Space 4x v0.0.2

Open Space 4x v0.0.2

Demo

Added volume sliders. Added 7 new ships and a generic fighter. Added ballistic cannons, laser cannons, plasma cannons, and missiles. Added more power...

Post comment Comments  (0 - 10 of 14)
McShooterz Creator
McShooterz - - 22 comments

The uGUI system introduced in Unity 4.6 is fantastic for designers to be able to create great looking UIs without any programming knowledge, but is proving to be a nightmare when it comes to creating complex dynamic systems. I have been trying to convert my shipyard screen/system from the old immediate mode GUI to the newer uGUI, but it has proven to be far more difficult and time consuming than I like, which is why it is taking forever for me to update this.

I am probably going to shelve the shipyard so I can work on converting the ship combat info bar and at least be able to play around with the ship combat again.

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NowhereNews
NowhereNews - - 4 comments

Are you by any chance looking for modelers? I'm an amateur 3D artists and am currently working on some planets, but its a little boring without a project to contribute to.

I can also compose music in case you are in need of that.

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McShooterz Creator
McShooterz - - 22 comments

I could definitely use 3d assets.

Either they could be included in the project as unprotected files or packaged so they cannot be opened by others.

If you make contributions to the project I can added you to the credits screen if you want.

Reply Good karma+1 vote
Omegakill
Omegakill - - 367 comments

Sounds good, like it could almost be an updated version of Space Empires 5 which is no bad thing at all. Good luck with the project.

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Mr.Yar
Mr.Yar - - 30 comments

The only project from a hundred that held my "old" gamer attetion =)

Wish you a good developement!

Watching Open Space 4x and further exploring OS4x for moddability x)

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McShooterz Creator
McShooterz - - 22 comments

Under the OpenSpace4x_Data\StreamingAssets folder are all of the files that get loaded at run time. Technically these files can be edited, but as a best practice there is a mod system to use.

Under OpenSpace4x_Data\StreamingAssets\Mods is a folder named MyMod, which is meant for a starting point to creating a mod. The file structure inside a mod folder is identical as under OpenSpace4x_Data\StreamingAssets, so if you copy the OpenSpace4x_Data\StreamingAssets\Modules into MyMod folder, then changes made to the copied module files will be used instead of the originals.

Audio files must to be .wav or .ogg, texture files must be .png, and anything with the .unity3d extension is a packaged Unity object that cannot be edited, but can be overwritten by another file.

Reply Good karma+2 votes
Mr.Yar
Mr.Yar - - 30 comments

Ship combat looks good.

How far do you plan expanding the economy aspect?
<-starcraft--age empires-----other-----anno(1404?/1503)series->

Not the best titles as exemples, but hope it's enough to illusrtate my question =)

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McShooterz Creator
McShooterz - - 22 comments

I would say that the economy is most likely going to be comparable to Ages of Empires, where there are a set of resource types, which are collected to be used for construction. Also there is to be a market system for buying and sell resources, and prices change based on how much you buy and sell. Anything that uses resources can also be built by simply using money, but the cost is related to the market value of all of the resources.

Production will work in a similar manner as it does in Stardrive; it determines how long something takes to build.

Food will work like it does in other 4x games, as something required to support populations. If you do not have enough food, then it can be bought from the market, but this will cause the food market price to rise.

Reply Good karma+2 votes
Mr.Yar
Mr.Yar - - 30 comments

Thank you for your answers!

That's probably an economy choice that suits the overall project well + Unity = moddability level high =)

An updated Age of Empires style econ & scripted market should a fair base to start expanding economy by mods, for exemple.

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McShooterz Creator
McShooterz - - 22 comments

The major reason for Unity comes from how easy it is to use compared to Unreal or Cryengine. I'll need to create instructions on how create new game objects and package them, but compared with how other game engine editors work I believe people will be able to learn it easier in the Unity editor.

From a design aspect moving as much data into external text files means that the barrier to modding is just a text editor like notepad or better notepad++.
Edit: This does have a small negative side effect as loading many small files takes longer than loading one big database.

As of right now resources are hardcoded, but their icons, tool tips, and value can be edited by external files. It would require a bit of work, but I could potential create a system where resources are defined in their own files, and there could be an indefinite amount added. Perhaps I would keep the construction resources hardcoded, and allow for infinite numbers of trade resources to be defined externally.

Something I had been think about is growing different foods with farms, and for the most part that would just give different bonuses to the farms like moral or population growth. The defining of resources gives me the idea of being able to define indefinite types of food resources that all get used as your empires food. Different food types could provide tiny bonuses based on their percentage compares to other foods your empire is eating.

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Mr.Yar
Mr.Yar - - 30 comments

Thank you for the explanation!

Once a little more ppl get to know this project - you could post information about how open this or that aspect is. I mean, some advanced description.

Intuitively, the word OPEN sounds like accessible/modifiable core aspects resources =)

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