This member has provided no bio about themself...
I believe DSS would of been an amazing game if it ever reached it's true potential of being released by some other developer, perhaps someone with more prompt or better professionalism as now the game is literately dead in practically all aspects of it's development.
For example there is no development status to be found of the game over the past 4 years, there is also no information in regards to the game ever getting a actual release date, another issue to be seriously noted is "problem" with the lead developer and co-worker resigning for reasons that could not be disclosed.
To me as a avid gamer this has nothing but red lights flashing as a ploy to sucker people in to paying for a game that will never see an actual finished product. I would like to also mention I did have high hopes for this game, and was almost willing to extend a brilliant review of this stunning game, but alas it all seems for naught.
Your game sure is coming along nicely, so many changes have happened since I last played over a year ago. I begs me to try play it some more. Keep up the great work :)
Because the Videos you see mostly have Dev's talking and having fun in there own wild and whacky way :)
As they're snippets from streams they show over on Twitch
Lovely looking scenery, so bright and full of life. Though there's one thing that's bugging me, why is the grass growing under water?
That ship sort of looks like or reminds me rather, of the Normandy from the Mass Effect series :) Either way I like it.
Great work team, this looks to be coming along nicely, I cant wait to try it out when it hits the closed alpha test :)
This game has me curious, as some of the workings appeal to my interests, but I wonder will there be a demo of "Community Inc" ?
(I like what I see in the game trailer but I'm not convinced it's what I'm really looking for)
Pretty flash trailer for an alpha, it's really looking as though Pantropy is coming along well.
Quick couple of questions about modules, will these modules have penalties and bonuses, for example more energy vs more mass... or will there be standardized modules that help your ships stats rather than hinder? Also how will you acquire new modules?
A quick question if I may, though I don't mean to sound rude or a critic, but I couldn't help but notice that over the past few months now that all your spaceships being showcased appear to be symmetrical, will this apply to all spaceships in game or is there some variety in them?
Hi Dev team,
- Where will Stellaris mods be available from for download/storage/hosting etc?
- Is there a race trait for colonizing or occupying gas giant planets or is it even possible for that matter in Stellaris?(excluding mods)
- In single player will factions be allowed? (teaming up with one or multiple AI races)
- What are the recommended system requirements for Stellaris with mods?
- While Stellaris was in development, what aspect of the game posed the most difficult to achieve and why?
Thank you :)
Looks promising, tracking
Lmao Very well done, Nice April fools! :)
Ah yeah I have to say I like the actual effects that put into place to give a visual boost for day and night, but one thing that does still get on my nerves a little is the transition from day to night time frame is extremely fast overall and not entirely realistic, but is that due to limitations on the Unity side of things or is it just the way you Dev's intended to look?
I haven't played Robocraft in a couple of months now, but this features list sounds like it's from a completely different game...
I believe the engine is based on the Unreal engine, as noted above: Unreal Dev. Kit
Can't wait to sink my teeth into this game it's looking amazing, can we expect to see Farlight Explorers on Steam Early Access?
Will we be seeing a increase in our max CPU (pflops) from 1500 or will this bot shown be a shop purchase only? seeing it looks to be over 1900+cpu roughly
I'm kinda curious about that knee deep water in the swamp biome, will that have any effects on land based vehicles? (drain the energy faster)
After watching that video I cant help but be reminded of the real-time battles that took place in the game 'Nexus:The Jupiter Incident' if this video is signs of what I am to expect to see in Shallow space I'll definitely be looking forward to seeing how this game turns out.
One thing that did grab my attention though (which may of already been mentioned) was that smaller ships such as destroyer class and medium ships like cruisers appear to have almost identical pitch and roll speeds, I would of thought that the overall mass of a ship would come into play, for example small ships are agile and turn reasonably fast, medium ships are slowed down slightly due to the sheer size of ships bulk/mass, and lastly large ships like battleships have extreme difficulty making fast maneuvers and if they could it would more than likely put so much stress on the hull of the ship and tear itself apart, but that's just my theory anyways...
lol, that sheep reminds me when I first started playing the demo, for some reason I would be randomly hearing a sheep Baaaa undeground from time to time...
I dunno if it's worth mentioning but I came across a couple of nasty bugs in your demo...
First off placing a block (say dirt) into a ground level cell of "unsettled" water causes the game to CTD every time.
Next is if the game does indeed does crash and you reload the slot you were working from, the world itself is as you left it when you crashed but however your inventory/tool belt is not the same as you left it prior the crash, it instead seems to revert back to far dated point when you were last playing.
Well I checked out the demo and found myself on a trial and error basis the first time round, the lack of a tutorial does keep you a lost for direction at first, but once you've got used to the basic dynamics of the game then you can expand from that in no time...
The only few problems I have noticed with the demo so far are as follows:
1: Lack of a basic tutorial to get new players started.
2: Lack of key mapping for player movement ie. WASD / Cursor keys.
3: Mobs will chase you forever even after a re-spawn if your close to your start point. (early in the game this is a major pain)
4: Some resources such are copper are often to scarce.
5: Food balancing needs to be looked into (you can live on apples if need be)
6: Exploring the land (underground or on top) can occasionally cause dramatic fps spikes (perhaps something to do with world generation?)
Either way keep up the fine work the game is still fun and enjoyable you've got my thumbs up for Greenlight on steam.
Upside down in space? next you'll be saying it's the right side up lol
Seriously though looking at the underneath of that station it makes me wonder why that open area of hexagonal squares aren't used for construction plots as well, it almost seems like a 'waste of space' lmao sorry couldn't resist, but yeah ever thought of utilizing that sort of method of construction?
Small request, could we have in the coming updates have fuel gauge added to the flight challenge, nothing worse then guessing how much burn time you have left in your fuel tanks.
As for additional brick/modules here's a few ideas
How about some amour or reflective plating, I think it would make shooting a bit more of a challenge.
Another idea that was bouncing around in my head was a V shaped plow (like a snow plow) that should help stop those pesky bricks getting under vehicles.
Or how about repair modules which regenerate damaged bricks over time (not while in combat though)
Lastly something a bit more simple but fun idea, why not add in a rotating brick(which would spin faster if less weight were added)
Either way I'm totally enjoying the demo right now, it's fairly addictive (though the limited amount of enemy vehicles popping up kind of limits my imagination for spare parts)
Thanks for following that up DSS-Mathias :)
Here's a few of questions I've come up with while perusing over the recourse tree:
First off will the solar station be upgradeable in size/performance to cater for the higher demands of a larger more populated colony station, or will the player be required to build additional solar stations to accommodate the needs of the population, or even so will there be some other means of dealing with this?
Secondly will you be only limited to building 1 of each resource station, and will the location to constructing stations play a vital role in the resource production chain?
Lastly I was curious about the long term setting of the game, will you always be needing to mine resources to keep your colony alive (to repair/build ships etc), or will there be more alternative means to combat this feature?