Funded! This project was successfully funded on December 22, 2012.

Update #5

Ship Editor Prototype

Finally, the first new content update is here!  After a bit of code-jamming today, I'm happy to give you all a sneak preview of what you're working toward with respect to the next stretch goal.  In celebration of the fact that it looks like we're going to hit it (very soon..), I've built a quick mock-up of the editor to demonstrate what I've got in mind.  The editor is rough around the edges (to say the least), but hopefully you will still enjoy seeing this technology, as I think it's quite cool to be able to modify the ship in-game!

Remember to watch in HD...otherwise the absurd amount of time that I spent uploading is in vain...

http://youtu.be/qzHrpptj5vQ?hd=1

Things that Will be Better in the Real Thing:

  • The procedurally generated components will be much more diverse than the simple cylindrical things that you saw in this demo.
  • You'll be able to load and save your favorite components.
  • You'll be able to change materials/texture.
  • The controls for scaling will be sleeker.
  • There will be more transformations than just scaling.  You'll be able to do nonlinear transformations to make curved pieces, for example.
  • You'll be able to toggle snapping so that you can easily create well-aligned designs.

Hope you guys enjoyed that!  Sorry the update is so brief today and I don't have any more badges for you...but I really wanted to crank this demo out ASAP before we hit that stretch goal!  Oh, and apologies for the repetition of music.  Haven't had time to compose a new track yet...hopefully soon!

Once again, I am so, so thankful for the overwhelming support that LT has received.  You guys have made one man's dream a reality.  Or should I say, you have made one man's reality a dream!?  Who knows.  :)

~Josh

Comments

    1. Fb_profile_picture.small

      Creator Flendon on December 2, 2012

      I liked the fact that the turrets visibly tracked the mouse independent of the motion of the ship. Too many games have them hard mounted so that you have to turn the ship to turn the turrets on anything smaller than a cruiser.

    2. Tronman63304.small

      Creator Nathaniel on November 30, 2012

      Looks awesome!

    3. Visser__rock_monster_by_monster_man_08.small

      Creator R0ckM0nster on November 30, 2012

      Very nice update - I'm damn impressed!

      Will there be more physics added, such as acceleration stress on on the hull etc?

    4. Missing_small

      Creator Alexander Brunius on November 30, 2012

      Beeing an engineer I'm much more curious how this will work to define a ships actual properties (visual design freedom is less important for me).

      Will we designate a role for each component deployed (for example this piece is cargo space, this is reactor, this is engine) and have the ship behave accordingly?

      So say a ship with a mass breakdown of 40% reactor, 50% engine and 10% other would be able to go really REALLY fast.

      Will this affect the damage model? So that you want to design a ship with reactor protected in the middle to have other components get damaged before it.

      How does armor work into this (if at all)? Will we be able to put armor on ships and will it depend on how much surface area there is or what parts we want to protect?

      Will we be able to put static mounted hardpoints (locked pointing foward)?
      Or turrets that can turn independent on the ship heading (rearfiring for battleships)?

      So many questions!

    5. Missing_small

      Creator Alex Hooi on November 29, 2012

      That's awesome Josh! Thanks for clarifying on it. :)

    6. 1454617_558202501940_553319026_n.small

      Creator Evan Sims on November 29, 2012

      That looks amazing, especially considering you only have a few hours of work into it. Very exciting!

    7. Icon3.small

      Creator Josh Parnell on November 29, 2012

      Thanks for all the positive feedback guys! I think you're going to like the editor!

      @Alex Hooi - No, they are mapped relative to world space, so no squashing! :)

    8. Missing_small

      Creator Alex Hooi on November 29, 2012

      Looking good, I do wonder how you'll be handling the textures though, with the transforms on the objects.
      I hope that the textures won't get stretched/squashed along with the mesh itself.

    9. Missing_small

      Creator TyreeC on November 29, 2012

      That's amazing for only a few hours work on the editor. Keep up the good work.

    10. Sci_fi_spaceship_106623.small

      Creator Blazar on November 29, 2012

      Well, as a modder, i find the tool really powerfull and seemingly very easy to use.
      Great job!

    11. Catinspace.small

      Creator CatInSpace on November 29, 2012

      That is awesome! It's amazing how you're able to push out so much new content and game features in so little time. :)

    12. Smile.small

      Creator CCTom on November 29, 2012

      wow that was fan-fkn-tastic! if I wasn't already excited about the possibilities of this game, I would be now! it'll be great to see just how far this game progresses over the next year...but it'll be even greater to see it via my proto/alpha access! :D

    13. Fb_profile_picture.small

      Creator André Reis on November 29, 2012

      One word : fabulous! Imagine the possibilities... I´m glad I pledged on this project, that is for sure.

    14. Sg_avatar.small

      Creator Drakons on November 29, 2012

      If this is the work of just three months, then I can't imagine how big the game will be in 2 years :D

    15. Dragon%20slayer's%20bastion%20unmasked.small

      Creator Epic Leather on November 29, 2012

      This is really exciting, It seems the editor will give us free range to build just about anything we want, which is incredible. I do have a question though, will there be depth limits? Like say we wanted to build some sort of giant robot looking ship (i.e. Gundam), would that be possible?

    16. Fb_profile_picture.small

      Creator Steven Langevin on November 29, 2012

      Hey Josh, the progress is looking very good! I'm so happy you are making so much progress.

    17. 1.small

      Creator Matthew Farmery on November 29, 2012

      Josh, if I hadn't have upped my pledge already, and I can't go any higher, after seeing that vid, I really WISH I could, that was jaw dropping wonderful, will the editor be able to be tested in the alpha? and please say yes, damn man, you are a genius, I can't salute you enough, that was spectacular

    18. 188_991250.small

      Creator Commander Keith [@mistertricker] on November 29, 2012

      You make me want to code but I think I am 20-30 years too late!! (And not so great at maths!)

    19. Rayden_anime_04.small

      Creator Rafael on November 29, 2012

      Nice job Josh!
      Keep those updates coming! :)

    20. Missing_small

      Creator Victor Tombs on November 29, 2012

      Awesome and amazing seem to be common words on this project Josh. :)

    21. Pa_profile_5.small

      Creator Iron Jason Hahn ~Komurin~ on November 29, 2012

      Awesome man!! Nice play on words in the end :P

      Really awesome man, I think your kickstarter is already one of the best, I think I can only say keep it up and make your, better all our realities a dream ^^

      No but really awesome, that even before hitting the stretch goal, you show us what it could be like and that you are capable of delivering what you promise!! Nice work!

    22. Pcb-design.small

      Creator JTD121 on November 29, 2012

      About the music; I know you want to compose it all yourself, but there are other artists out there that might be of some help. Zircon, for instance, just got quite a massive backing, and deals in ambient electronica!

    23. Fb_profile_picture.small

      Creator James Nurse on November 29, 2012

      Absolutely amazing update :-)

    24. Whoops-asteroid2-png.small

      Creator Styggron on November 29, 2012

      Amazing as always.

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