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An RPG, RTS, and sandbox space exploration game all-in-one.  Explore, trade, build, and fight in a beautiful, procedural universe.
An RPG, RTS, and sandbox space exploration game all-in-one.  Explore, trade, build, and fight in a beautiful, procedural universe.
An RPG, RTS, and sandbox space exploration game all-in-one. Explore, trade, build, and fight in a beautiful, procedural universe.
5,449 backers pledged $187,865 to help bring this project to life.

"It's Too Big to Be a Space Station..."

1 like

We're so close to unlocking planetary ownership...I can almost taste the world domination!

Procedural Space Station Tech Demo

Over the past week, I've been doing a lot of internal work on cramming even more functionality into LT's procedural engine, in the form of various geometric algorithms that make procedural stuff easier than ever before! To test it all out, I took a shot at writing a space station algorithm yesterday. I'd say it's quite promising!  Have a look:

http://www.youtube.com/watch?v=nBtZKio_J20&hd=1

Regrettably, this will probably be the last tech demo of the campaign. I know, I know...it's sad that I didn't get to show more (well, I mean, ship editor + tactical interface + station builder isn't too shabby, I hope you agree). Unfortunately, I'm packing up and going home for the holidays on Saturday, so I won't have access to my desktop machine for a while. I'll still be able to work on LT, but won't have enough power to record and edit high-def videos anymore. I'll try to keep some screenshots rolling in, though!

Limit Theory on Multiple Monitors

A rather esoteric feature, but a fun one, nonetheless: multi-monitor support.  Limit Theory has it. Let's face it, when you're exploring an infinite universe, a single monitor just doesn't always cut it...

The Never-Ending Stream of Backer Badges

Here are some badges of your favorite procedural space station technology :)

Thank You!!!

260% and climbing. This is just insane...I never would have thought so many people would be excited about Limit Theory!!! I hope you're ready for a fun ride...because I can't wait to see where LT takes us :)

~Josh

Felewin likes this update.

Comments

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    1. CatInSpace on December 14, 2012

      Sorry about that financial typo and this second comment, I didn't want to scare anyone. I meant $133K, thankfully. :)

    2. CatInSpace on December 14, 2012

      That indeed looks fantastic - great work. Also: flying or fighting near and through large space structures == epic fun. It really reminds me of the good old days of X-wing. Though at the moment of myself writing this comment we're (only) 390 dollars short on the $333K required for planetary ownership, I'll take the liberty of already congratulating everyone on achieving that! Have a great holiday Josh, and make sure to chillax for a bit - you deserve it. :)

    3. Missing avatar

      Jobbe Smit on December 14, 2012

      What would make it even more awesome if you make the round component rotate to create artificial gravity. I would also suggest to refine the algorithm to post rotating living quarters close to each other. There needs to be a certain logic behind the structure to create immersion.

    4. Matthew Farmery on December 14, 2012

      utter gob smacked, that was utter awesome, can't wait for this game

    5. Missing avatar

      Kaeroku on December 14, 2012

      @Josh

      Something you haven't talked about which the new video makes me wonder more than ever: How will the game handle collisions? Both ship-ship and ship-stationary object?

    6. Willem on December 14, 2012

      Looking very good Josh, keep up the good work and keep the updates/communication coming. Almost done with the campaign, let's see how high it can go!

    7. gandalf.nho
      Superbacker
      on December 14, 2012

      Looking fantastic!

    8. Maxim Polulyakh on December 14, 2012

      Hi Josh! I am happy to see the progress. One thing I'd like Limit Theory to support is stereo 3D, in my case it's nVidia 3D Vision.

    9. Dan Ormond on December 14, 2012

      Happy holidays, Josh!! :)

    10. Greg "Scorpio" Myers
      Superbacker
      on December 14, 2012

      Looking great Josh! Thanks for the update and I hope you have an amazing holiday season at home!

    11. wayne greenslade on December 14, 2012

      Looking good, Have a nice holiday and i hope you have made plenty of backups!!!

    12. Alex Lerner on December 14, 2012

      I look on here every day for updates, all week I'm thinking 'need more awesome!' and then I see something like this, and my awesome gland explodes! This is fantastic and i can't wait for the next update! Enjoy your holidays we all hope you relax and come back fresh, and your brilliant mind can pump out some more great features!

    13. Dadalos on December 14, 2012

      this game sends shivers down my spine and i absolutely cant wait to play it. (though ill settle for stalking the forums for now XD )

      "...because I can't wait to see where LT takes us :)"

      ~Josh

      our sentiments exactly.

    14. light487 - Kickstarter Junkie on December 14, 2012

      Thanks for the green badge :)

    15. Blood Dragon on December 13, 2012

      Awesome, Josh! It really is so exciting to see this game continue to "flesh" out and improve.

    16. krayzkrok on December 13, 2012

      Great work Josh! I can just imagine the twinkling lights and the ships coming and going... and then "accidentally" letting rip with a few missiles so that all hell breaks loose, lights shutting off as different components vent air into space as I wreak havoc. :)

    17. BruceP - Chameleon Prime
      Superbacker
      on December 13, 2012

      Looking cool, Josh. :) Will we be able to build our own space stations like we can ships? And will we be able to choose different colors/textures for different components, for both stations and ships?

    18. Missing avatar

      Lorenz Jugel on December 13, 2012

      That's very neat.

      Hope you have wholesome and relaxing holidays away from all things Limit Theory (so that you'll be bursting with fresh ideas and energy when you come back. Err, even more so than usual.).

    19. Gomisan on December 13, 2012

      Wow, those space stations look really cool. Though my very first though was that the 'rings' should connect at the center, like an axle, rather than at the edge so they can spin.

    20. Missing avatar

      Victor Tombs on December 13, 2012

      Good to see space stations beginning to take shape and hear/read your ideas concerning their future development. I am sure there are those who will also appreciate multi-monitor support (although one is enough for me thanks). It's also going to be very interesting to see how much more these final days will add to the already impressive total for your KS.

    21. JimM on December 13, 2012

      With every installment, Limit Theory (and its developer) rocks that much more. As a possible future enhancement, can we salvage blown-apart space station pieces? Or even better, can we pirate-types *plunder* a space station? That, shipmates, would be epic!

    22. Styggron on December 13, 2012

      Brilliant as always!

    23. Josh Parnell Creator on December 13, 2012

      The ever-ambitious plan is to have modules actually represent functional pieces, just like the turrets/engines on a ship. How detailed this will be is yet to be seen, but I'd ideally like it to be as deep as you being able to, for example, recognize the power generators, destroy them, and this prevents station turrets from firing at a high rate, etc.

      So I would like the components to be individual, meaningful/functional modules on their own, such that they have separate pools of hit points, you can destroy them separately, and doing so has appropriate consequences.

      Granted, that level of complexity may not make it into the game....but it's what I want, and it's definitely what I'll shoot for!

    24. Missing avatar

      Duke Nasty VI on December 13, 2012

      Looking great. You mentioned component pieces breaking off at the end. Will that be purely a visual effect or will the each of the station's modules have their own pool of hit points?