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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.

Development Update #6: June 2013

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Happy summer!  I've been spending most of my time sunbathing on the deck of my battleship.  Care to join?

The Video.

Yet again, I must apologize for this month's video.  This time, not due to lack of length, but rather, because my voice would suggest that I have become some kind of living zombie programmer.  Truthfully, the filming of this month's video went unusually late, which left me unusually tired by the time recording the audio came around.  Forgive the groggy coder!

Watch the Video Here!

The Summary.

It was a month of many burnt neurons, countless scribbled pieces of paper, and one or two "AHA!"s that could be heard throughout the galaxy.  June brought by far the most conceptual progress of any month so far, laying in place foundational ideas for AI and simulation that will go on to drive the whole shabang.  On the surface, the graphics continued to increase, albeit with less fervor than last month.  Finally, the successful porting of the engine to Linux along with the first-ever 64-bit build of LT have brought about a great deal of technical excitement!

  • Many conceptual revelations related to AI reasoning and level-of-detail universe simulation
  • Significantly improved ship texture algorithm
  • Significantly improved HDR implementation
  • Tracking missiles
  • Basic construction
  • Prettier and more responsive interface
  • Full Linux port + 64-bit compatibility!

The Shiny Stuff.

Better plating, better metal, better HDR, better dust, and some chromatic aberration - put them all together and you've got a whole lot of stylish ways to blind yourself.

(Click to View Full)

The Manufacturing Stuff.

Not happy with what the universe has provided for you?  Then build your own stuff.  With basic construction mechanics already implemented and technological research mechanics on the way, you'll have everything you need to blow the local population away with your own, home-brewed technological monstrosities.

(Click to View Full)

The Multi-Platform Stuff.

LT is up and running on Linux!  Not only is this great news in and of itself, but it also means that the Mac port is not far off.  At this point, a multi-platform beta is more-or-less guaranteed.  All hail the penguins!


Time is flying, but so are the ideas and the code.  The conceptual work is getting harder every day, as we begin to face challenges like creating a coherent and balanced economy, simulating a universal history, building a powerful-yet-not-omniscient AI, and so on.  These are the times that will determine the sophistication of LT.  These are the times that will test the metal (pun intended..) of us all.  I'm hopeful that, in a few months, we'll see a living, breathing universe emerge from this fledgling sandbox of a game.

Thanks for sticking along for the ride! :)


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    1. Manusmalus on July 23, 2013

      WOW, i am always so impressed by your updates. But i agree now is the time we are going to see what is what, making shiny ships is one thing, a procedural generetared universe with working ai is the real task.
      Good luck!

    2. Greg Meess on July 10, 2013

      Woot woot for the linux port!

      Continues to look more and more gorgeous.

    3. MadJo on July 3, 2013

      @Trickard, you should have gotten your prototype invitation already. The prototype release was last month!

    4. Missing avatar

      PurplePup on July 1, 2013

      +1 for Linux support Josh. It's one of the reasons I prefer indie projects like this. Well done and keep up the good work.

    5. Missing avatar

      Rad on July 1, 2013

      I haven't checked on this project for a while - but I'm actually most impressed with the UI changes!

      Not that the other stuff you show here is bad, at all.

    6. Tony Szedlak on July 1, 2013

      Am I the only one who can't view the video? I keep getting the "An error occurred, please try again later." error on YouTube. I can watch any other video on YouTube but this one...

    7. Greg "Scorpio" Myers
      on July 1, 2013

      It's really unbelievable how far you've come on development Josh! I really look forward to these updates from you, and you never fail to deliver. I hope you are enjoying your summer and keep up the good work!

    8. S.D. on July 1, 2013

      Yes! Linux support! Good show, Josh :-)

    9. light487 - Kickstarter Junkie on June 30, 2013

      Great update! Seems things are tracking quite well..

    10. Missing avatar

      Godewijn on June 30, 2013

      Awesome Josh, you're really progressing well and keeping us informed as much as you said you would. An example for many other projects!

    11. Kahuna Kevin on June 30, 2013

      For arming the ship I would prefer to see mounted weapon UI overlaid on the 3D ship, so you can drag/drop ammo/missiles to your ship vs a long scrolling list of weapons. For crafting it makes sense for menu items as they will need time to progress, but I think the weapon systems should be direct on-ship drag/drop.

    12. Richard K on June 30, 2013

      Awesome!! January seems sooo far away right now... Really appreciate the huge effort on your part to do this!

    13. Missing avatar

      Gordon on June 30, 2013

      Yet again, this is looking fabulous. Really like the new look of the in-game menus. I have to say too, that the Linux 64-bit port is generating much excitement here.

      Stay happy, well, and energetic, Josh.

    14. Missing avatar

      trickard on June 30, 2013

      This is so awesome. These graphicall improvments got me more exited than I have ever been for a game. Even though I generally think that gameplay is more important. But I really wanna play this sooo bad right now.

      I Pledged $75, does this mean that I will get acces to this prototype (2.0) soon? Or will I have to wait until the alfa?

    15. Shane Schrupp on June 30, 2013

      That "Manufacturing Stuff" screenshot has me really excited! Well, the whole project has me excited come to think about it. Keep up the incredible work.

    16. Missing avatar

      Jan Martin Mathiassen on June 30, 2013

      Yeah, it was the strength of it I found to be distracting.

      Having said that, and not to be a complete negative nancy, the ship etc looked pretty damn good, along with all the other effects, it's going to be interesting to fly around a bit in it on my own and just do things, but what I'm really looking forward to is when the game gets some proper meat on its bones, i.e. the economy, AIs to hunt, stuff to manufacture, stations to setup with factories, manufacturing lines etc.

    17. Missing avatar

      Victor Tombs on June 30, 2013

      Unbelievable the amount of criticism you receive concerning your need to be in a dust cloud firing on poor defenceless asteroids.:) I was happy to see so much improvement. Metal is stunning, the interface changes are a definite improvement and the module implementation has answered some of my previous questions. The voice, well Josh sounded very tired. I think he needs his day off.

    18. tarasis on June 30, 2013

      Watching each of those videos, both excites me and makes me kick myself even harder for failing to move my backing from $1 to what I actually planned to back at. Looking forward to the release.

    19. Missing avatar

      Steve Baines on June 30, 2013

      Looking very nice, good work!

    20. Rishad Mustafaev on June 30, 2013

      Wonderful! Can wait for my beta. Too bad i wass greedy enough to not to get prototype tier=(

    21. Josh Parnell Creator on June 30, 2013

      @Jan - Of course, all graphics effects are optional. And the implementation still needs some work as well, it is definitely too strong near the outer edges of the screen. It's still very young compared to the other effects!

      @charnode - Why thank you, yes, the interface did get some love this month :) Supermassive coincidences ftw!!

    22. Missing avatar

      Jan Martin Mathiassen on June 30, 2013

      I hope there'll be a way to switch off (or tone down) the CA, because I found that to be distracting.

    23. charnode on June 30, 2013

      The ship looks *gorgeous*. I also like the ui improvements (that btw. you didn't explicitly mention, but I think they also happened this month?). Overall very good progress (even though you would never say that about yourself, Josh :-p). Can't wait to see how to explore and find ore in order to craft stuff (as for right now everything seems to be a supermassive coincidence, blueprint, materials and all ...)

    24. Missing avatar

      B+P-Snegge on June 30, 2013

      Great news, that the Linux-Version is coming along. I sure hope to be able to play soon. Alas I could only afford the $50-tier.

    25. Missing avatar

      Pujol on June 30, 2013

      As always, awesome :p.

      But I've a question, can we have an estimation before beta ?

    26. Missing avatar

      nin on June 30, 2013

      Awesome! :)

    27. Josh Parnell Creator on June 30, 2013

      Erm, *foot* forward -.-

    28. Josh Parnell Creator on June 30, 2013

      @nin - Yes, there will be, but I'd like to get it to a more complete stage so that we can really put our best face forward on Greenlight.

    29. Missing avatar

      nin on June 30, 2013

      Looks fantastic! Is there a plan for a greenlight page? Or is that still a ways off? (I may be jumping the gun a bit.)


    30. Josh Parnell Creator on June 30, 2013

      @Scott - It is Prototype tier only ($75+). But don't worry if you missed it, tis just an appetizer :)

      @Joshua - As you can see in the video, it makes those pesky buggers significantly easier ;)

    31. Scott Lowrie on June 30, 2013

      is limit theory 1.1 beta backers only? D:

    32. Joshua Johnson
      on June 30, 2013

      woot, tracking missiles. should help when trying to get that final little bugger who keeps dodging in and out of your fire arcs.