Limit Theory: An Infinite, Procedural Space Game

by Josh Parnell

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    1. Federico Caputo on

      Apart from the consideration that I've seen finished multimillion dollar projects be a fraction of the coolness and polishness (let's pretend it's a word...) of this prototype (and that includes the demo free roaming showoff thingy), I have one practical question: where can we alphaers download the Mac version??? I've been dying to run this thing! :)

    2. Josh Parnell Creator on

      @Federico - Well, there is currently no released Mac version. Although I've spoken of an LTP 2.0, I can't promise that the next release will be on Mac as well. However, I will try, because I do want to get it into the hands of our Mac backers ASAP. Stay tuned to see what the next release of LTP brings.

    3. Kahuna Kevin on

      My god... it's full of RAD!

    4. gandalf.nho

      Looking very nice

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      Matt Clark on

      What program were you trying to use in linux? It REALLY depends on the distro, but I've had good luck with Kazam for screen capture. Probably the best option if you can get into it is avconv (part of the ffmpeg bundle that "converts" one format to another, to use it for this you have the "source file" be the xvideo, etc...). It's complicated, but has fantastic performance!

    6. mikkonator on

      Hey what's your new bro up to? I would love to see development thoughts/progress on the ship/space station design, or anything graphic like that.

    7. Kahuna Kevin on

      Instead of fading to black when landing on planets, PLEASE display the following...

      Atmospheric Entry:
      -Longer cut-scene with the ship getting closer to the planet surface.
      -Atmospheric entry effects (violent camera shaking, audio) with fire alongside the front/underside/sides of the ship.
      -Fade to white as the atmosphere entry flames become hotter and brighter.

      Planet Entry:
      -Start the planet entry scene at a much higher altitude.
      -Level off the the fire and camera shake to a steady landing speed/trajectory.
      -Enable some kind of hydraulic stabilizing panels that animate and stick out from the sides/top of ship to reduce speed (similar to when a jet lands and the flaps are up).
      -Full-sequence flight cut-scene to the destination (w/ skip option). This will still give us the feel of planet surface flight without the need for you to worry about the headaches of free-roaming flight!
      -Landing sequence scene, at destination.

    8. Kahuna Kevin on

      And please enable city-to-city or destination-to-destination interplanetary travel: Full takeoff, flight and landing sequences.

    9. Flatfingers on

      Looking amazing for the time invested so far. How much better can this possibly get?

      The simulation geek in me, of course, wants to know if worlds will have ground appearances based on weather/atmosphere/hydrosphere, and whether the chemical composition of a world's atmosphere (as well as particulates and liquid vapor) will affect its color.

      Yeah, the sim-geek is just loads of fun at parties. :)

      Great work as always -- thanks for sharing this!

    10. AGN1964 on

      Hey, it looks great.

      Here's a boring question. Anyone know when this will be released? Do we have a better estimate than Jan 2014? I'm only looking for a rough estimate; I expect dates to change.

    11. Silver on

      Nice going, thanks for the update. I like the possibilities the simulation aspect offers across the game's universe as well! :)

    12. Jalister on

      As usual, another good update. I'm glad things are moving along nicely. Unfortunately I need to get some work done before watching the video.

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      Casuals on

      This looks absolutely amazeballs. Keep up the great work!

    14. Mark Newcombe on

      Brilliant update Josh, Love the background on the simulation.
      Nice call on the fifth digit of the Square root of Three by the way :-)

    15. charnode on

      Thanks Josh. Now I wish there were ancient relics on planets you can discover, explore and gain bonuses from.

    16. TanC on

      Progress is still progress even though we do not see it. Nice update and explanation of the abstract work you're doing! The microphone investment is working well too. :)

    17. The Arrow on

      Damn, I wish I had upped to the prototype-level pledge, because I so want to play with this!

    18. Willem on

      Amazing as always. I felt so sad that we won't be able to just fly about on the planetary surfaces and explore/do battles on them! I know of course that's not what was promised as part of the first game :); but hey with LT2 who knows! Thanks for the update Josh, it is looking great thus far; keep up the great work!

    19. Dan Ormond on

      Beautiful! Amazing work, Josh. Thanks so much for the update! :)

    20. Noah Wexo on

      Great work, as everyone else has already indicated. And I applaud your witticisms in the text. "Glistening swords of thought" -- I'll have to remember that one.

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      Ni ! on

      Oh my, this is simply amazing. I knew this will be a great thing, but I'm even more amazed with every new update. Clearly my favourite KCKST I backed so far.. Thanks for the updates and good luck, Josh

    22. Nikki on

      i was concerned it was going to suffer from the random factor but if you can generate the history of the universe in a realistic way. wow welcome to the future :D

    23. Keith Z-G on

      As a Linux user, I'm not too worried about the Windows build being broken ;) but that jibe aside, very interesting to hear about the background simulation development. Lack of shinyness be damned, it sounds extremely cool, and I know I for one would be quite happy to hear more about those kinds of "invisible" developments in the future.

    24. Max Shields on

      I love where you're going with the history simulation. I think it shows much promise and will yield a far richer gameplay experience than simply relying on procedural generation of events. Keep it up!