An RPG, RTS, and sandbox space exploration game all-in-one. Explore, trade, build, and fight in a beautiful, procedural universe. Read more
This project was successfully funded on December 22, 2012.
Development Update #12: December 2013
Merry Christmas, Happy Holidays, Happy New Year, all that good stuff!! :) Please make sure to read the *** section concerning release date below - it's important!
Just one apology today: there are a lot of annoying microphone sounds :( I suppose I was a bit high-strung during this narration, and perhaps wagging the mic a bit too furiously while speaking. Hope you can enjoy all the same! This one's a nice, juicy update and clocks in at 20 minutes ;)
HDR nebula generation / rendering, new metal, new motion effects, and significantly-improved dynamic lighting make December's iteration of Limit Theory by far the most visually-appealing ever. At this point, LT is truly the vibrant, atmospheric universe that I always wanted from a space game. I don't suppose the graphics engine will ever be 100% complete, but I'd certainly be proud of it if released in this state!
With 3D, holographic models now an integral part of the nodal interface, your interactions with the LT universe have never looked so smooth. But the graphics are only an appetizer to the main course: underneath the hood, a set of powerful new features including window-splitting, node dragging, categorical filtering, and searching promises to provide more control than ever before over your game. A game of great depth demands an interface of greater simplicity. In that regard, I have high hopes for our nodal UI!
The very last few days of the month saw the final and perhaps most pivotal component of the LT AI fall into place: delegation. With NPCs now grasping the concept of utilizing others (including the player) in their plans, we are about to witness a universe of cooperation, control, conflict, and, most importantly, opportunity.
*** Slightly Slower... ***
With 2013 finally exhausted, I'm growing a bit anxious about the slated release date of "early 2014." What I'd like to do is move my official estimate to "mid 2014." I honestly feel that an early 2014 release would require cutting corners, and at this point, we've come too far for that kind of thing!
I'd rather not construct excuses for you, as the reality is a very simple one: LT is a big project! I sincerely apologize for not meeting the original timeline. For better or for worse, I would sooner compromise on the timeline than on the vision and the features that I promised to you all.
At any rate, I hope you'll believe me when I say that I'm still totally on top of LT and pouring my everything into building this lovely space game, day after day, month after month. You need only take a peek at the dev logs if you're not yet convinced of my sincere love for it and the fierceness of my motivation to deliver!
Concerning funding, you needn't worry - there's still more than enough left to sustain development for however long it takes. The money that you all so generously pledged will allow LT to become a reality, and I will, of course, never ask for more. Of that I am certain!
Thanks for your understanding :)
I went into December having high expectations. I'll be the first to admit that I would have liked to see an NPC post a contract before a few hours prior to the update video x_x Nonetheless, we came out of it with a heck of a lot to show, and I'm downright ecstatic for what the new year holds, especially in terms of seeing some real fun emerging from the NPCs. AI really kicked my rear for several months there, but, (fingers crossed), that beating is coming to an end! On top of it all, the graphics are plain lovely, and I can easily lose hours these days immersing myself in those fluffy nebulae.
It may take a bit longer than expected, but by God, Limit Theory will be the game I always wanted to play. I hope you'll share that sentiment! :)
Wow. Who would have thought a year could go by so fast? Not I! But 2013 hasn't left us empty-handed. Far from it. We've seen upgrade after upgrade to the graphics pipeline - new fog, new metal, new nebulae, new stars, new lens flares, and a thousand other things. But we've also seen the the coming and going of several interfaces, culminating in the most recent achievement of one-interface-to-rule-them-all. We've seen the rise and fall of many an AI, and finally the success of an artificial intelligence that's capable not only of planning a life for itself, but also engaging with others to better itself. We've seen the conceptual mechanics of research, construction, factions, large-scale historical simulation, and more. We've seen two official releases of LTP, twelve update videos, and a whopping 425 daily / weekly dev log entries (yes, that's a bit staggering. At 15 to 30 minutes a pop, I'll let you do the math...)
But most importantly, we've seen a vision turning from the intangible wind of inspiration into a concrete reality of ones and zeros. Much has been done, and much remains to be done. Of one thing, however, there can be no doubt: each month we come a long, long way...and I see no evidence of that pattern letting up any time soon!
Ladies and gentlemen, as the new year rolls on in, I would like to make a New Year's resolution to you. 2014 will dwarf 2013. That is all.
Stick around, it's gonna be a fun year ;)