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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.
5,449 backers pledged $187,865 to help bring this project to life.

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Development Update #17: May 2014

Posted by Josh Parnell (Creator)
32 likes

Hey hey everyone!  It's about that time, isn't it :)

The Video.

It's a long one, all right :D  I didn't get a chance to hone my recording pipeline this month, unfortunately, so the quality will be equal to that of last month.  Still, things are looking quite nice if you ask me :)  Still, an apology is in order because I sound a lot more tired than I thought I would this month...sorry :/

Get Ahead and Check Out May's Progress!

Fancy Missions, Fancy Data.

With a novel, continuous mission architecture in place (based around the concept of first-class data), the AI and players alike are ready to control the flow of action in the LT universe.  From sabotage to theft to exploration, if you've got the gear to make it happen, someone out there has a pile of credits with your name on it.

Fancy Mechanics.

With mechanics like research and production finally ready to roll, the LT universe has never been more ready to sprawl out its long, economic tendrils.

Fancy Colors.

A minute of graphics a day keeps the doctor away, said the monkey.  Naturally, I was happy to oblige this month...and the results were rather pleasing: dramatic improvements in procedural nebulae and some lovely artistic coloring really give those LT systems the unique beauty that they deserve!

May Retrospective.

As much as I got done in May, I honestly just felt that it wasn't a great month for my productivity.  I was a bit off for most of the month, and for that I apologize (I did have personal reasons).  June is going to be a whole new bag of candy, of that I am certain ;)

That being said, there's a whole lot of stuff coming together at this point in time.  The AI is in the final phase: understanding how to expand, develop, secure, and monopolize its existing operations through the mission architecture.  The foundational mechanics are largely in place, and the theory is solidified.  That leaves us at a nice little place that I like to call 'content development,' which, in a procedural game, is a significantly easier affair than the architecture and algorithms!

I foresee a lot of fun in the months to come.  We are going to be expanding the AI meta-behaviors, implementing new content algorithms for ships, stations, and planets, fleshing out the mission content, polishing the whole shebang, and so forth.  It's going to be a fun time.  Before you know it, the beta will be upon us!

Thanks so much for your continued support, you know I love you all <3

~Josh

Development Update #16: April 2014

Posted by Josh Parnell (Creator)
50 likes

Excuse me...you there!  I have here with me that hot plate of Limit Theory you ordered!

The Video.

Yeah...um...it's the longest dev update so far.  By a pretty good margin.  I'm sorry...I really didn't mean to take up your whole day...it's just easy to get carried away when so much is happening around you!

Grab it Here!

The Life.

For the first time, I can say that Limit Theory really feels alive.  NPCs buzzing around performing real tasks, just like the player.  Asteroid fields lighting up with transfer beams and pulse lasers.  The coming and going of ships at trade hubs.  It's all finally starting to come together to produce that feeling of being a small fish in an infinite sea.

The Market.

A detailed new commodities screen allows serious traders to track and analyze trends in one convenient place.  Think you can beat the markets?

The Sheen.

It's no secret that "shiny" is one of my favorite words.  Last month I was able to abstain from graphics-programming-related indulgences.  But surely no one expected for that to last two months?  Well, it's a good thing it didn't.  With refined planets, better central star lighting, richer star fields, more detailed asteroids, and a new station algorithm, there's a lot of new shine going on here.

April Retrospective.

This is it folks.  We're getting to a point now where all those months of writing, re-writing, of thinking and re-thinking, of learning from errors and fixing them the right way...are paying off.  The systems are here.  The algorithms are here.  We have incredibly powerful infrastructure for AI, for UI, for general gameplay implementation, and for graphics.

This month we are starting to see that power unleashed in the LT universe.  And it is only the tip of the content iceberg.  From the algorithms we will tap an infinite spring of content.  More will follow quickly...and we will have our vibrant, living universe.

We will have it :)

~ Josh

Development Update #15: March 2014

Posted by Josh Parnell (Creator)
45 likes

Someone great once said "if you're going to be late, at least bring presents."  Or maybe I just made that up.  Either way, I'm late, and I brought presents.  Make of it what you will!!

Real Video.

Seems all I get to talk about these days is how much (loving) pain goes into the creation of these puppies!  Well...this one breaks all records, because, as you probably know, I spent two more days than usual preparing the content for this video, as well as the now-standard YouTube-being-a-bully day :)

I really hope you like this one.  I feel...almost...emotionally attached to it.  It's like a baby.  A baby Limit Theory!

Go See For Yourself!

Real Market.

A real, order-based market now lies at the heart of the economic activity in Limit Theory.  With the ever-powerful principles of supply and demand realistically driving the prices of resources at markets, we now have a reactive, living economy in which the changes affected by you and NPCs alike will have resonating effects on the whole of the economic equilibrium.  There is no smoke here, only reality.  Ignore it if you choose, but know that in understanding and learning to shape the market lies an incredible amount of raw power.  Don't let it go to your head >:]

Real Macro.

The introduction of 'big-picture' A.I. algorithms to assist NPCs in thinking about the world in broad strokes has brought March's universe to an all-time-high in terms of AI operation.  With the help of the market economy, we now see NPCs choosing how they will apply themselves to jobs and how that application will help them create that which they desire to create over time.

Real Management.

With NPC leaders who now understand concepts like project management and operational strategy, we're ready to see large-scale A.I. structures evolve in this universe.  Leaders will shape the very nature of the space in which you live...but whether you will ultimately come to work under them, in competition with them, or rule over them - well, as always, that will be up for you to decide.

March Retrospective

I just don't know what to say here.  March was amazing.

I can't possibly overstate how excited I am to watch the economy and NPC interactions continue to develop.  The first breaths of life are flowing through the LT universe...now let us watch what happens as we increase the size of the lungs, as we give the NPCs a richer toolset with which to build functionality, as we entangle the player in this web of interactions.  Let us watch as that infant universe grows more and more lively, as the markets grow deeper and the factions grow wider :)

Sincerely, thank you for making it all possible.

~Josh

Development Update #14: February 2014

Posted by Josh Parnell (Creator)
34 likes

Wow, most painful upload experience yet!  Sorry about the delay on this update, everyone...but it did end up taking somewhere around 15 hours for the YT upload to complete.  Ouch!  Hope it's worth it..... ;)

The Video.

I'm quite pleased with this one.  Just go see for yourself :)

Step Into February's Universe

The Ice.

Hanging masses of frozen liquid immerse you in that classic 'ice field feeling.'

The Scanner.

A new frequency spectrum allows for spectral signal analysis, giving you that much more power to uncover the secrets of the Infinite.  Learn the frequencies and shapes of the signal emitters to become a master of seeing the unseen.

The Transfer Unit.

With the right tools and a bit of luck, space can be a bountiful place.  Meet the transfer unit, your tool of choice for getting shiny things from point A (outside your cargo hold) to point B (inside your cargo hold).  Comes with a limited 1 year service warranty!

February Retrospective

Despite the shinier-looking graphics (at this point it's simply a given...), February was quite the gameplay month.  What you saw in the video was indeed an exciting start to a new area of gameplay, but, perhaps even more importantly, what you didn't see was the implementation of research being nearly complete as well as construction mechanics approaching realization.

As I mention in the video, February was a solid month, but there's a tremendous amount of good stuff in the pipeline at the moment that didn't quite make it out for the end of the month.  Couple that with the fact that the 'real' station and ship algorithms are coming into the fold soon, and you've got a recipe for some tremendously-exciting months ahead...!  The journey into the infinite gets ever more rewarding :]

See you next month!

~Josh

Development Update #13: January 2014

Posted by Josh Parnell (Creator)
26 likes

Ready to start the year off with a bang?  Good.  Let's go ;)

The Video.

It may have taken forever to upload (as usual), but I think you'll find this one to be loaded with goodies, and not just of the shiny variety!  So what are you waiting for?

Go meet your new HUD.

Informative.

With a more-powerful-than-even node-based UI driving the HUD, you'll be able to stay in touch with your ship, your subordinates, and the infinite universe like never before!  Concepts like full-screen, pop-out widgets and multiple workspaces help to maintain a clean and manageable flow of information directly into your retinas.

Perceptive.

A simple but functional implementation of active scanning shows off the power of the interface, as well as the importance of information in LT.  Those who believe that knowledge is power will no doubt spend a great deal of time hunting for hidden signatures among the stars.  Go ahead, take the reins and see what's out there.

...Shiny ;)

What would a month of LT be without more graphical fidelity?  It would be an embarrassment.  Luckily, this month is not without graphical advancement.  A subtle but beautiful new aberration effect, a totally-revised HDR bloom, and integration of SMAA (a cutting-edge antialiasing technique) make January's universe the most beautiful you've seen yet!

January Retrospective

January was the first month in which we saw a real connection between the world and the player (at least, since LTP).  The HUD is that connection, and with a solid framework in place, the window is now open for a whole new level of interactivity.  Having built the scanner gameplay and UI in about a day, I hope I've at least partially convinced you that powerful tools are the key to building a great game.  With the completion of this month, those tools - the UI, the renderer, the HUD overlay, the node interactions - have never been in better shape.

Going forward, I can only reiterate what I said last month: 2014 is going to be big.  I hope you'll all agree that we're off to an auspicious start :)

~Josh