Updates Include: - Added sound to slug impact. -Ceres button in fleet view renamed Dii Consentes and now displayes data on Dii Consentes and the total...
DEMO Available from dropbox.
Also on this site:
You are for hire.
You live in a ravaged and a dangerous solar system.
Some centuries ago many solar systems were connected together using wormhole techology.
Wormhole generators were used to create a wormhole and connect it to the nearest solarsystem. A space ship would go through the wormhole, set up shop and construct a wormhole Stabilizer on the other end, thus connecting the two solar systems. Using this method dozens of solarsystems were connected, explored and settled.
Then everything went to hell. A rapture. The Stabilizers stopped working for some reason. The wormholes became unstable, chaotic and destructive. Each stabilizer became a eye in a storm. These storms, centered around the stabilizers would send waves of destruction out into the solar systems, disconnecting them from each other and wrecking havoc to everything in them.
Waves of destructive energy would sweep the solar systems, gravity would shift at random points, massive energy surges would appear out of nowhere and wormholes would appear at random points in the solar system. Ships, stations and planets were not safe. Destruction ran rampart. Ships disappeared, stations were ripped appart and planets crumbled under massive gravitational waves.
But mankind survived. Not everything was destroyed. Stations survived, ships escaped and people lived. People rebuilt and multiplied. Space has become a rough place to live in.
Destroyed planets are now massive asteroid belts and vast areas are dangerous to travel due to corrosive elements.
The game takes place in our Solar system. The Sol system. Earth has been destroyed. Torn apart by massive gravitational forces and spread out in a huge asteroid field.
People struggle to survive in space stations and colonies. Raiders and pirates operate freely in outskirts of the solar system. Several factions fight for control over resources and lost technology.
The solar system was fully colonized before the rapture so it's ripe for exploration and rediscovery. Old technological treasures can be found, old caches of minerals await to be opened, and maybe some advanced lost spaceships wait to be awaken.
What kind of game is this?
Its a real time strategy space simulator.
You manage and command a fleet of ships in real time .
Point and click system.
You use your mouse to issue commands, with keyboard shortcuts.
The game contains a single player storyline.
You can customize your ship. Equip your ships with whatever equipment you wish to fit your playstyle.
Third person view.
The game is view from outside of your ships. A commander must have a good overview.
Mission driven game.
Follow the main mission of the game or do the side missions.
This game offers the player to explore the solarsystem as he sees fit. Explore asteroid fields or ancient battle sites. Hunt for pirates to claim their bounty, ship mercantile between stations or take on
various jobs from companies or factions or raid those fat merchant ships for their goods.
Command your fleet on a detailed map. Move freely in 3D space.
Each ship can be micromanaged. Energy is essential. Boost those weapon systems while draining power from engines or repair systems. Just be sure you don't have to go anywhere in a hurry.
Mine asteroids, raid ships, find forgotten or hidden treasure caches.
Customize your ship with various equipment. Need a fast ship with radar? Remove those energy demanding weapons and install a large radar and add an extra engine. Do your enemies prefer missile systems? Add point defence systems to your ships to destroy those missiles.
Order ships around, target enemies, destroy subsystems. Capture vessels. Destroy the enemy.
Each ship under your command has a simple AI. Order a ship to attack another ship and it will do that the best it can. You can also modify how aggressive or passive it is toward enemies.
The game uses area based armor. This means that if armor on one side of your ship is heavily damaged it would be a good idea to swing your ship around.
This is a active solarsystem. Traders move about, Stations build and sell various goods. Factions fight each other an pirates and raiders make life a little interesting.
You can affect all of this, choose a side to support, watch it grow as other become weakened or destroyed.
We have been updating and adding new content to the game.
Most of the work has gone into updating the GUI system and adding a save game feature to the game.
Some images in the post that are there just for looks.
Now we have a list of all seen ships within radar distance of your ships.
Player ships, neutral, friendly and hostile ships are now quickly accessible through lists.
With these list you can also use the number keys to select friendly ships and issue attack orders on hostile ships and double click to view them.
Player ships are white and hostile ships are red.
We've also slowed down the ships a little. Combat had become a little to fast, hard to track the ships after we added a updated AI. This may be increased back again. Still a debate going on.
We've extended the camera view by a factor of 2.5. This gives the game a much needed depth. Space seems much more vast and way cooler. We've also tripled the number of asteroids within the demo with no significant reduction in performance.
Currently the ships use a rather simple AI when dealing with hostile ships. Each hostile ship reacts on its own.
The base AI for Non Player ships is that it detects a hostile ship within range, then it will check how aggressively it should behave. Go in close, or stay away.
Most ships now have a simple random movement script that tells it where to position itself close to the enemy or orbit him.
The ship would always target the closest one and attack him relentlessly. That's not good.
A ship attacking the player would currently then move to a position near the player, orbit the player or stay put, but always try to attack him with his weapons.
The turrets on Non Player ships have their own simple AI. They will always seek to target ships hostile to its base ship. A turret that can't target its current target will seek a new one within its range.
So a Non Player ship can in effect target multiple targets at a given time. The player turrets had this ability before. But we thought that with automatic
targeting, the player would just be an observer rather than a participant in the combat. Also some ships with repair system would start repairing their vessels if a certain criteria is met.
New game AI
We are now currently updating the Non Player AI.
Each combat will have its battle commander script to control the actions of the hostile ships.
This new script will control the actions of the group of ships under its command.
It will issue movement orders and attack orders and allow us to create unique attack methods for various factions.
Some factions prefer formations, other small groups, some just break up their grouping and attack randomly.
No longer will the closest ship be attacked first.
The script will prioritize its target list based on how much a threat the hostile ship is to the group. Threat will be based on numerous factors. Such as size of ship, distance, turrets, and how much damaged it has dealt over a given period. So if we have 3 player ships. A, B, C. A being close and heavily armed. B far
away and Heavily armed. And C lightly armed but close. Ship A will be targeted first because its overall threat level is higher than player ships B and C.
After ship A has lost its primary power plant and all her guns have gone silent the script will lower ship A threat level and Target ship B because it now registers higher on it threat list. Ship C still registers lower even though its closer. The turrets on the ships in the AI group might still target ship C if they can't get a fix on Ship C, but the AI ships will move to attack ship B.
Its a bit of a hassle to program a AI that's not a game breaker. We don't want it to be too intelligent or too aggressive, but at the same time it must be challenging.
I'm not planning on creating an overall complex AI system. I did study AI neural networks in school.. but no.
We will be adding ship hacking to the game.
An AI will be added to the ships, this AI will see to all the base functions of the ships.
With the addition of the AI, ship hacking will be available. This could for example allow the player to damage hostile ships, limit their radar range, access their radar or even take the ships over.
The hostile ships would be able to do the same to the player.
Special external modules would be needed to begin hacking hostile ships.
Internal modules will be added to increase defence against hacking.
We will be allowing the player to change his ships combat stances.
Changing the stance will change the turrets to and from Point Defence mode.
currently we are working with an idea of aggressive, neutral and defensive.
Aggressive will toggle all turrets to Non point defence.
Neutral will toggle half to point defence.
Defensive will toggle all to point defence.
Which ones is determined on the size of the turrets. Larger turrets have slower rotational rate and that makes them less effective as point defence systems.
Currently this is only for lasers.
We've been toying with the idea of allowing the player to control each turret individually, but that's a whole new menu added to the game. It has enough menus. It might be added as a option.
Missiles can in theory work as a point defence system. Proximity explosion to destroy incoming projectile. This could also work for incoming cannon fire.
The main story has had some work done too. We've been fleshing out the factions and the lore of the game. This might differ from the demo story.
We are also working on a save game feature for the game.
This is a bit of a hassle. Lots of objects to keep track of off, tons of arrays and variables and Unity3D is giving me a bit of a headache in this regard.
It has been decided to not allow saving the game during combat. Too many routines are in use at that time to be able to create a stable save game file.
The game will of course support multiple save games.
Hopefully a new version of the demo with the above features will be added soon to this site.
Latest tweets from @jotunngames
@Ramboddd Thankfully there are some programs in the asset store that can help. I can see the light at the end of tunnel. Its not on fire :D
Nov 12 2013, 9:30am
Working on a Save game feature for Ceres. This is a lot more work than I anticipated... #unity3d
Nov 12 2013, 7:09am
Oct 15 2013, 5:34am
Oct 3 2013, 6:39am
Oct 3 2013, 5:50am
Ceres: New tutorial in the works.
Sep 30 2013, 7:08am
Character selection has been changed. Now the player will get a unique ship to match the character they select.
Sep 26 2013, 6:06am
Ceres: I've begun work on a better AI for NPC ships. Its a threat based system with priority target list built into it.
Sep 24 2013, 11:39am
Added a simple overview map to the game. This will display various info for the player. Ships,stations,asteroids clouds. A work in progress.
Sep 16 2013, 10:16am
I'm currently working on a perk system for the captains. Similar to the perk system in Fallout. It should allow for unique captains.
Aug 9 2013, 4:44am