Deep Space Settlement is a real-time strategy game focused on empire building and grand-scale space battle. It is currently in development.

Features:

  • Build your interstellar empire
  • Gather and convert resources to power your empire's economy
  • Trade resources between players and NPCs across star-systems
  • Random events, RPG style
  • Customizable ships and stations
  • Build giant capital ships supported by an armada of smaller, more maneuverable ships
  • Create fleets
  • Unlock new technologies
  • Unlock new ship abilities through an XP system
  • Defend against invaders and conquer new star systems
  • Single- and Multiplayer
  • Story and sandbox mode
  • High modding capabilities, access game content through XML and game logic through the API

If you want to support the development, you can pre-prorder the game right now!

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Corvette - "Nose C" Corvette - "Side F" Corvette - "Side E"
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4 comments by StephanieRct on Jul 31st, 2015

Programming

This month I finished the new save game serialization code and ran some tests to validate the data. Tests are basically to save the game in memory every frame so it can catch any bugs that might happen. I feel much more confident now with this system, if something goes wrong it will let me know instead of silently failing like it was doing before. So that’s good :)

One other thing that is bugging me is the 3D controls to navigate and pick positions in space. I’m using a main grid plane from which all camera movement and point picking are done. This grid can be moved up or down to pick position outside the origin plane. That’s great but it can get tedious to pick a position close to an object out of that plane, like an asteroid for instance. So I’m now working on locking a local grid plane when hovering the mouse over an object that would overload the main grid. I’m hoping with these 2 schemes it will cover 99% of use cases. We’ll see how players react to these settings.

Here’s what the main grid plane looks like, the faded one is the origin plane.

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Art

Last month we left off with the body/core of the drone completed. As a reminder, you can check it out here in 3D: Sketchfab.com

To complete a drone, you’d have to add at least a tail, which adds engines. Furthermore you probably want to add a nose as well, without which a drone would be of little use(but likely not completely useless either).

For now, there’s a mining nose and a repair nose.

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You can check both of them out in 3D as well: Mining Drone and Repair Drone.

Also, as a bonus, here’s the Mining Drone without it’s cargo box. It probably won’t show up like this in the game, but it was simple enough to do and who knows.

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While building the mining front, I wanted to emphasize how small the drone is. I did so by playing up the cargo size in relation. This is also why I chose to place the cargo box on the underside, as it further suggests heaviness to our gravity accustomed minds.
This way it’s also very reminiscent of a beetle or bumblebee, which I thought was very fitting.

With the drones being done (for now), I turned my attention to corvettes, as Stephanie wants more diversity, more design options. It’s the first time i’m going back to a previously created asset and it is a lot of fun.
With most assets so far it’s been all about blocking out the bare essentials, getting the minimum amount of components you would need, but the plan for all assets has always been - and likely will keep being for the foreseeable future - to add more components to everything. More stuff to play with for the player.

I did some quick sketching to get some ideas out, focusing on different silhouettes for the most part.

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It’s pretty interesting how much the appearance of the corvette can change, by choosing different sides. For instance, look at this one:

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And compare it to this one:

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Of course, the prettiest corvettes will always be those with mirrored sides :)

Note, that the last one has small engines embedded into the sides. So far engines have only been a separate component to be added to the tail section of corvettes.
But due to the nature and flexibility of DSS’s unit design, any component can get any property. So a wing can contribute propulsion, if you want(as a modder). And so could a nose, for that matter.

This final image is pretty much where I left of this month. It shows the first of the new noses, which looks like it might have some kind of sensor capability :)

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Post comment Comments  (100 - 110 of 220)
Moleman2009
Moleman2009 Apr 13 2014 says:

The visuals remind me a lot of O.R.B Gog.com , really going to keep an eye on this one!

+1 vote     reply to comment
LS-FR
LS-FR Apr 15 2014 replied:

I think the graphics is too best, and off world resources base is old...

+1 vote     reply to comment
dssmathias Creator
dssmathias Apr 14 2014 replied:

That game as awesome backgrounds, I wonder how they did them back then.

+2 votes   reply to comment
Piemanlives
Piemanlives Apr 16 2014 replied:

I'm fairly certain the artwork was done in such a way that when folded into the sky box the art looks seamless and round.

+1 vote     reply to comment
Darthorox
Darthorox Apr 5 2014 says:

Just wanted to let you guys know that this looks amazing and too keep up the excellent work!

+2 votes     reply to comment
dssmathias Creator
dssmathias Apr 6 2014 replied:

Thank you, much appreciated!

+1 vote   reply to comment
LS-FR
LS-FR Mar 22 2014 says:

Quentin17 Français ? Cool on pourra faire une partie en multijoueurs !

+2 votes     reply to comment
Quentin17
Quentin17 Mar 23 2014 replied:

Oui !!! Au passage, désolé la question a due être posée, mais il y a une date de sortie de prévue?

+1 vote     reply to comment
LS-FR
LS-FR Mar 27 2014 replied:

Je ne sais pas... Peut-être que Stephanie le dévoilera, peut-être dis-je. Cependant, restons à nos espérances ! Que le jeu sorte !

+2 votes     reply to comment
Quentin17
Quentin17 Mar 9 2014 says:

J'ai tellement hâte de le voir sortit ce jeu !!!

+1 vote     reply to comment
Hectarius
Hectarius Feb 11 2014 says:

Simple question, au début j'allais la poser en anglais, mais comme j'ai vu que StephanieRct comprenait le français, où je suis beaucoup plus à l'aise, je vais y aller comme ça.

Je voulais savoir s'il y aura (ou s'il y a déjà) un mode cinématique où il n'y aura pas de UI ou alors presque aucun. C'est excellent au niveau du gameplay, je n'ai absolument rien à redire. Je me disais simplement que, niveau screenshot et certain recording, ça pourrait être une option intéressante. Je me posais surtout la question puisque j'ai remarqué que, dans la majorité des images prises de loin, les icônes des fighters sont toujours présent.

Cordialement, Hectarius.

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Feb 12 2014 replied:

Oui il y a un mode cinématique qui enlève le UI mais pas les icons de ships, ce serais un option à ajouter. :)

+1 vote   reply to comment
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Deep Space Settlement
Platform
Windows
Developer & Publisher
Escape Velocity Studios
Engine
Custom Built
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Release Date
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Deep Space Settlement
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