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  (180 - 190 of 220)
Piemanlives
Piemanlives Feb 21 2013, 10:22pm says:

Can I name ships, that seems to be one of my major questions :/

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Feb 22 2013, 12:05am replied:

Yes, you will be able to name ships, stations and fleets. :)

+4 votes   reply to comment
Piemanlives
Piemanlives Feb 22 2013, 10:44pm replied:

Oh dear, Names everywhere!

+1 vote     reply to comment
d10sfan
d10sfan Nov 27 2012, 1:37am says:

are there any plans for other platforms (such as mac or linux), or only windows?

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Nov 28 2012, 10:46am replied:

Only Windows.

+1 vote   reply to comment
Guest
Guest Nov 28 2012, 1:03pm replied:

ok thanks for responding

+4 votes     reply to comment
Zollec
Zollec Nov 25 2012, 1:36pm says:

Hmm. So what we have here. Creativity, design, strategy, battle, XP system and capital ships :3. Maybe a game with soul in nice graphic coat? I hope so. Coz it will be my fav kind of game.
And a little question, how much will this game cost?

+3 votes     reply to comment
StephanieRct Creator
StephanieRct Nov 25 2012, 2:24pm replied:

30$ at release and there will be a discount for pre-ordering.

+4 votes   reply to comment
Zollec
Zollec Nov 25 2012, 3:26pm replied:

hmm not so bad :) Make it worth and we will buy ;)

+2 votes     reply to comment
Guest
Guest Nov 25 2012, 5:04am says:

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Beibars
Beibars Oct 4 2012, 8:18am says:

Will you be able to conquer planets? will there be ground battles, or just auto-resolve?

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Oct 4 2012, 2:09pm replied:

DSS focuses on space settlement, so it takes place in space only.

+1 vote   reply to comment
Lord_Baal
Lord_Baal Nov 6 2012, 8:31am replied:

That's a bit baffling. It would be great if planets are added. But meh, still is a very impressive work! Congratulations!

+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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Official Page
Dss.stephanierct.com
Release Date
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Sci-Fi
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Deep Space Settlement
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