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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drone body textured drone sketches enemy Turret Platform
Blog RSS Feed Report abuse Latest News: June Update

5 comments by StephanieRct on Jul 1st, 2015

Programming (Stephanie)

I’ve been writing the “reflection” code to implement the save game mechanic and I’m very satisfied with the result. Here’s a taste of what I can do with it:

This is the output of the memory used by a class called “gm::MetaComponentCfg” (the configuration of a ship component) with all its members, where they are in memory and what value they currently have. Knowing this structure make it possible to serialize the data into a file automatically.

Now that it’s working properly, I must unify the system throughout the engine and the mod API. Prior to this I was using a slightly different serialization mechanic in engine and mod API, I’m really happy to remove all this ugly code and replace it with the new and improved system but it’s a lot of monkey work.

Art (Mathias)

June started out with me working on turrets and a turret platform for the enemy nexus. Stylistically it’s the same as the nexus itself: a light/dark value duality. The platform has sockets for 4 turrets and each turret comes with 3 barrels. When attached to the Nexus, these turrets will be “size 4”, which is one size bigger( 250%) than the turrets on the human turret station, colony ship or cruiser.

Once I had finished the turrets I went back to the Nexus model. I had proposed to Stephanie to turn the model into a wreck to get more use out of it. The idea is to have it be another object the player can find and research and perhaps scavenge.
Wrecks are also a great opportunity for storytelling, as you could find recordings or messages in them.

Anyway, I took the model, turned off the lights re-positioned and re-oriented elements and added a lot of smaller wreck parts from the ship wreck I did maybe 2 years ago. This is the result in-game:


Also, here’s a turntable, from the DSS model viewer(so technically also in-game).

Gfycat.com

I then turned my attention towards drones.
Drones are the smallest unit and with ~10m in length about 1/3 the size of corvettes. They are structurally simpler than corvettes too. They are built from 3 pieces: a body/core a front with integrated tools or weapons and a tail with integrated engine(s).

I had campaigned for them for a while, as I think they are essential for the FP. The idea is to be able to produce them immediately once you’ve build your first colony station(maybe after some research though) - unlike corvettes, for which you need to build a shipyard, which in turn requires factories, refineries and perhaps a lab station.

There’s gonna be 2 types of drones for now: mining/transport drones and repair drones. I’m hoping to do attack drones later :)

The purpose of the mining/transport drones is to get the economy going, increase your mining, accelerate the logistics etc. at least until you can do the same(and do it better) using corvettes.

Here’s the repair drone at the left and the mining drone at the right.

Both of these are built already and i’ve just started texturing. Below is the central body/core.

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Post comment Comments  (50 - 60 of 219)
Piemanlives
Piemanlives Jun 22 2014, 7:17pm says:

So question, obviously most of the game will be in deep space, but will there be an interplanetary interactions?

+1 vote     reply to comment
dssmathias Creator
dssmathias Jun 23 2014, 3:50pm replied:

No planets are placed for v1.0 no. After that, it's not impossible. But we'll need a really good reason to include them.

+1 vote   reply to comment
Doci
Doci Jun 18 2014, 8:16am says:

Its getting better and better !
I love that customizable shipp option :D
Keep it up bro :)

+1 vote     reply to comment
o0kael0o
o0kael0o Jun 10 2014, 6:54pm says:

What the minimum specs for this.DO WANT!

+1 vote     reply to comment
dssmathias Creator
dssmathias Jun 11 2014, 4:01am replied:

Too early to say, but I'm running it with a core2quad 2.6GHz, 6gb ram and a gtx260, so a pretty old system.

+1 vote   reply to comment
Vladiskov
Vladiskov Jun 19 2014, 8:19pm replied:

not so old im using a dualcore 2.8, that pretty much older XD

+1 vote     reply to comment
Piemanlives
Piemanlives Jun 22 2014, 6:55pm replied:

My sister runs a pentium, she wants a new computer so bad.

+1 vote     reply to comment
Doci
Doci May 23 2014, 5:24am says:

Wooooow O.O looks awesome :D

+1 vote     reply to comment
dssmathias Creator
dssmathias May 23 2014, 5:29am replied:

:D Thanks!

+2 votes   reply to comment
Joeliosis
Joeliosis May 13 2014, 1:03am says:

You really know how to design sexy space ships. Bravo, love the new weathered look. Every update is a blessing

+1 vote     reply to comment
dssmathias Creator
dssmathias May 13 2014, 8:44am replied:

Thanks man!

+2 votes   reply to comment
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Deep Space Settlement
Platform
Windows
Developer & Publisher
Escape Velocity Studios
Engine
Custom Built
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