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"
Blog RSS Feed Report abuse Latest News: July Update

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  (80 - 90 of 220)
Gulliver.
Gulliver. Apr 26 2014, 12:45pm says:

Ship scale or any units or any maps or universe

please, the ship scale or any units any maps or universe be real,like EVE.

EVE ship scale
Youtube.com

i Appreciate :)

We happy :) And Keep it up you work great :)

+1 vote     reply to comment
Gulliver.
Gulliver. Apr 26 2014, 12:33pm says:

Unit's Cup

And this system is used for the unit's Cup. if all ship or any unit have rank system or unit experience or rank,medals,etc system for all units,(if you need more unit cap you should reach level unit or any shipe)

For example:
i reach all normal unit cap and my unit cap is max, i need more like:100 unit cap ,i must reach my level ship or unite or rank system or unit experience or medals,etc system for all units.

1 Level = 5 uint cap or etc (could be more or less)
1 Medals = 5 uint cap or etc (could be more or less)
1 Rank = 5 uint cap or etc (could be more or less)
1 Uint experience = 5 uint cap or etc (could be more or less)

thanks

We happy :) And Keep it up you work great :)

+1 vote     reply to comment
Gulliver.
Gulliver. Apr 26 2014, 12:20pm says:

For example, the system updates:

1 Level = (1 level = 1000000 point)for next level (level 2 = 2000000) for level 3 = 3000000 and...

1 Medals = (1 Medals= 1000000 point)for next medals (Medals 2= 2000000) for medals 3 = 3000000 and...

1 Rank = (1 Rank = 1000000 point)for next rank (Rank 2 = 2000000) for rank 3 = 3000000 and...

1 Uint experience = (1 Uint experience = 1000000 point)for next unit experience (Uint experience 2 = 2000000)for Uint experience 3 = 3000000 and...etc.

This amount(point) may could be more or less.
Of course not easily obtained. :)

We happy :) And Keep it up you work great :)

+1 vote     reply to comment
Gulliver.
Gulliver. Apr 26 2014, 12:09pm says:

Unit experience or rank,medals,etc system for all units

If able to update the system for all units enabled, such as:rank, medals, combat experience, unit experience,etc. As far as the value of this element (rank, medals, experience, etc) increases, each ship or each unit must be more powerful.
Example: Shield: more time and recharge faster and Capacity
Health: More or Capacity
Armor: Stronger or Capacity
Attack Damage: More or amount
Speed: Faster or amount
weapons: Ability to add ships or units. Or update weapons, etc.
Or anything like that.
These updates, depends on the:(rank, medals, experience, etc)

We happy :) And Keep it up you work great :)

+1 vote     reply to comment
Piemanlives
Piemanlives Apr 24 2014, 1:14am says:

So question, while this is still in development, what would you estimate the final installation size to be around first release, if you went by growth estimates and workload?

+1 vote     reply to comment
dssmathias Creator
dssmathias Apr 25 2014, 8:44am replied:

I'm not sure, why does it matter? The current development build is a little over 700MB.
I have no idea what LS-FR is talking about. He's not affiliated with the project by the way.

+1 vote   reply to comment
Piemanlives
Piemanlives Apr 25 2014, 7:32pm replied:

I managed to get an approximate translation, he was talking about in game installations and the such, I was just a bit curious about it is all, I have a thing for pointless trivia.

+1 vote     reply to comment
LS-FR
LS-FR Apr 24 2014, 4:27am replied:

Oui, des tailles excellentes. Nous pouvons voir la différence entre la classe corvette et la classe croiseur. Autrement dit,
Essayez a présent de montrer les tirs, si vous allez ajouter missiles, lasers, ions, etc... Pour avoir un bon aperçu en jeu:
Quelle est la monnaie du jeu, les ressources, si l'on doit respecter l'énergie pour alimenter les bâtiments... Inspirez-vous de d'autres jeu par exemple : Tylium, Titanes, Cubits, de battlestar galactica online etc...

Voila :)
Bon développement !

+2 votes     reply to comment
Piemanlives
Piemanlives Apr 25 2014, 1:19am replied:

Well that's one way to interpret that question.

+1 vote     reply to comment
LS-FR
LS-FR Apr 21 2014, 7:27am says:

StephanieRct, es-ce qu'il y orra des chasseurs, des cuirassés, et même des "dreadnoughts" ?

PS: Je connais pas l'anglais de dreadnought désolé

+1 vote     reply to comment
StephanieRct Creator
StephanieRct Apr 21 2014, 11:02pm replied:

J'ai fais un petit survole des différentes classes de vaisseau il y a un bon moment sur notre forum:

Stephanierct.com

Comme tu peux voir il y a une grande différence de taille entre les corvettes et les dreadnoughts. :)

+1 vote   reply to comment
LS-FR
LS-FR Apr 22 2014, 11:28am replied:

Je crois que cela va sûrement être mon jeu préféré de moddb...
Autrement dit, pourquoi ne pas ajouté les chasseurs en guise de support?

+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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