ScrumbleShip Alpha Demo 0.20 - Windows
Jan 24, 2013 Demo 0 commentsAlpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.
Hi! I'm Dirkson. I'm making the most accurate space combat simulation. Ever.
It's got voxels, heat simulation, kilometer long spaceships, real world materials, organic ships, and awesome music. Eventually, it's going to have AI crew, multiplayer, inertia, planets, and more.
10 comments by dirkson on Apr 30th, 2013
One of our kickstarter goals was rather oddly labeled as "Hedgetrimmers". The stretch goal was a system of organic living treeships, with the hedgetrimmers being used to shape their growth. Nezumi and I have finished the basic tree blocks and inserted them into the game.
I don't have the growing code done yet, but I figured I'd take a brief break to explain what the heck I'm creating, and why.
Let's use this reference image:
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On the far left you can see a curiously blue-green seed pod. This is the seed of one of three kinds of treeship, and would sell for quite a bit on the open market. It will be found somewhere deep inside an asteroid, waiting for some lucky soul to stumble across it.
Pick it up and find someplace hospitable to plant it - A patch of dirt will do nicely, although an asteroid would be even better. A happy little seedling will sprout up - Find him some sunshine and he'll start growing.
The heart of any treeship is its heartwood - This reddish brown material grows at the base and core of the tree, and any wood separated from it will sicken and die. It's quite sturdy, rivaling aluminum in its melting point, and withstanding quite a bit of flex before breaking. Outside of its heartwood, treeships are quite resistant to hollowing, happily growing even when the majority of their interior tissue is removed.
The type of wood for the majority of the tree is determined by its tree type - Cherry blossom tress get a light balsa wood, deciduous trees get a tough mahogany wood, and pine trees get softer pine wood. The woods grow and self-repair damage at different rates - Mahogany is slow, balsa is middling, and pine trees are quite speedy. The tree pictured is a deciduous.
After some time being exposed to light, treeships will produce a bud somewhere on their exterior surface. If this bud is in a poor location, it's the work of a moment to trim if off. If it's left alone, however, it will eventually grow into a small branch coated with leaves, pine needles, or cherry blossoms. Branches left to grow long enough will thicken to the point that they can be hollowed out.
Treeships need a lot of material to grow, and will extend roots into asteroids or ships they're planted on to get it. They'll also remove carbon from carbon dioxide to grow, adding oxygen to any interior atmosphere. (Fun fact: Trees on earth actually get MOST of their mass from this process - Trees are almost entirely built out of air!)
Treeships provide electricity (via sunlight hitting their leaves), and will happily transmit materials through the small pores in their trunks - Any equipment connected to a treeship will automatically be a part of the ship's electricity and supply network!
Each type of treeship has its positive and negative points - Cherry blossoms trees grow fruit for their crew to eat and are lightweight, but are poor at photosynthesis and can be fragile. Deciduous trees are quite tough and hard to burn, but have fragile leaves and flex poorly. Pine trees flex well and regrow damage faster than other trees, but burn easily and don't photosynthesize as well as deciduous.
Treeships will grow over their entire lifetimes, slowing down as they get larger. Tend to one well and you could easily have a kilometer long battleship on your hands.
As you can see, I've got quite a bit of coding ahead of me! Wish me luck!
Cheers,
-Dirk
Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.
Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.
Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.
Alpha release 0.19 of the ScrumbleShip Demo for Windows, released for free on a Creative Commons License.
Alpha release 0.19 of the ScrumbleShip Demo for Linux, released for free on a Creative Commons License.
Alpha release 0.18 of the ScrumbleShip Demo for Windows, released for free on a Creative Commons License.
Highest Rated (4 agree) 10/10
The parts of this game that are already in place are awesomely fun, and once the rest of it is in place, there will be nothing like it anywhere. 10/10 for concept and fun.
Apr 5 2012, 9:25am by dubyrunning
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Version: 0.13.0
Unable to load options file
Successfully loaded language file!
OpenGL version: 3.0
Enabling full opengl.
minecraft with spaceships!
And guns! And voxels! And destructable blocks! And realistic physics! And masses of AI players!
Cheers,
-Dirk
0.12 completely fixed every graphic issue that was previously present, and runs at a silky smooth fps on my laptop. Oh, and textures show now. :P How long till we start to see weapons included?
Awesome! And that must be a pretty impressive laptop!
Weapons are something I'm going to start work on in the Alpha. Sales of the alpha are currently being held up by lawyer difficulties, but they should start sometime before the end of November. (With luck) I'll have screenshots of Alpha+ features before that, though, like the current screenshots of block damage.
Cheers,
-Dirk
Sounds pretty damn awesome! =)
I should also have a couple of pre-alpha updates before then, too : ) We're not going to stop pre-alpha dev just because we have a pay version up!
-Dirk
Mind making an opengl 2.1 compatible version? idc if it's got less graphical fidelity, just KEEP TEH BUTTER D: No but seriously PLEASE D: I WANT TO PLAY THIS SO BAD X(
The tricky part with opengl 2.x-only video cards is that, even if I rewrote the renderer to support them, performance wouldn't be good enough to really justify it. It's not just graphical fidelity, it's core game features like sub-block destruction.
That said, I'm leaving the possibility open, and we're quasi-open-source, so other people may be able to write a 2.x renderer as well.
Cheers,
-Dirk
your doing awesome on this!