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.

  • Want to build a granite mothership with dozens of fighters? You can do that.
  • A spinning battleship with a three meter thick titanium hull? Sure, that too.
  • A butter asteroid-tug than melts whenever you turn on the engines? Of course!

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Giant Asteroid Galaxy rise Psyrek's Lab
Blog RSS Feed Report abuse Latest News: Trees in space!

10 comments by dirkson on Apr 30th, 2013

Trees!

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:
Tree Example

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!

Curious about the game?
Get
ScrumbleShip.com

Cheers,
-Dirk

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ScrumbleShip Alpha Demo 0.20 - Windows

ScrumbleShip Alpha Demo 0.20 - Windows

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.20 - Mac OSX

ScrumbleShip Alpha Demo 0.20 - Mac OSX

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.20 - Linux

ScrumbleShip Alpha Demo 0.20 - Linux

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.19 - Windows

ScrumbleShip Alpha Demo 0.19 - Windows

Nov 24, 2012 Demo 3 comments

Alpha release 0.19 of the ScrumbleShip Demo for Windows, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.19 - Linux64

ScrumbleShip Alpha Demo 0.19 - Linux64

Nov 24, 2012 Demo 0 comments

Alpha release 0.19 of the ScrumbleShip Demo for Linux, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.18 - Windows

ScrumbleShip Alpha Demo 0.18 - Windows

Oct 14, 2012 Demo 0 comments

Alpha release 0.18 of the ScrumbleShip Demo for Windows, released for free on a Creative Commons License.

Post comment Comments  (150 - 160 of 202)
mechwarrior24
mechwarrior24 Nov 9 2011, 2:01am says:

Looks like I've been beaten to it, but I'd like to say great work on the constant updates! It's quite awesome to come back to the computer everyday to see new infomation and images on this game, which has a lot of potential. I personally like this one over Blockade Runner, because it seems to have a much better focus on singleplayer.

+1 vote     reply to comment
Domo_Skully_
Domo_Skully_ Nov 8 2011, 9:40pm says:

Lol sooooooooooooooooooooooooooooooooooooo happy lighting fixed, great game

+1 vote     reply to comment
dirkson
dirkson Nov 8 2011, 11:15pm replied:

Lighting is a little better in 0.11, but 0.12 fixes some of the LOD problems. I'm currently putting it through testing, when it passes I'll release : )

+1 vote     reply to comment
Domo_Skully_
Domo_Skully_ Nov 9 2011, 12:29am replied:

This is amazing, its like, every time i go on mod db, there is a new update!

+1 vote     reply to comment
dirkson
dirkson Nov 9 2011, 1:16am replied:

Yup! I'm doing lots of small updates now that the thing's released, which seems to be a pretty popular decision.

Things will slow down a bit as I start to add Alpha features. Tomorrow I'm going to try to add sub-block damage our first Alpha-only feature. Wish me luck! : )

Cheers,
-Dirk

+2 votes     reply to comment
keyersuzi
keyersuzi Nov 8 2011, 7:16am says:

will we be able to at some point construct living ships or something out of flesh? Thought that would be quite cool too see :3

+1 vote     reply to comment
dirkson
dirkson Nov 8 2011, 10:09am replied:

Yup. Nezumi has some bone, carapace, and arteries done, and is working on a beating heart. They're not in the game yet, as I haven't written the material-restricter yet. (Can't have you guys making hearts out of granite, now can I?)

Cheers,
-Dirk

+1 vote     reply to comment
NetXero
NetXero Nov 4 2011, 6:12pm says:

I wish you could have a cursor in a game,and a character. And you could like Make a ship,Then test it out on thousands of made up or realistic space disasters. That would be a fun use for the ships.

+1 vote     reply to comment
dirkson
dirkson Nov 4 2011, 7:51pm replied:

Don't worry, all that's coming. If you scroll down to the bottom of the components list, you can actually see portions of our human model.

Cheers,
-Dirk

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Nov 5 2011, 1:53am replied:

I got screenshots, Moddb.com

+1 vote     reply to comment
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ScrumbleShip
Platforms
Windows, Mac, Linux
Developer & Publisher
Orangehat Tech
Engine
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Scrumbleship.com
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Released Oct 31, 2011
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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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