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THE type of space simulation you always wanted to play with a tremendous amount of customizable content. Colonize and explore worlds, research alien lifeforms and galactic phenomena, gather resources, build your own ships and destroy your enemies. 

Features:

  • [Implemented] Procedural StarSystems based upon our own star system's structure
  • [Implemented] Material Combining & Crafting based on real Chemistry
  • [kind of implemented] Advanced Damage System: Projectile Types, Damage Types, Star Radiation Damage
  • [Planned] Customize your ships with decals and special achievements decals!
  • [Planned] Ship Types: whether it should be a fighter craft, colony ship, research or transport, it's your decision! 
  • [Planned] Generic Items Item Quality and Complex Trade Simulation based on periodically changing Supply & Demand
  • More to come... Don't wanna spoil too much in the early development phase!

This game is inspired by Freelancer, Galactic Civilizations II, Fallout 3 and Minecraft.

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Texture Overlays Cockpit Mask files
Blog RSS Feed Report abuse Latest News: 1st May Status Report

0 comments by b5cully on May 1st, 2013

Long time I have written anything on here, so time for a little status report! 

The most important changes affected the effect system (which was completely recoded), the material system and galaxy generation.

Effects. Each device i.e. an engine in itself represents an Effect and consists of different smaller, incomplete effects. So the new effect system allows you to combine different effect parts to a complete device effect. It also requires you to install a minimum of required parts, i.e. a functional engine consists of combustion chamber, fuel pump, control device and a cooling system. You can also add an infinite amount of "none-effects" to each device which sometimes impact on the device performance. All other effect types are similarly handled.

Materials. The most important change on the material system is the introduction of material properties. These material properties are directly mapped to all existing effect properties. Thus, it is possible to influence an engine in its performance in a manner you intend (i.e. an engine made from aluminum is certainly not as powerful as one made from steel due to the higher melting point of steel).

New Ship SetsNew Editor Concept

Recoding effects and materials also indirectly required a graphics change, which is seen above. Each part in the editor is now always mapped to an effect due to the fact that each material now influences overall performance of a device or space ship. Beyond this it also gives a better performance than having many small parts. The resulting ships also happen to be larger. On the left: new 3D graphics, on the right: old 3D graphics.

Galaxy Generation. Yes, you hear that right: now it is possible to generate large galaxies with +1800 or even more star systems. Galaxy generation is astoundingly simple as it is image-based and at the moment completely random. Using the white pixels in the below images, star systems are created and placed at the correct position. This also enables you to create galaxies in any shape or density you want. Based upon this many more features can be implemented, such as colors indicating what objects are to generate at the specified location.

Mask filesMask files

Unfortunately, the planets and stars are rarely displayed on screen due to a bug, and performance significantly drops with +1800 star systems in your RAM.


The full changelog:
v0.0.15
- added improved effect classes
- materials are now having an influence on effects (example: aluminum is now the perfect material to create cooling systems, while magnesium has the best performance if used in batteries)
- implemented an image-based prototype for galaxy generation (featuring +1800 star systems)

v0.0.14
- star systems and distribution of celestials are both read from external files
- added new material system:
# added recipes, chemical elements
# added advanced material combining methods
- added basics for crafting
- added ResourceSheets for celestials (future applications: production, randomizing material for trade sim, randomizing enemies & loot...)
- added a new filetype that enables you to edit core files easily
- added improved saving methods
- improved Registry functions

v0.0.13
- added a new interface:
# improved modularity
# multiple interface colors
# window-like arrangement of complex UI containers
# improved compability for different data types
# accessing and editing data values of objects (necessary for advanced editors)
- added interface library
- added mount point editor
- added mount points
- added advanced crosshairs that change color depending on what target is aimed at (does not work as intended with targets in the sim yet, feature in progress)
- added 2nd generation input handling. Can be extended to support customizable keys and gamepad/joystick control- fully implemented new asset loader scheme

v0.0.12
- added advanced debugging tools
- added debug functions for threaded parts of the program
- added improved music player (plays songs repeatedly now)
- added improved loading scheme for assets, 3rd generation

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StarFire ShipEditor v0.0.037b

StarFire ShipEditor v0.0.037b

Oct 29, 2012 Demo 0 comments

"Patched" version of the Editor. I recommend using 0.0.037b over version 0.0.037, as 0.0.037 models will not be compatible using this version due to a...

StarFire ShipEditor v0.0.037

StarFire ShipEditor v0.0.037

Oct 25, 2012 Demo 0 comments

Are you ready to try out the newest StarFire Demo? Download, unzip and play! Please read the manual and changelog for more information. Before doing any...

StarFire ShipEditor v0.0.036 Demo

StarFire ShipEditor v0.0.036 Demo

Oct 2, 2012 Demo 0 comments

The newest version of this ship editor features a new interface, copy/paste and undo/redo functions. Download, extract and run StarFire_ShipEditor0.0.036.jar...

Post comment Comments  (0 - 10 of 19)
PlaysGames11
PlaysGames11 May 1 2013, 7:48pm says:

Tracking, good luck ! Hope this game will be awesome (I love this type of game ! Keep developing it :D )

+2 votes     reply to comment
b5cully
b5cully May 2 2013, 6:55am replied:

Thank you a lot! I'm very positive that it will :>

+1 vote     reply to comment
BlueSunsleader
BlueSunsleader May 1 2013, 3:02pm says:

tracking

+2 votes     reply to comment
b5cully
b5cully May 1 2013, 3:27pm replied:

yay thanks! :D

+1 vote     reply to comment
b5cully
b5cully Mar 23 2013, 7:42pm says:

StarFire is NOT dead. I'm improving the game's structure a lot, hence the originally planned progress is a bit delayed.

Things I have implemented so far:

v0.0.14

- added new material system:
# added recipes, chemical elements
# added advanced material combination methods
# added a new filetype that enables you to edit material files easily
- added crafting
- added ResourceSheets for celestials (future applications: production, randomizing material for trade sim, randomizing enemies&loot...)
- added improved saving methods
- improved Registry functions

+2 votes     reply to comment
b5cully
b5cully Dec 15 2012, 8:06am says:

Will release a demo in the next week sometime (which will be in a playable, but in a very unfinished state)

+3 votes     reply to comment
godofdefeat
godofdefeat Nov 18 2012, 8:35am says:

Looks interesting.
I might gonna give it a try :]

+4 votes     reply to comment
b5cully
b5cully Nov 14 2012, 5:41pm says:

I have set up a forum where you guys can share your thoughts about the game (and tell me about bugs if you found any!)

+2 votes     reply to comment
MasterHenaz
MasterHenaz Nov 12 2012, 9:53am says:

Is there going to be multiplayer?

+2 votes     reply to comment
b5cully
b5cully Nov 14 2012, 6:05am replied:

I plan to do that yes, but first I need to get the game basics working! lol

+3 votes     reply to comment
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Icon
StarFire
Platforms
Windows, Mac, Linux
Developed By
b5cully
Engine
jMonkeyEngine
Contact
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Release Date
TBD
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Style
Genre
Futuristic Sim
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
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Latest tweets from @b5cully

Since only one system will be loaded into the simulation (on singleplayer), it should be possible to add orbits for each planet #StarFire

May 24 2013, 3:32pm

I think I found the best Facebook comment ever, on a coding topic: "C is so classless" - I lolled at this for at least 5 minutes. D:

May 21 2013, 10:08pm

"shut up all I wanna see the games!" - "shut up u fukin blonde i wanna see ur titties" SOUND FAMILIAR? IT SHOULD. #XBoxReveal

May 21 2013, 2:06pm

That controller surely looks like it's going to break very fast... so many small parts... #XBoxReveal

May 21 2013, 1:25pm

@CaptainSparklez buahahah thanks for the laugh :D

May 21 2013, 1:23pm

New texture loader working like a charm! T.co

May 17 2013, 1:45pm

Improved version of the song, enjoy! power of Imagination [remastered] T.co on #SoundCloud

May 16 2013, 7:46pm

...two galaxies drifting towards one another merging them in the process! - ...I need to get off my high horse.

May 16 2013, 6:56pm

..or how about celestial objects getting sucked into a blackhole?

May 16 2013, 5:27pm

...like, a giant asteroid crashing into a planet causing it to crack in multiple pieces, forming a new asteroid belt around a star...

May 16 2013, 5:26pm

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