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...
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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:
This game is inspired by Freelancer, Galactic Civilizations II, Fallout 3 and Minecraft.
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).
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.
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
"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...
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...
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...
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Wow, looking great guys. Come talk to use on the forum! :D
This sounds /really/ cool - especially given the unique RPG elements you're going for that set it apart from the other blockbuilder space sims! will be tracking this one.
Keep at it!
Thanks a lot for your support! I'll give my best :)
This looks very promising, I am already tracking the progress for some time. However the genre of block building space sims is starting to get really overused, with Blockade Runner and Scrumbleship being the main players. Have you considered a more novel goal, such as a space based tactics game, or a sim with an emphasis on teamwork?
My dream game is a space sim where teamwork is vital. EX: 10 people in one ship, each with their own job/directive. Would pay any amount of money for that.
I can say for sure this game can easily handle up to 4 players in a ship at once (if it had multiplayer). But I am not 100% sure if the player is going to be able to make ships that big as to support 10 players inside of it. However be assured I'm working towards that, for example by implementing bigger elements you can build with (= less objects on screen = larger limit of blocks you can build with = larger ships = more players can board the ship).
What you just mentioned about teamwork and different tasks in a ship is a very interesting point, though.
yeah I do realize that's a problem. I started this game before I even knew that other people have already made their own approaches towards this genre, so in a way that was unintentional.
Placing blocks (or bigger elements for that matter) is the easiest way to let the user create his own ships and also is relatively easy to program. This also spares me modelling and UV mapping complex 3D models. I do hope it is still visible that I am trying to do something different from blockade runner or scrumble ship seeing how the ship editor features blocks of different sizes (and there's gonna be more non-rectangular shapes) and also a higher resolution of textures.
It may look like StarFire is a rip off of Blockade Runner or Scrumbleship at first glance, but I'm persuaded the end product will be quite different considering what gameplay elements I want to implement. The gameplay will lean towards Freelancer and Galactic Civilizations with a touch of an RPG (=> fallout 3). Strategy is required while designing your ship. Freedom is provided by an endless universe to explore and the choice: do I want to be a bountyhunter today or just an asteroid miner? Or do i want to play trader, or start my own trading empire that spreads all across the galaxy?
Since this game was conceptualized to be a futuristic simulation rather than strategy, I won't change the entire game concept now just because there's two other similar games being developed. What I am definitely trying (and will be achieving) is to come up with game play and a game style that is unique. And together with many of the things I haven't mention here, I think I will have an unique gameplay. (now the only thing I need to do is to keep at it, lol! )
I do have in mind to turn this to a multiplayer game, but I need to look more into multiplayer networking first as I don't have any experience with this. Before I do that I want to finish basic ship controls, though.
So, say someone shoots you. Not very realistic when simple blocks are getting blown up, rather than realistic chunks of the hull.
I do plan to implement a damage model for each ship element, but I haven't thought about it in detail yet. For the early developement phase of StarFire a change in texture will do.