Check out the progress on the new ship builder in 0.9.0a!
Build your ship, hire crew, and voyage across the stars... only there's no fancy warp drives, wormholes, or faster than light travel!
In SubLight, you're tasked with managing your ship on the generations long trip between each star system, keeping them happy, healthy, and under control! Explore a procedurally generated universe, in a charming retro style. We're currently in the early Alpha stages, so any feedback or funding is greatly appreciated! By buying the game from our store, you're guaranteed any future updates, as well as a Desura key once it's released there.
After the feedback from SubLight going live on Desura, I've decided to do an aggressive overhaul of the game. I don't think a single system isn't getting touched by this update, which means the current version is taking awhile. My goal is to make this game not only playable, but less of a hassle to develop. The past months have been really productive, but in the effort to release an update each week, I’ve created an unmanageable mess. There are going to be some changes in my workflow, so that the following can happen:
For anyone interested in managing game development, it'll look something like this. The holidays will likely muck this up a bit, but I'm aiming to get two more updates before the new year. After that, this new Fortnight Update scheme will be in full effect, meaning you can expect regular builds every two weeks!
After much back and forth, I've finally settled on a workable coordinate system for SubLight. The game will be generated by the “Sector”, which is about a hundredth of a lightyear. Sectors will be the smallest possible distance between star systems, or about three times smaller than the distance of stars in a globular cluster. This means that a Milky Way sized galaxy in SubLight could contain 700-800 billion star systems, which is more than double the number of stars our galaxy actually has!
This is much better than the existing solution in SubLight, which could handle a few million stars, though I wasn't able to test it because of the silly method I went about implementing it (which is why you can only see a couple light years around you in the current versions). All in all, I'm very excited about the new implementation, and I feel like I've finally struck a nice balance between realism and feasibility. Below is a very hastily created animation of scrolling around in the star viewer:
They're being redone, so that you'll be able to zoom in from the local star view. After this next big update, I'll work on zooming out more, since right now you can only view a tenth of a lightyear around you. Eventually you'll be able to zoom out to view whole galaxies, then zoom back in on your puny spaceship!
Anyways, gotta go back to drinken coffee and clackin away, these games don’t write themselves! I encourage you to track this game if you find it interesting, or follow me on twitter, @Spacew00t
Latest tweets from @spacew00t
RT @SurreyRoadCops: Remember as days get colder animals are attracted to the warmth of cars so check wheel arches or other hiding places ht…
Dec 10 2013, 12:38pm
I plan to break the hydroponics up into smaller models, since the part editor is meant to snap them together and apply different skins!
Dec 10 2013, 12:10pm
@Jargon64 *erected a monument
Dec 10 2013, 5:20am
Dec 9 2013, 10:16am
Dec 9 2013, 10:13am
Dec 9 2013, 10:12am
@DarkestKale I dunno, I think that might be cool! Also, try adding analytics, it's pretty easy to hook various libs up to google analytics
Dec 9 2013, 10:11am