Self taught programmer, 3D modeller, designer and artist. I like games, and making them.
Looks great! love the pixelart
Full release is planned in March next year. Trying to get it done in February, but no promises!
Thank you so much! Really happy you like it!
where is this from?
Thank you! :)
The alpha demo is going to be free for sure. I plan to sell the final game at around 2-7€ (~$3-8).
Now that you mention "donateware", I do like itch.io's donation option at a suggested price, so maybe I will use that. I haven't completely settled with one option yet.
Thank you for the encouragement! :)
Why would you do this? People can get a better idea what your game is going to "feel" like if they have something "solid" to play around with - It doesn't even matter how unfinished or outdated the demo is
If you combine pemmican with animal fat you can craft prepared pemmican at a fire source.
I think you should start selling merchandise one day
I'd totally wear a t-shirt with the wayward logo on it
omgomg finally a new game release I can (try to) break!
Jk, can't wait to try all the new features out :D
I'd be interested to donate to this game as well :)
I'm running this game just fine on W7 64bit
You CAN run 32bit versions of software on a 64bit machine (just not the other way round)
so many awesome planes :D
oooh I like that one
Yup... if youre running in third person you can hear the steps. It's a bug.
Could be you're not running the game as an admin (on w7)... at least I made the experience I cannot save any games if I don't.
their forums can be found here: Dezowave.com
I used WinRar to unpack the downloaded files. Rightclicked the first part of the archive, clicked on unpack, and it automatically unzipped everything properly (all archive parts must be in the same folder though). If you do it manually it MAY cause issues... i.e. fragmented/incomplete files. But not too sure about that ;)
Though if you're having problems DURING the installation, the game takes quite a while to install everything, even if the slider reached 100%. It still copies files even then (I checked that on my hard drive) so just let it work for a bit. If everything was copied, it'll shortly ask you later to install the XNA framework and some other utilities once it's done.
Since I wrote a novel about bugs/crashes/suggestions for improvements
it didnt quite fit the 2000 character limit... So I just submitted it here:
Please keep up the great work - this game will end up thousand times better than it already is if you do!
...maybe "buggy" is the wrong word. "Unfinished" would suit better.
I shall try this once I have time, will report back later!
Can you also please check whether its possible to learn the iron ingot recipe? I discovered most of recipes in blacksmithing but I dont seem to be able to obtain that one. Was quite a while ago last time I was able to craft iron ingots too (possibly 1-3 releases ago?)
Edit: OHHH nevermind... I CAN craft it... >_> no one told me I had to have all the stuff for it first :D
On that note, ectoplasma also decays way too fast (and chances are very low that I also have offal in my inventory when I have obtained it)
The in-game hints should be enough to understand the basics of the game I think.
Ah that's good news then :D
And I found another "bug" with the weekly version. Is it intended that Stone tile flooring is heavier than Wooden flooring? (stone is 5, wood is 10) Seems a bit odd to me...
What also is a bit annoying that some items dont break when they reach 0 durability. This is the case with soil, sinews and mortar&pestle (its possible that more items are affected). Its actually quite handy for tools as they dont break and just vanish, but very annoying for "consumed" items like the sinews and soil since you cant repair those.
Ah, alright then.
I'll trust you guys to make fishing better, so can't wait to try it in the next release :D
I forgot about one important bug though: It's when you use the solar still. I think I'm on my 6th or so day now and ever since day 2 the water is still not purified. Maybe you put 100.000 turns instead of just 10.000 for purification?
You guys deserve it!
This is a great update - I like that you split up crafting and inventory (and the fact you can toggle them both) and the annoying window focus bug with containers seems fixed as well.
I noticed you have already fixed most of the bugs I wanted to mention already. Is it possible to download the weekly 1.7.1 update or do I have to play in my browser?
One bug I found (that is not mentioned in the changelog of 1.7.1) is when you remove a stone water still and want to move it, it gets -1 durability. I seem to get random error messages, last time when making a wooden wall and another time stoking fire.
Fishing is a bit better now since more fish seems to be spawning (I could be wrong here though) but I'm still having problems catching them (low fishing skill -> fish hard to catch -> sharks in water -> cant fish) - killing sharks seems like a better food source Lol. (Maybe you could make fish only travel in shallow water so the sharks wont be in the way?)
On that note, did you remove the recipe for cooked trout or is that something you need to discover?
Is this game still in development? Hasn't been updated for quite a while now
There's different camera "points" on each ship, and one happens to be inside it. You can press 1 and 2 (above Q&W key) to switch through available cameras (one should be inside the cockpit, the other behind the ship). Everything's still very very buggy Lol.
Aw man... At least you did get some stuff done, even if it's just a bit - progress is progress!
I really like the amount of content you added here. I possibly didnt see all yet, but the few encounters I had made me smile, or also **** my pants! :D
A few suggestions (MAY CONTAIN SPOILERS)
Arrows picked up should be automatically placed in the quiver, if any is equipped.
I think the spawn rates are crazy. I had 5 bears chasing me on my first night, and the second gave me 4 fire elementals along with some new mobs- and thats exactly why i died, I literally was entombed by mobs from all directions and couldnt get out. The problem is they all spawn at once in one location, and I already found it hard to get rid of the 5 bears. The bow and sling seem like great weapons in such situations though, but it really gets difficult if there's so many mobs all at once. Maybe it's better to spread them?
I like to play this game with the inventory open all times. When I got many items in it, I have to scroll down in order to see all items because they simply dont fit the window. In itself this isnt a problem really. However it turns into one once I want to move an item from inventory to backpack or other container. If I open the backpack, that window is focussed. Now I move the mouse over the inventory and want to drag something over to the backpack. What happens now is that if I have scrolled down already, that scroll position will be reset (it will be set to all scrolled up) before detecting what item is chosen, causing me to pick an item that is more up the list (so I'm dragging an item that I didnt want to drag). This has become such a pain that I'm hardly using containers at all.
The problem doesnt exist if I resize the inventory window large enough, however then I'd have to resize the window just in order to put something into a container. If you percieve this as problem or bug is up to you, but it definitely gets more annoying the more you use containers.
(to be continued)
needs moar followers!
Thanks a lot! :D
ah thats good then, I hope the solution you found will work out for you, good luck!
"Version 1.0 Demo Note: XBOX 360 Controller Required!"
I think that's quite a restriction here, you're basically limiting access of your game to users that have a xbox 360 (or at least one controller) - think you can add regular keybard input? (possibly PS3 controller as well? asking cause I got one)
I don't think there is reason to worry. This game is sort of my playground so I'm trying out a lot of things as a way to gain experience (and trying to polish it would be just that). Dont really have the intention to make it commercial too, at least not yet :D
interesting stuff you got here :)
ooooh I was wondering about your game recently, I swear I must have smelled that update from here! :D can't wait to give it a shot.
yup. This editor is primarily used for exterior and interior spacecraft hulls, and it can be used for various other purposes as well (think of item creation, weapon creation, terrain generation...) In fact I can implement export functions so you can use the models you create in 3D software. I can also make it behave similar to a voxel engine, but yet have to investigate what's best for the purposes I need.
So you basically get to create your own meshes and textures - in a way this is going to be a lot to be like 3D software, but I'm trying to make it more user friendly.
nice :D glad to see this in action
think you could apply a background image here? Get one tile and then draw it all over the board in a repeating fashion?
what's the size of each tile?
:D the explosion animation came out pretty good here
Thanks, glad you like!
Looks a bit like a puzzle or parcour
of course, I think it still looks pretty good despite of being a work in progress :) What you said is exactly what I was trying to say. Would love to see the final result if you guys are done with this.
nice work, looks surely promising. you might want to work on the particle effects once the flak impacts on the ships (unless thats the effect you are going for). Perhaps adding some sort of smoke to the flares would be nice.
There is always a risk of a game becoming a flop... that applies to all businesses and branches, actually. And not unless you are 100% determined and sure that the game you work on is going to be successful then your time and energy is spent better on other projects.
An obsession with making a game can be something very productive. If the concept seems fun and something others would enjoy, chances are good that the game is going to be more or less successful, making this obsession very handy. Unfortunately, as you pointed out, many projects will never be finished because of concepts that cannot be realized using the given resources, or by failing to keep up with work organization and planning, and so on. It's a tough job to keep up indeed, so joining an existing team is better (as you probably already figured out)
I wish you best of luck with creating your portfolio and applying for university, and I hope to maybe see some of your games on here in the future.
To be honest I don't think you should give up just yet. Let me take some time to explain why.
You guys are indie developers, right? Being an indie developer means you have scarce time and human resources. That means you don't necessarily need such a strict schedule either. Quite frankly, having only one year to develop a game like yours that isn't a pixel style jump and run (which usually isn't too much work) is way, WAY too short.
I have been also developing my game for almost a year, and I am still not completely over the prototyping phase. I also started out with very basic programming knowledge in Java, however my skills grew as more and more challenges were to overcome, and as my skills slowly grew, the game did as well. This means alot of trial and error, which also happens to take ALOT of time - but this is a journey your game is going to survive only if you are PERSISTENT and persuaded that your game concept will be a success. It doesn't matter how much progress there is, just as long it's there should keep you going. (And I may give some general life advice here: don't focus on the obstacles too much - focus on your aims. Focusing on obstacles will only make them worse)
Or let's take another example: Markus Persson (aka Notch) started out as one-man army as well, later on managed to assemble a little team and eventually became VERY successful - Wanna know why? Because he just kept going and doing what he loved, despite of having no job and all other problems he had. Think about it.
What you could also do is, of course, to try your newly acquired skills in a new project. You could also come back to this game someday in the future and continue developing it, once you have gathered more experience with other projects.
Thanks! Can't wait to get the other models done... :D
It's indeed interesting to see people's opinion, but sometimes they not always consider/know technical aspects which can change a decision completely. It'd be unwise to add a feature just because a majority wants to have it, when you know for sure it will hinder your project's development (due to complexity, time consumption, etc), in that sense it's always good to have a "veto" in such matters. But despite all of this, it doesn't mean there cannot be compromises between the end user's desires and a coder's needs.
Bug tracking makes your own life easier too when you test stuff out yourself, so creating reliable in-game debugging tool should be of high priority, I think.
Thank you a lot, and I hope your own project is going well too!
Thank you! :)
Definitely! I have plans to let you also design the interior, which eventually also will have a function (keywords: cargo bay, laboratories... stuff like that)
It's also possible to create space stations using the very same building kit.
it was made from multiple smaller meshes, probably around ~35-40 of them.
Figured it will be better performance-wise if I use larger parts. Plus this gives me the bonus not to look like blockade runner or other games in that genre :P
this is looking awesome!
awesome! could also offer some interesting stuff you could implement using this new elevation system
good news: minecraft is not the only game that makes use of voxel terrain...
Thank you :)
the 5 months of constant development are proof enough that I won't drop it so easily! I feel like it's gonna be something big, and that I should keep at it, even if the development is rather slow, as you already said :)
Even if it should be the case I am forced to drop it for whatever reason (but which I doubt will occur), the game is coding-wise well-documented and well-explained, so others will have it easier to look into and continue it.
funny, wanted to ask you to join this site, looks like the case has resolved itself
Thanks a lot, will try doing that :)
Is this intended? The screen with the shop perhaps is, but I cant imagine that I'm supposed to see nothing while sailing
using w7 64bit with 8GB RAM and a ATI radeon HD5700 series should the info be relevant
Oh and perhaps its important to know that I have not completed the first quest yet at this point.
Yes they definitely will. I used the short distance between them only to test out system generation and the fast ship movement so I won't take forever to check their orbits lol
Yes I actually like this idea most as well. The only thing I have some worries with is how to implement that technical-wise.
I could use small "indicator meshes" as mountpoints, then dump these while loading the models, but saving their coordinates within the model itself... HMM! That sounds a bit like a easy to implement solution here...
Looks like I have some concept to work out again hah!
most modern weapons are modular indeed :) Still a bit indecisive how I should realize it however.
I could let the user freely choose where the parts should be placed - but that will probably make problems trying to animate them, or make the user place parts on unreasonable locations (such as a magazine right in front of the barrel lol)
I can make it semi-free by creating mount points, points where the user can attach the parts to. This probably will be a bit more effort creating/importing the models, as I also have to define these mount points.
Then there's the static way to do it. You just choose one barrel, one operating system, and be done with it. Would be kind of a shame seeing how you could make a twin barreled minigun using the other techniques...
Yes. I have planned to let the player create their own HUD design. HUDs will mostly be displayed in form an interface HUD (such as the targetor here) and in form of consoles that display simple easy-to-read information.
If the word "console" is not clear for you: they refer to an element usable in the ship editor. Take it as sort of LCD display you can create your own cockpit design with. These consoles can display different types of information, i.e. Tank status, general ship status, engine status, inventory etc. In game, consoles give you simplified information (given that they will be rather small) and if you click on a console inside your cockpit, it shows an actual interface containing more detailed information.
If you wait 2 more releases you can customize your cockpit like this (if everything goes as planned)
yup :D they will get that kind of stuff once I've implemented DamageTypes
if you are referring to binary star systems, then yes that's what I was planning to do :]
I'm not sure what you mean by "binary planet systems", care to elaborate?
looking awesome, guys!
I haven't changed that as I have something special in mind for planet scales, I admit they're kind of like christmas balls on a invisible christmas tree at the moment :D
I was aesthetically speaking, but seeing how they're more placeholders than anything, nevermind my comment :P
looking great, nice models
One thing: think you can somehow come up with something better for these HP/MP/whatever display bars? They look kind of... well clumsy I think. Just a thought
Don't worry, it will get even better :>
*uses an imaginary like button as I'v accidently downvoted D:*
I hope you're as excited as I am - and if not, I'll make you excited with some screenshots! well that just sounded incredibly gay, butt **** it.
this made me lol
Reminds me of Thunder Brigade
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.
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.
thanks a lot, I'm happy you like them! :)
Nothing wrong with playing good games and picking up some gameplay ideas here and there. The end product will differ from the source(s) of inspiration anyway :P (though randomly generated weapons might be off topic quite a bit lol)
Lol what the hell is that ufo doing there :D
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.
maybe im just too noob to find that mod description
awesome concept drawings
kind of hard to tell what you're doing there
eh, not sure if that's good or not, but its style looks a lot like pokemon or digimon.
I think it doesn't matter if you use 3D or 2D as long as the game has a consistent game/interface/icon design. The best example here is what EA did with numerous of its games like Spore, Sims or SimCity though that is a more modern example. Galactic Civilizations is another game of which interface design makes up for the lack of ability to freely travel through 3D space. My point being: If the user encounters an interface or HUD which is self-explainable and easy to handle, then the graphics itself are not as important. Users will usually memorize the overall gaming experience with your game rather than graphics itself. The gaming experience is greatly influenced by interface and gameplay. Imagine the user wants to access his inventory but cannot find a button for it, or needs to press an infinitely long shortcut to access it, or imagine the user just accomplished a task but will get no reward for it. That would suck, wouldn't it?
Lol, took you seven years to notice you cannot do it all yourself! <: jk
I got headphones with very clear sound and the middle tones of the song "Scrambled Matter" sound a bit "mushed together" for me. Can't help but notice that they sound as if these songs were compressed at low bit rate - it's a pity really, because your songs (@Hobospy) are actually very good, I like how you're using a variety of techniques to present your song (such as filtering effects). I think you should consider remastering them once you have some better headphones. I got Sennheiser HD428 headphones which might be expensive, but they got a very clear sound with not too much bass and I'm very satisfied with them. @rollsballs you got a quite nice remastering here, even though such ambient pieces aren't my taste as I'm a friend of variety, but I can see you know what you're doing and you're doing it well. Your songs could be a bit shorter though, like try not to make the arrangement "explode" in length too much - PS: Sorry if my criticism is misplaced here :P
Looks freakin' neat