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StephanieRct
StephanieRct May 31 2014, 3:45pm says:

they are all updated each frame but some part of the update is balanced over several frames, things like looking for a potential enemy target. I'm also using octrees to speed up the entity queeries. And it's multi-threaded on the star-system level.

+1 vote     media: agressive retaliation
StephanieRct
StephanieRct Apr 21 2014, 11:02pm replied:

J'ai fais un petit survole des différentes classes de vaisseau il y a un bon moment sur notre forum:

Stephanierct.com

Comme tu peux voir il y a une grande différence de taille entre les corvettes et les dreadnoughts. :)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Apr 16 2014, 11:30am replied:

Thanks! :D

Multiplayer is supported right out of the box. It is already functional actually. :)

We will be doing an early access at some point. We are not sure when as things change on a regular basis here.

+4 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Feb 12 2014, 3:18pm replied:

Oui il y a un mode cinématique qui enlève le UI mais pas les icons de ships, ce serais un option à ajouter. :)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Feb 6 2014, 6:22pm replied:

That could happen.

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Jan 22 2014, 1:15am replied:

It will be much more, probably not on the first release (alpha) but it will come. :)

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Dec 7 2013, 3:15pm says:

This... is... AWESOME *headsplode* I've got the best 3D artist working with me!

+2 votes     media: cruiser design peak
StephanieRct
StephanieRct Nov 1 2013, 12:18am replied:

There will be a lot of variety of lighting setups. I've been working on the fog for nebulae and asteroid fields lately, that is why we see a lot of them recently.

+1 vote     media: Fog and Asteroids
StephanieRct
StephanieRct Oct 29 2013, 2:44pm replied:

Thanks! The ship classes are more about size then role. Each class can have pretty much have the same roles depending on how you design them. They can be military, support, transporter/freighter, miner, carrier, trader, etc. Also they can be assigned a specific role within a fleet such as Raider, Support, Defender, etc.

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Oct 14 2013, 1:15am replied:

It's actually a bug, but we might consider adding a bit of depth to it. Bob Ross would call this: "A happy little accident" ;)

+1 vote     media: city in space
StephanieRct
StephanieRct Oct 14 2013, 1:10am replied:

There are 6 buildable extensions to the station that gradually expand it outward. All of them are unlocked by technologies and are quite expensive to build.
I'd like, in the future, to be able to build each platform separately and have no real hard limit. But that's still in my wish list :)

+2 votes     media: city in space
StephanieRct
StephanieRct Oct 13 2013, 7:35pm replied:

There will be some news in the coming months :)

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Oct 13 2013, 7:33pm says:

You mean the population head count? It depends on several factors: the size of the station itself, which habitation building you use and how many you cannot use because of other building taking available space. There are many ways to optimize it depending on which technologies you have unlocked and where the station is located. Does it answer your question?

+1 vote     media: city in space
StephanieRct
StephanieRct Sep 29 2013, 1:42am says:

I have an unexplained need for orange crush now.

+1 vote     media: orange :)
StephanieRct
StephanieRct Aug 19 2013, 5:37pm replied:

1- It's fully 3D! There's a video showing multiple stations build on different X/Y planes. Indiedb.com

2- There is no real balancing in the game yet. But the quantity of ships you need to take over a sector greatly depends on your strategy.

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Aug 19 2013, 1:54pm replied:

yes it they have a low EM signature, it could happen.

+1 vote     article: Visibility / stealth system and Fog of War
StephanieRct
StephanieRct Aug 10 2013, 12:05pm replied:

Nous avons plusieurs types de flak qui seront implémentés éventuellement dont un qui explose à distance fixe. :) La taille des unités seront ajuster quand nous feront les assets finaux pour chacun, pour l'instant nous utilisons beaucoup de placeholders qui sont tous de taille similaire. D’ailleurs, nous avions écrit un article ici qui explique les différantes tailles selon leur classement Indiedb.com

J'ai aussi un plant très élaboré pour ce qui est du camouflage ou cloaking mais pour l'instant ce n'est pas dans ma liste des priorités. :)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Aug 5 2013, 10:34pm replied:

It's pretty much all programmer art for now. This feature is fresh out of my brain, can't get anymore raw than that. ;)

+1 vote     media: Flak Gun
StephanieRct
StephanieRct Aug 5 2013, 4:11pm replied:

Nous avons déjà un modeleur expérimenté dans l'équipe, mais merci de ton offre! :)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Aug 4 2013, 12:17pm replied:

Il y aura un release pre-alpha dans quelque mois espérons le. Ceci dit le jeu ne sera pas dans sont état final mais il sera jouable tout du moins.

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Aug 2 2013, 10:16am replied:

T’inquiète, je parle français. Je suis Québécoise ;)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Jul 27 2013, 3:49pm replied:

It's not an if, it's a when. :D
And the answer is: when it's ready ;)

+1 vote     game: Deep Space Settlement
StephanieRct
StephanieRct Jul 3 2013, 2:38pm replied:

Actually I've heard Kickstarter might get to Canada by the end of summer. So DSS might be kickstarted eventually! \o/

+1 vote     media: Design Component Highlighting + Statistics
StephanieRct
StephanieRct Jun 26 2013, 3:21pm replied:

No, it's still alive! :)

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Apr 15 2013, 1:13am replied:

Thanks! :)
1. There will be only one playable race for initial release.
2. There's going to be an open alpha/beta funding period where you'll get a discount over the normal price of the game.
3. A story mode and custom game mode.
4. There are several races in the game with different ships but only one race is actually playable now.
5. Maps, i.e. galaxies, are randomly generated from several settings.
6. I'd like to have all kinds of components to build all kind of ships in the final release.
7. You could build alien kind of ships if you get the right technology. :)

+4 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Apr 3 2013, 11:46pm replied:

Thanks! :)
There is a lot of different resources involved in DSS. The most basic ones are Drax and Maki. The former is used as a strong material and the latter for electronic components.
There are also mysterious raw resources the player will discover by finding them, by talking to the right person or by various events. This will then unlock new branches in the tech tree, which brings me to your second question. Most of the tech tree can be unlocked with Tech Points earned by lab stations. But some branches will only be available after some events like I said previously. DSS will have a lot of mysteries to explore, this is just one of the many possible ways it will do so. :)

+3 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Mar 28 2013, 1:43pm replied:

I don't kickstart it. But there will be an alpha funding period sometime this year hopefully. :)

+2 votes     article: Hooray for new GUI!
StephanieRct
StephanieRct Feb 24 2013, 10:42pm replied:

Only English is planned.

+2 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Feb 22 2013, 12:05am replied:

Yes, you will be able to name ships, stations and fleets. :)

+4 votes     game: Deep Space Settlement
StephanieRct
StephanieRct Feb 21 2013, 8:08pm replied:

Glad you like! :D

+1 vote     article: Turret Stations
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