- update 31-may-2012 -
The Combat Prototype sourcecode is available, open to anyone willing to have a look, so they can see what's required to make a very basic game in OpenGL and C#.
- update 06-march-2013 -
Development of the game is contuining, but at a very slow pace due to real life commitments.
If you wish to make suggestions, feel free to post on the forums of Star Apocalypse or contact us directly here.
Star Apocalypse is the reinvention of the 4X genre. The game is a real time game of intergalactic civilisation, using the computation power of modern computers to run advanced simulations on cultural, technological and societal interaction and development.
The Alpha gameplay and graphics will be very basic. In the alpha, you start out as an organisation like modern-day NASA or any similar space flight organisation. Your objective will be to lead humanity into space, and try to get a self sufficiënt presence in space.
This all will happen in a totally random-generated universe. The universe is already set up in such a way that it can accomodate Beta-phase gameplay. It is a universe of 500 stars, each with their own scientific stats. The universe is meant to be as scientifically-accurate as possible. It will feature systems with planets, asteroids, planetoids, stars and more. These will all have scientific stats, like planets having atmospheres with pressure, temperature and such. Planets and Stars will also have an escape velocity. These will all influence the handling of ships, populations, etc.
Speaking of ships, those will have real scientific stats, like mass, thrust and such. This will all calculate into ships having a limited range and a limited set of objects they can take off from. In fact, range won't be limited by a hard kilometer distance. If you want to travel to the next Star System, you can do so, but it'll take you thousands of years, if not more. Range will be limited by your Delta Velocity Capacity. This is roughly the capacity to change speed. You can save on this, by using other celestial objects' gravity to slingshot yourself to your destination. This will cause a trade-off between speed and propellant consumption.
Once you have the technologies to become self-sufficiënt in space, competitors will also start to challenge you. They will compete for the same resources (which are limited). You win the game by being the first to settle a colony in a nearby system. In the Beta, the win condition will be different, although alpha gameplay will be preserved.
The graphics of the Alpha won't be meaningful, to say the least. It will be a simple Windows Forms application, with some parts of it having OpenGL rendering (like the Map). The goal of the Alpha is to test basic gameplay mechanics and to be able to quickly prototype things. By the time of the Beta, we'll start working on providing proper graphics.
* - This will be implemented in a later Alpha Build.
In Star Apocalypse the player takes control of a society just as it is about to reach the stars. The player will guide them to found new colonies, construct massive fleets, and improve their economy. So far, nothing new to the 4X genre.
However, the player will not directly control everything, he is in fact limited to the options available to his central government, not even necessarily his entire populace on his home world. Thus the player will play a game of internal politics as distant colonies and minorities will strive to better their lot in life. The player will be just as busy keeping the empire together as he is expanding it!
The player will try to guide his civilisation as best he can forward into the galaxy and the future, where new technologies, unknown species and ultimately, ascension from the corporeal form await him, amongst other things.
Star apocalypse is set in a not so distant future, where man is just and about able to start mining the solar system, all the way to a very distant future where man travels from one end of the universe to the other in the blink of an eye.
The map is a galaxy system much like the milky way, with thousands, if not millions, of stars to explore.
This game is made to appeal to the science fiction fans, fans of the 4X genre & strategy games in general, and people who enjoy political/historical simulations.
The goal of the game is to lead your civilisation as best you can; what this means however evolves along with your society. This is subject to the cultural values of your society, which bring certain expectations and focus to your society. It is dependant on the stratification of your society; a civilisation base on slavery requires a large military to maintain it. It is dependant on on your dependency towards other colonies; Rome needs the Egyptian grain. Etcetera. From being a brutal warlord to an enlightened technocracy, your goals evolve with your society.
Sounds like something you'd like to play? Why not watch this profile, comment and participate! We can always use community input!
Hey everyone,
I'm gonna give some updates on progress and do a few announcements for the game in this post.
First of all, I have been working on a very simplified game engine. It is a 2D graphics engine with very simple code. It also does not care a bit about the gameplay code, as long as it gets its stuff to draw to the screen. It's quite the thing which a gfx engine should do in my eyes. I have also implemented inside this engine mini-threading functionality which balances the execution of the gameplay code library over several threads. The intention is to make the game scale with future hardware and with different hardware specs modern day. More CPU power will mostly enhance the size of the universe and the AI. More RAM will mostly increase the possible size. The threading functionality does not fully work as intended yet, but I'm getting close. I hope to be able to show some demonstrations somewhere in the coming weeks.
Another announcement I want to make is that I'll be releasing the soundtracks made for Star Apocalypse between july 2006 and now as CC-BY-SA for downloading somewhere in october. So it'll be added as a download package on here. Most of the devs on the project are also people who value an open culture with freedom to share the cultural fruits of others. In this, we want to release the soundtracks as items which can be freely shared and even be used in other commercial projects, as long as a reference to us is given.
I also want to apologize for a lack of updates. I have had a lot going on in real life, and still have. That has allowed me to spend little time on coding. Things should be slowly starting to settle down now, so hopefully I can get that game engine working within a few weeks.
Another announcement is that I intend to release a smaller game using this engine and minithreading capabilities before I will develop a full 4X game with it. It allows me to optimize it for running deep 4X simulations once I know the strengths and weaknesses of this engine.
This was it for this time. I hope to be able to show something really ingame the coming weeks.
If you have any questions, you can always contact me by email, PM on here, comments or on steam by my profile at Steamcommunity
PS: Little shoutout to the FAF community for pointing me this excellent vid:
It's been a while since the last update. That's also with a reason. I've been quite seriously ill since the start of april. And it isn't showing any signs...
In this update I'll explain the new downloads added and general progress on development.
Work has been done on my house, slowly ending my 'hiatus'. A soundtrack concept has been posted and work will slowly continue on the game itself.
I wanted to let you know why there has been a recent lack of updates regarding development.
License: CC-BY-SA. Has a surprise inside for the ones who will receive these transmissions on short notice. File can be opened with winrar and 7zip.
This is the Pre alpha code of the very buggy version of past summer converted to XNA rendering. The game library itself was hardly changed. Had this sitting...
This is the prototype we used to optimize orbital motion. It features very simple mechanics to simulate a 'simplified' orbital motion method. It can simulate...
This is the sourcecode of the current Pre-Alpha buil.d It is far from complete, and as such, should be considered as such. For license info, see license.txt...
This is a non-playable Alpha preview. It is posted to show you how far we are, and what direction we'll be heading in. You're free to give feedback on...
This is the full Combat Prototype sourcecode, released under LGPL license. Open it with Visual Studio C# 2010. The sourcecode is partially documented...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Video posted which is also included on the soundtrack download. I do have ingame stuff to show, but it is still very ugly looking actually. Consider it rather a working game engine demonstration than really something which looks nice.
The moment you lose a large piece of source code due to stupidity. Really felt like a moron then!
Posting the prototype of the video now. XNA code with ready to use installer. Should be approved very soon.
Having no broadband connection since a week is quite weird. 2 more days and then it should be fixed!
Alright. Got the first gift ready. Anyone who wants to test it, feel free to send me a private message (I am not entirely happy with the results yet, but it is a great thing to have working now in some way).
The 2nd real treat I want to have done (and working on that a lot now), will take some more time. I think many of you will love it in some ways though. It just requires a real big amount of work.
video demonstrating the 2nd gift will be up in a moment :)
edit: Processed now. Watch it!
Another update coming soon! Having finished my tests of several techniques, I'm working on the first real game code which will be in the final game now!
Density wave theory :) tasty!
Ok i decided to skip the nifty functionality later needed for the project and actually finish a first gameplay element :)
will try to write a newspost tomorrow :) Got something made which is some nifty functionality!
damn I accidentally broke it while trying to expand it. I will revert to old code and finish my stuff :)