StarFire is an ambitious (so far) one-man project, initiated on 19th August 2012 by b5cully. It was created with the intention to provide a tool to explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design his spacecraft in such way it fits his individual needs and play style, and most importantly, withstands the dangers that linger in the dark. As such, StarFire implements models based on science, and may also cross the border between reality and the paranormal.
This game is inspired by Freelancer, Galactic Civilizations II, Fallout 3 and Minecraft. It's development is currently halted, but will be resumed some point in the future.
The StarFire Source Code by b5cully is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License with additional conditions and permissions.
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Been a while since I last posted something here. I have a little surprise for you, too: a playable StarFire demo! Get it here: Mediafire.com
Or via indiedb
Please check the readme + controls.txt inside of the archive first for instructions. Install by extracting to a folder of your choice (ideally where you have full permissions), then clicking on StarFire.jar to run. Beware of buggy-ness & unfinished-ness! If you encounter problems or weird display, please report back!
This is still very rough work. I've been working towards creating something playable this iteration and I indeed succeeded to create a very basic simulation. Creating the framework enabling me to spawn items in space (hint: press the left mouse button in the demo) took up most of my time. This eventually is going to enable me to let loot drop on death of an entity (asteroids, enemies...)
The lack of time efficiency and easy-to-create data for the game has me forced to create this editor which postpones the development of multiplayer a little. The upside is that you, the player, too will be able to create your own content, and that includes ships, weapons, engines, resources, and even celestial bodies.
After my exams are over, I will occupy myself with multiplayer implementation, a basic AI and lots and lots with improving existing features. There's going to be many interesting things that I plan to add, such as overlays to display conditions (i.e. heat, injury, damage), better particles effects for weapons and engines, better sound and much much more.
Thank you tons for tracking StarFire! Peace out :)
(+Video) Am talking about how hulls and the editor will be handled in the game, the recent progress on space craft mounts, weapons and camera controls...
Happy birthday StarFire! Read more on how the idea for StarFire came into being and where it's going!
Please take the time to answer the polls! - New planet stuffs - Texture overlays for spacecraft.
Long time no see on IndieDB! In this report notable changes to the game are discussed, such as effects, materials and galaxy generation. This report includes...
explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design...
"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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Finally tried out the demo, Pretty cool, but there is a zoom bug, where the camera is stuck inside the ship.
...maybe "buggy" is the wrong word. "Unfinished" would suit better.
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.
Work on StarFire is going along well, a demo release with some gameplay can be expected in around 2 months. Hope to start dev'ing on multiplayer till then, too :)
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the controls in the ship editor are not very user friendly, something to consider for next release. especially because most people wont read a readme or manual.
Care to elaborate what you mean by "user friendly"?
As far as I remember (its a while back ever since I programmed the ship editors prototypes), the key mappings were placed in such way that the keys you used the most were accessible best (i.e. selecting or removing blocks). As I also made multiple models using these editors, it indeed took a little to get used to, but once you got the hang of it, working with it was relative fast for being a keyboard-only interface.
If you refer to the lacking ability to control the interface using a mouse, this feature is something that is already implemented in the most recent version.
"If you refer to the lacking ability to control the interface using a mouse, this feature is something that is already implemented in the most recent version"
sweet.
I've been tracking your game for a short while now. I am impressed with how far you have come along. Keep up the awesome work!
Thanks a lot for your support :) Trying to do my best here as one-man dev team :D
Won't be a one man team for long, I'm going to try to keep up with my promises, and work on something when I have time, right now i'm still settling in after moving, and I can't seem to stop playing freespace 2. (classic space combat games are too good!)
haha thanks, glad you remembered ;)